I have to say that I do not mind playing against the Necrons. I have not won to date, but I do not base my losses on the list alone, after all I was there and I threw my own dice. So I still intend to beat them eventually.
Here are my reactions and analysis so far...
Necron Special Rules
Implacable Advance Do they actually need the +1 to Marshal actions given that they have a base initiative of 1+? I don?t really see the need for it because even it they fail they will be able to re-group/repair. I realize that occasionally a formation breaks when attempting to activate, but that is part of the risk of the game and also one of those do-or-die events that highlight what the Supreme Commander re-roll is for. It seems too advantageous to deny the opponent the effort that goes into applying blast markers only to have them automatically removed with no risk to the Necron player.
Phase Out Should Fearless units phase out or to be more specific should formations made up entirely of Fearless units phase out? Should formations that Teleport also benefit from Phase Out?
These two questions are important as Fearless units shrug off most of the negative effects of Blast Markers and for that matter being Broken, and Teleport formations just wink out and come right back with no negative effects ready to start up elsewhere, usually bringing the rest of the army with them.
I have no problem with formations made up of Fearless and non-Fearless units phasing out as the core rules dictate that Fearless units must maintain coherency if their formation breaks. Currently a formation that is made up of all Fearless units fall into the same category of the rest of the army for phasing out, but should they be able to do this each turn or should this be a tie-breaker condition?
Teleporting units, especially those that are Fearless and more particularly Monolith and Obelisk formations can appear anywhere, tie up enemy formations with the Obelisk Scout ZOC, usher Necron troops into the area, even if broken, through the Monolith Portal only to vanish and appear next turn elsewhere unscathed ready to repeat the process. I do recognize that like anything else these units can be killed, but the combination of Teleport, Fearless, Scout, Portal, Phase Out is completely undervalued in this current list. Is it Broken? I honestly don?t think that Fearless, Scout is a good combo (to my knowledge it does not occur anywhere else in Epic Armageddon), but if a serious look is taken at the points cost that may solve the problem I see.
The Necron Army Units
Tomb Spyder - I read the design notes on the Tomb Spyder and I see the reasons behind its classification as an AV, but I sort of viewed it as a LV with a 4+, or maybe a 5+ reinforced, I also think it is too pricey in context with the rest of the army.
The Abattoir ? Given its base move of 20cm I really don?t think Infiltrate, combined with a CC 2+ , 6 base attacks, 3 Ignore Cover attacks and 3 TK (d3) attacks, defended by Fearless, Living Metal and Thick Rear Armour is altogether correct, given that it can dish out a world of hurt and survive heaping amounts of abuse. I would like to think that it can do just fine without Infiltrate, at least cut its move to 15cm.
Critical Effects ? A common issue with the critical effects in this list is the over-use of radius effects with automatic hits or potential hits that tend to cause more damage to the opponent than to the Necron WE due to the Living Metal rule. The Critical effects should be reviewed to inject a little variety and a tendency for the Necron WE to automatically suffer some degradation or additional damage as a result of criticals rather than what amounts to the opponent facing an assault that is a pyrrhic victory.
The Monolith - This unit is fine except for cost, to be honest it should cost about 125, if it could not phase out then 100 points would be ok. I would also suggest allowing them in formations of 1 or 2 (with obelisk as guards) regardless of the cost.
The Obelisk ? This unit is the most problematic. After having played against them as Fearless Scouts they have grossly out-stripped their costs. Rather than being comparable to a MBT in any other list this is the penultimate tank. First I do not think Fearless Scouts is a good combo as I note above. They can break, remain in place and obligate the opponent to Assault or move away. I have not problem with them having one, but not both, I would suggest Scout, but Fearless works better for the Monolith when they guard it.
Cost for them is a huge problem, currently they are 50 points, but in fact they should be closer to 125 points given their powerful mix of abilities.
If they were Skimmer, Teleport with Scout or Fearless then 50 points would be fine. If you added Reinforced they need to go to 75 points each. I don?t think they need Thick Rear Armour in either suggested configuration, unless the idea of them not phasing out was something people were willing to entertain.
The Necron Army List The Infantry formations and their upgrades are very on target, but I would recommend a redistribution of costs based on the individual capabilities of each unit. I think the WE formations are fine within the context of my notes above.
Phalanx 250 points (+25) ? 0 ? 3 Tomb Spyders +60 points each (-15 each) ? 0 ? 1 Pariah +50 points (+10) ? 0 ? 2 Wraiths +50 points each (no change) ? 0 ? 3 Immortals +45 points each (+5 each) (The net change for a complete formation is +5 points)
Venator 225 points (+25) ? 0 ? 1 Necron Lord +25 points (no change) ? 0 ? 3 Tomb Spyders +60 points each (-15 each) ? 0 ? 1 Pariah +50 points (+10) ? 0 ? 3 Wraiths +50 points each (no change) (The net change for a complete formation is -10 points)
Eques 375 points for 6 Destroyers (+25) OR Eques 325 points for 5 Destroyers (-25) OR Eques 250 points for 4 Destroyers (-100) ? 0 ? 1 Necron Lord +25 points (no change) ? 0 ? 3 Wraiths +50 points each (no change) ? Replace any number of DEST with Hvy DEST free (no change) (The net change for a complete formation of six is +25 points)
Obelisk Recon 450 for 6 Obelisks (revised profile, +150) OR Obelisk Recon 300 for 4 Obelisks (revised profile, no cost change) (The net change for a complete formation of six is +150 points)
Monolith 125 points (+50 each) ? 0-3 Obelisks +75 points each (+25 each) AND/OR Monolith Pairing (2) 200 points ? 0-4 Obelisks +300 points
Thank you for all the work to date on the Necrons, this list shows a great deal of well thought out rules and units.
Ep
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