Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Reinventing the Necrons
Closed Thread
Old 02 May 2008, 03:26   #501 (permalink)
Shas'O
 
Join Date: Apr 2005
Location: Canada
Posts: 7,584
Send a message via AIM to Gatler Send a message via MSN to Gatler
Default Re: Reinventing the Necrons

Quote:
Originally Posted by BrownKnight
If they only had them in heavy destroyers, and only had 3 heavy destroyers per squad max, then I do not see it as stepping on the toes of others, as you give up monoliths or tomb spiders to play 9 of them, and 6 or less can be killed off quickly when they swoop in.

I have no problem with the 18" range part, I just do not think it is needed, as a normal destroyer can take the same three shots vs. a tank at the full range already, so players would use normal destroyers if they wanted the three gauss shots. (I myself would rather penetrate AV14.)
You do. Penetrating hits override Gauss.

Quote:
The armies that have weapons like this, (dark eldar [disintergrators] and eldar [fire prisims]) have greater range (fire prisms), or the ability to spam many more of these guns (disintegrators).
The Dark Eldar codex hasn't been updated since 2nd or 3rd edition. You need three Fire Prisms with LOS to the target to get an AP 3 attack, and that's still not as dangerous as what you're suggesting.

With all due respect, could you try to think a bit more carefully before you say that X is just fine because of Y?

Quote:
I find it odd that the necrons are supposed to be a powerful shooty army, but have no weapon short of a Heavy cannon or particle whip that can ignore the save of a marine. They actually have more melee weapons that ignore saves than ranged ones. (3 as opposed to 2, unless you count c'tan, then it is 5 vs. 3.)
Then they need special weapon options. You can't have a unit that's good at everything, remember.

Weren't you complaining about Destroyers being a target already?

Quote:
Therefore, I think this 18" gun option would be a good idea, as it would get people to play more of an under used unit, but much like vespid or roughriders, they would make one strike and then be killed, unless they were played with extreme care, they would still not be good vs. a horde, (as any horde can either shoot or assault them, or both, in response to the units shooting.) and they would fill a gap in the shooting of the necrons. AP 3 weaponry. (Terminators would still be the bane of necron shooting though. )
Well yes, but they're like that for everybody.

I think there's a better way to fill that gap than doubling up weapons systems for Heavy Destroyers.
__________________
"Never attribute to malice that which can be adequately explained by stupidity."

"Forgive you? Of course I forgive you. That is your god's function. Your crime is forgiven. However, your stupidity requires a response." - Leto Atreides II, God Emperor of Dune
Gatler is offline  
Old 02 May 2008, 05:09   #502 (permalink)
Shas'La
 
Join Date: Aug 2005
Posts: 389
Default Re: Reinventing the Necrons

Note: Fire prisms can get Ap2 with one tank, and Ap3 (on the dot with its dispersed option) with two.


I agree with thunder... sorda. I still feel it is too powerful and I don't feel like taking flack for an all powerful unit (remember the assault cannon). I mean, Ap3 is generaly a specialized weapon, and I still can't get over how powerful three shots looks.

I'm going to put the options thus far proposed for the heavy destroyer.

1.) Change Bs to 5
2.) Put heavy destroyers in destroyer units
3.) Change Ap to 1
4.) increase range by 6" (generally a no-no)
5.) Add a second fire option (must be careful to not be too powerful)
6.) Add a targeter
7.) Reduce the point cost (always an option)
8.) Leave it the way it is until the new rule book (maybe gauss will be changed so a high strength weapon will benefit)
__________________
"When a necron gets hit with a weapon more than double its toughness it is hit so hard that it goes into "negative damage" and does less damage than it actually would if it hit him with less force!" Quote from azimaith on Warseer, contemplating how much GW will Nerf the WBB rules.
Sleep Walker is offline  
Old 04 May 2008, 18:12   #503 (permalink)
Shas'El
 
Join Date: Jan 2006
Location: The States
Posts: 2,212
Default Re: Reinventing the Necrons

PM me with any requests to add to the thread.
Lord Of War is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Necrons vs Necrons, ( other reports vs Eldar, Daemons.) 1500pts Grindgobble Witherfume Battle Reports 13 28 Dec 2009 16:56
Reinventing our special commanders juraigamer Tau 39 04 Aug 2009 20:41
Necrons Vs. Necrons, "We will all be back!" Help needed! Unholy Harbinger Necrons 4 08 May 2009 04:09
Tau and Necrons bretonnian4 Necrons 7 05 Dec 2007 01:47
Necrons vs. Tau i dont play 40k Necrons 18 21 Oct 2005 04:14