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How efftive would a army of 30+ flayed ones work, well if they were a troop chice they'd probaby loss their deep strike, terrifing visage, or infiltrate. Oh let's also say that pariahs are also I4. How good would a CC nercon army be, against armies like IG and tau they would work well, but against most other armies they would get creamed. Why? Well look a Eldar so many power weapons in close combat high I and speed on necrons. (Not to say anything about that they also would have many more shots.) So many power weapons would neget WBB rolls. Verus krone they would be slautered against so many high I atackks and blood letters alike. Orks would even have a field day in all likely hood because of numbers and power of waaagh. In real necron CC army only pariahs would have any shoots but would be slow with little to speed them up wraiths would be the first into close combat but with only nine of them they will not do enough. Numbers would be against necrons in a CC army which is a really bad thing for them because of the nonesisting upgrades.
Ok flayed ones as a troop choices would spice up a necron army but would they help all that much?
I made this post because of all the people who think that flayed ones would make necrons so great.
I am also ready to defend this.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Moving Flayed Ones to troops as-is would be great, but whilst still maintaining an emphasis on warriors, like 2+ warrior units. rending is a bit over the top i think- sounds good, but too easily fixes a HD problem (aside from spewing lots of gauss shots).
pariahs need help, but i feel a single Int increase wont do it. up them to 40-45 pts, give them 'we'll be back', and give Imortals something to ensure they don't become obsolete, like gauss damage on a 5+ instead.
probably unbalanced as hell, but i think it's funky.
necrons will never benefit from being a close-combat army. that is why all their guns hurt tanks, they have low Int etc. this is also why they have teleporting aspects to the army so they can forcibly shoot the remnants after you're gone- and also a god that says "hey, you want to assault me....... GET OFF I'M NOT DONE SHOOTING SO MOVE (specified inches) AWAY!"
edit: i actually forgot Flayed ones can DS, Inf etc because i .....um....dont use 'em....
so instead of moving them to troops, up the squad size beyond 10. that'd do it
Last edited by jONESIE; November 25th, 2006 at 02:22.
LO RULESOriginally Posted by Jaffar_Hasad
so instead of moving them to troops, up the squad size beyond 10. that'd do it[/QUOTE]
Flayed ones can have up to 10 in a squad now.
FO as troops is a good idea simply because the other elites (yes, even pariahs) are so much better dispite the fact that FO do an obscene amount of stuff for their points (infiltrate, deep strike etc).
Certainly to keep warriors as the mainstay of the necron army the minimum troop requirements (i.e the 2 troops) must be made up of warriors, but anything from there flayed ones would be fair game.
Also, with wraiths in fast attack, tomb spyders in heavy support, pariahs in elites and a ctan in HQ you could make a rather nasty CC necron list.
[/QUOTE]Certainly to keep warriors as the mainstay of the necron army the minimum troop requirements (i.e the 2 troops) must be made up of warriors, but anything from there flayed ones would be fair game.[/QUOTE]
Yes warriors need to stay the mainstay.
[/QUOTE]Also, with wraiths in fast attack, tomb spyders in heavy support, pariahs in elites and a ctan in HQ you could make a rather nasty CC necron list.[/QUOTE]
I have to disagre with that. Because what would your troops be? Flayed ones are only as good a a normal space marine but have no ranged weapons. A necron CC army would lack any shooting no pistols the only things that can shoot are the pariahs and tomb spyders( which can only shoot a 12" ranged weapon and will only hit on a 5+) and they are so slow pariahs would never get into CC nor will the C'tan(unless your opponet lacks brains) The Wraiths would but 9 wraiths won't win a battle for you. Tomb spyders would work like a wall to protect the foot sloggers from shooting. Even orks would be better at shooting than the army you suggest.
i meant to make the available squad limt BEYOND 10, to 15-20 (20 will probably over do it, unless their INF, DS rules are fiddled with).
this would give the list a CC punch- even with INT 2, we got WWB, Res Orb, Teleport/assault again..... INT doesnt seem so pitiful anymore..... they could spear an assault instead of merely supporting. we should faulter at CC, not get owned by it. too many times i remember throwing the whole army, TSpyders, lord, destroyers and all, to win an important combat against vanilla marines, just to get SMASHED. and i charged. but i dont blame INT. i blame the squad sizes. even changing wraiths to 4x squad size would make them much more valuable, let alone Flayed Ones.
this does change the 'machine' aspect a bit for them though, all the pieces of them working together..... but i think it would be a worthwhile addition to the list.
Last edited by jONESIE; November 26th, 2006 at 07:07.
LO RULESOriginally Posted by Jaffar_Hasad
Making flayed ones a troops choice... hmm. it would be nice. I was hoping that eventually they would do necron variants like every other army, like tomb world themes to specialize armies. Sort of like what the orks have. Whether they give new units or not, just have the list be able to swap around. Like immagine being able to field pariahs as troops, forgo phase out. Very low model count, no WBBs but a really REALLY nasty force to recon with, I don't think it would be unbalanced at all, it would make people think about tactics.
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