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these are some minor amendments that i would suggest for the necron codex. most of the complaints about the necrons are about WBB, gauss, the res orb, ctan, or lith. thus i would improve some of the lesser used elements of the necron army so that oponents of the necrons might start seeing lists with more variety. please tell me if these are reasonable sugestions, and how they might be improved upon.
reasoning: it is probably the least used item in the necron list, as the benefiet it provides is minor in comparison to the point cost
change: lets the player roll 2d6 and pick the highest for the d6 + initiative to catch/ succesfully run away roll, in adition to its current ability. cost: 15pts
reasoning: another extremely underused piece of wargear, it's impractical for anything but scarabs, and even then the S3 hits rarely justify a 25pt cost
change: give the hits AP:4
reasoning:never used except when players have lots of long rang shooting, and know they are playing night fight. changes would make it more viable to take when not night fight
change: if used when not night fighting, all enemy shooting at the lord, the unit he's in, or any necron units with a model within 12" of him must check for night fight.
reasoning: compare the stats and abilities of a necron lord for his point cost to those of an avatar, GK grand master, Arcon, chaplin, demon prince, or most other HQ units in the game and you will see that they are just simply better for their point cost. also the warsythe really needs to become a better option in comparison to the staff of light.
changes: S:6 A:4, automaticaly comes with warsythe that has staff of light shooting
reasoning:they just dont have enough atacks to kill things with any numbers, and they die extremely quickly. also the fluff says that they block psychics around them, essentialy that they are immune to them, however the game rules barely reflec this with the fact that psykers are scared of them.
changes: A:2, 6+ invonerable save, no psychic power has any effect on pariahs or an IC in their squad , no psychic powers may be used by a model while within 6" of a pariah, i would aply this rule to the culexus also, by the same reasoning.
-imortals-just a better gun and +1 toughness didn't seem elite enough for me.
reasoning: they are wonderful, but their low point cost means you have to have a lot of them to be effective and a max 10 man squad just isn't enough in certain cituations.
change: number/squad = 6-15
reasoning: while great against many things, wraiths utterly fail to work against anything with 3+ or 2+ armor, whom they simply bouce off of, and they are slightly overpriced anyways. also, a squad of 3 is really easy to destroy with plenty of shots, a larger squad size would make them a lot more worth it
changes: rending, number/squad= 2-5
reasoning, destroyers are to light for most armys and HD's are too heavy for most, especially with gauss on everything else. thus they both need an upgrade that would make it practical to take against 3+ save armys
change, for +10pts a model destroyers may upgrade their gauss cannons to focused gauss cannons( 36", S:7, AP:3, heavy 2) which they may also move and fire.
reasoning: it makes absolutly so sense that scarabs, or any swarms for that matter, can be insta-killed. unless they line up in mid air for the lascannon, or huddle tight together for the dreadnaught, it just wouldn't happen. the lack of insta killing was supposed to have been made up for by the vonerable to blasts rule.
change: no swarms can be insta killed
reasoning: with S6 and MC, tomb spiders are clearly designed to take out big annoying crushy/HQ things, however with WS2 and many of them having 5 or better WS, it misses most of the time. also the paricle projector option is never taken due to their bad BS. aditionally, the ability to help with WBB almost never comes into play
changes: WS3, BS3, you don't have to have a second model of the same type on the battlefiled to get help on WBB from the TS.
changes: may take a charged gauss cannon for free instaed of their heavy gauss cannon, way still move and fire with it, number/squad:2-4
reasoning: AP1 is way too good against the monolith.
changes: living metal makes AP1 weapons not auto-glance
reasoning: it's only practical to tke one above 1500 anyway, and it prevents players from fileding him in incredibly unfluffy ways. also the necrodermis should defeat implant attack, as it kills ctan insanely fast, especially on a carnifex.
changes: may not be used in games below 1500pts, implant atack doesn't work
well i like how you have all these changes and all, but i do not seem to see any drawbacks pulled into from any unit. It seems apparent to have all upgraded stats. My I ask why?
Necrons kill enough themselves as is, if you were to add some buffs, you have consider in some drawbacks, you have reasons, but there are also reasons why they shouldn't be such buffed..
honestly.. man ap 1 invurn for a mono? what? its only 250 pts, and its pretty killy for that kind of vehicle.
and high pointage is there for a reason, and it makes you think if you want to have what in your army.
Crons are uber leet, they don't need to be buff anymore heh, or all shall scream more hate and cheese.
anywho.. you guys will not see any sort of codex changes anytime soon...
but you can always dream.. i guess XD
While we're at it why don't we give the warriors 3 attacks with powerweapons and fleet of foot.
Most of the upgrades you're considering are simply too drastic without a serious point increase, which would make necrons into a GK clone army almost.
