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Let's talk about: The Necrons

 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 29, 2011 6:20 pm 
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Destroyers [i]might/i] need tweaking - their points were set at a time when the BMs/breaking issues still had not stabilized. Now that they have it could warrant a look-see. I still find them to be incredibly useful. Most of the playtesting of the time showed them to be nasty-destructive.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 1:05 am 
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I struggle to fit Destroyers in due to the cost of the formation.
Necrons have better portal assault formations and the Destroyer formation is not big enough to last long out on the table.

I believe both C'tan should have the Walker ability.
The Nightbringer needs to teleport close to the enemy to be really effective but he also needs cover as the enemy is almost always going to activate first. Failed Dangerous Terrain Tests are a real deterrent to this.
Would a Star God really trip over a fallen log and lose 1/3rd of it's life... :D

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 3:51 am 
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Onyx wrote:
Would a Star God really trip over a fallen log and lose 1/3rd of it's life... :D

That's what the Guardsmen is hoping for! ::)


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 3:59 am 
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Angel_of_Caliban wrote:
Onyx wrote:
Would a Star God really trip over a fallen log and lose 1/3rd of it's life... :D

That's what the Guardsmen is hoping for! ::)


The rules state that a unit that fails a DTT is destroyed with no save allowed. This is not clarified in the WE section, or any FAQ I can find. Therefore (RAW at least) the effect would be more akin to a Star God tripping, rupturing his Necrodermis on a tree stump, and phasing out from shame.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 4:25 am 
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It's under 3.1 War Engine Movement - it looses one DC but is not auto-killed.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 5:22 am 
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Yeah Spectrar Ghost, there are no auto-kill Dangerous Terrain Tests for War Engines (but the War Engine does need to do a critical check when taking damage).

I really believe Walker is warranted for C'tan.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 6:03 am 
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considering in my 40k nightbringer can walk straight through any terrain it wants, they should really have Mobility.
but then, i also think they shouldnt come out of the war engine allocation...

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 7:11 am 
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What's Mobility?

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 7:18 am 
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its the rule tyranid biotitans and their smaller friends have
basically it means they always pass mundane dangerous terrain tests (so they can walk through woods at no penalty, but can still get hit by minefields)

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat Apr 30, 2011 12:59 pm 
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I agree with walker but still should have more. I recently had a game where the nightbringer came on one turn then since nobody was in range he cowered.... I mean took cover for the rest of the game. Not very godlike.
Moscovian have you noticed your the only defender of the destroyers?


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Mon May 02, 2011 2:54 am 
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Switching to discussing analysis of Destroyers, just to make MNB happy :D

Destroyers Infantry with 25cm move (very good) Skimmers (good), mounted (a disadvantage). AR4+ CC6+ FF3+ 2x 30cm AP4+/AT6+
Great firefight, very good AP (2xAP4 will average 1 hit each), average antitank, poor CC (which isn't really an issue since because Necrons zoom in and out of portals they are unusually hard to charge).

They are 375 for 6, so what else can we compare them to for their main task (fire fighting / AP shooting)? Probably 6 Necron Warriors with a Lord and 3 Immortals which costs a total of 365.
That's 9 units with the same armour, better fire fight (6+1EA x 4+ and 3 x 3+) and much better CC (which shouldn't often be an issue since both formations usually prefer FF to CC, but it's good to have the option).

On the other hand the AP Shooting would be 6x 4+ and 3x4+ instead of the Destroyers 12x3+, so clearly Destroyers are better at shooting anti-personnel, and slightly better vs tanks (they get 12xAT6+ while the warriors & immortals get 9xAT6+).

In conclusion, I would probably take the Warriors, Lord and Immortals over the Destroyers due to the better assault capabilities and increased units for the same price, but since Destroyers have higher ranged damage output the gap isn't as large as I would have expected. The additional assault range and skimmer capability also add other options.

I don't know what your thoughts are but if they were to drop 25pts they'd look more appealing, if they dropped 50pts they'd probably make a lot of lists, but they aren't that bad as they are.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Mon May 02, 2011 10:25 am 
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Also remember that Destroyers are *better* in CC due to skimmer - not only can they always use the 3+FF, but CC specialists are useless against them.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Mon May 02, 2011 12:34 pm 
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Thanks, good point.
What I actually meant was that it's good to have the option to use CC against formations like tank companies or IG infantry formations, which gives the Necron Warrior formation more versatility, but it is still good to note the Destroyers will never be forced into CC against their will.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat May 07, 2011 12:39 pm 
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I agree that they are not that bad. But I hate having units that are not worth using. I admit this conversation would of been better had we done it prior to raider 2.0 getting printed, but I was more concerned with the wriath changes.
I also agree that if they had a 50 point drop they would get a lot more use, though 50 might be a tad much.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Sat May 07, 2011 4:31 pm 
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mnb wrote:
I agree with walker but still should have more. I recently had a game where the nightbringer came on one turn then since nobody was in range he cowered.... I mean took cover for the rest of the game. Not very godlike.
Moscovian have you noticed your the only defender of the destroyers?


No way to win this one. When they were cheap everyone complained about them being too powerful and needing nerfs. Lots of nerfs. So Corey changed them up and there hasn't been an issue brought up with them until recently. Not to pick on you, MNB, but I'm going to use you as an example since I know how often you've brought these types of units (twice?). You don't play with the Destroyers, but then complain about how they play. If they aren't being played, perhaps the problem isn't the piece but the player?

Give them a try more often. You can even field them on the board with success to up your turn 1 activation count. If you don't feel like it, we'll play a few games where I play the Necrons and I'll field them en masse for testing. Fair enough?

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