Played a 3000pt game of Steel Legion vs Necron Sautekh.
Posted results here:
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=28041I really like how the necrons played in our game. Like the changes to the infantry saves, monoliths and gates.
We played with the necron flyers (2 units of Night Scythes and 1 unit of Shroud Bombers), they are a very cool addition to the Necron list.
The infantry seem good where they are (although there may need to be some point cost tweaking). The monoliths are toned down and seemed more reasonable but I still have a beef with Living Metal as it relates to ignoring Macro and Titan Killer. My fix would be to have Living Metal read something like this so it doesn't totally nerf Macro and Titan Killer:
Living Metal
Units made of living metal receive a Reinforced Armor saving throw against normal weapons, lance weapons, and even Macro and Titan Killer weapons. In addition, their save is not reduced by sniper abilities. Any Titan Killer attacks are automatically reduced to Titan Killer (1) when resolving hits against Living Metal units. Living Metal units are permitted a Reinforced Armor saving throw against Macro and Titan Killer but the reinforced armor roll is modified (-1 for Macro weapons and -2 for Titan Killer weapons).
My current beef with the list relates to the flyers abilities which seem overpowered when compared to other lists air units. In our game in which I had 2 Thunderbolts on CAP and 5 Hydra spread across 3 units I was able to damage only marginally his air assets. This is due to two factors in my opinion:
1) the Pylon unit provides excellent anti air coverage and allows the necron flyers a very large zone of defense against CAP and Interception.
2) the range on the necron flyers main weapon is excellent and in many cases superior to most aircrafts (30cm range on 2X AP4+/AT5+/AA5+ FFA). These guns are more versatile and longer ranged then any of there contemporaries (Thunderbolts, Fighter Bommerz, Nightwing Interceptor, Swiftdeath) and they have the added benefit of Initiative 1 and being cheaper.
My suggestion is that the Twin Tesla Destructor be reduced in range to 15cm. I realize this would force those units to brave AA more often and as such I think that the armor could be beefed up a notch. Ultimately the necrons play in two camps, heavier armor/regeneration and short range/assault in epic. I believe this change would be in line with how they play. It would also make the Night Scythes portal ability less broken with it's ability to prep a unit from 30cm and then retain for the assault with very little chance of initiative failure or retaliation via engagement or anti air. This would also go a long way to mitigating the point costs of these units.
My suggested stats for the Night Scythe unit: 200pts 2 Night Scythes
AC Fighter Armor 5+ CC - FF 6+ Twin Tesla Destructors 15cm x2 AP4+/AT5+/AA5+ FFA and portal ability as currently described
My suggestion for Doom Scythe units: 200 2 Doom Scythes
AC Fighter Armor 5+ CC - FF - Twin Tesla Destructors 15cm x2 AP4+/AT5+/AA5+ FFA
Death Ray 15cm MW3+ TK(1) FFA
My suggestion for the Night Shroud Bomber unit: 350pts 2 Night Shroud Bombers
AC Bomber Armor 5+ Living Metal Twin Tesla Destructors 15cm x2 AP4+/AT5+/AA5+ FFA
Death Spheres 15cm 3BP Macro FFA
My thoughts on the Night Shroud Bomber is that the Death Spheres don't really need the benefit of the Disrupt (as they will kill most things that they hit with the macro ability) and it is a little redundant as well as makes the weapon look over powered. Remove it and it is still just about as powerful. Change the armor to 5+ living metal which is slightly better then the 4+ normal save and make the range change to 15cm for the Twin Tesla Destructors and you have a more balanced bomber.
Anyway, those are some of my thoughts. Ultimately you want to keep the point values down so these things get used and you still want to keep the flavor of the unit. I think the range is probably the easiest thing to change and keep everything else relatively intact at a low point value.