The only things I think need changing are:
HD's need to be twin linked or BS5 or ap 1
Wraiths need an option for a rending/pw attack
Pariah need a 5/6+ invulerable save or a bionics save.
I agree. The Necrons are a solid army. I've played against them and I see no reason to upgrade anything at this point. Everyone seems happy with them and others seem to be mad about how tough the army is.
I would think about Orks and Eldar changes before Necrons. Actually make chaos and necrons last on that list.
I dont really agree with these, necrons are hard enough as it is. Any changes would mean a serious points increase (can you imagine pariahs more than 36 points). I find that necrons are balanced as they are, just look at my record with them : wins - 20, loss - 9, draws - 12.
Actually necrons are enoguht hard and balanced.
The only unit i would change could be the pariah. I will make necrons with points increase, cause you could use lith, VoD with them.
Another interest tnig could be make falyed ones troops in a special necron army. For example GW can rebirth a new CÂ´tan and make falyed ones troops and change some unit organization.
However i like necron like they are.
Destroyers that get a Str 7 ap3 weapon?!?!?! for only 10 more points?!?!?! And a monolith that is immune to AP1 ?!?!?! Im sorry but they made that rule so that armies like the WH would have a chance of popping the 'lith
No thank you, that is way overpowered.
There seems to be a plethora of necron players nowadays that want all these upgrades to an army that is already awesome in its own right. I dont know about anyone else, but I already get enough ppl telling me that my 'crons are overpowered without have all these upgrades to them.
It seems like many necron players dont realize that there NEEDS to be some disadvantages to an army that has so many advantages already. I agree with everyone that the necrons are fine as is.
The only things that I see that need changing is that the pariahs need some sort of invulnerable save (with a points increase of course), and that it would be nice to have another HQ option that isnt as good as the lord so would cost less points (the second is very optional).
I can understand wanting to see different necron lists, but you dont seem to understand that these are the necrons. They are a race of robots that are all the same. There is a reason that there are so few choices for troops and such in our army.
Last edited by Phaeron Typhoon; April 19th, 2005 at 21:53.
"I am the architect of fate!"
I think that this has been discussed before.
1. GW spent years developing the game. So each army, as a whole, is balanced. People have this thing for nitpicking at a few good units and don't see the big picture. Every component in the Necron army fills in the gap for another part of it. They need no changes
2. If you wanted more selection in your army you should have picked something like the Necrons opposite, the Tyranids.
3. With those upgrades, I think that the Necrons could field a grand total of... 10 guys a battle.
Anything that has been said above must be immediately
disregarded, as the high level of stupidity contained in every
word may cause you to drool on your computer thus causing
your own demise...
you know water+electricity= dead...-ness. :mellow:
the only problems i have is the wraiths... wraiths need to have either a rending/ or a 'heavy' option(forgot name) like the chain axes can only make armor save of 4+ if not already worse.
power weapons would be sick on the wraiths... only 36 on the charge (for me and my 9 wraiths plus the extra 4 warscythe d lord against that 'unbeatable' command squad of yours eh? :eek: :eek:
Overall, your changes aren't (IMO) as drastic as everyone has suggested. I think it would be cool if all of the necron units became used. However, extra point costs are merited, so here are my suggestions, for how much more everything should cost (I don't play necron, so I don't know exactly what all of their current point costs are).
Necron Lord- Make him 15 pts more (he flies remember. No one else except the daemon prince who costs way more points can fly). Take away the shooting and allow him to upgrade the warsythe to give it SOL shooting for +10 pts
Pariahs- doubling attacks is a drastic change. Give them +8 pts
Immortals- that's a minor change: +2 pts
Wraiths- I've ripped them to pieces enough times. They deserve that, so no extra points
Destroyers- I'd say +15 pts is reasonable, considering you've lost a shot. Make it required to give all the destroyers the same weapon. Lots of armies have worse than 3+ saves, it just might not be the ones you play
Scarabs- Fine reasoning, but +6 pts. You're suggesting a change to make them similar to the way they are in fantasy, where they are far more expensive (relatively)
Tomb Spiders- WS3, BS3 is fine, for +5 pts, but the other upgrade is far too good. That's one of the few ways we can deny you WBB
Heavy destroyer- why would you want to give that weapon to HD. You can give it to Destroyers. Simply make their weapon AP1 for +5 pts (already slightly overpriced and good at popping tanks
Monolith- Way, way to good an upgrade for the lith. The only reason you suggest that is that my sisters shot 8 Multi-meltas and an exorcist at it and (surprise) they killed it. They costed about 650 pts total. Don't complain
C'tan- Makes sense, although I don't know what implant attacks are, so I can't comment on those
These are my thoughts. I'm a non-necron player who would enjoy seeing more than one type of necron army. I think people are touchy on this issue, because many necron players come up with improvements that are completely off the wall.
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