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Let's talk about: The Necrons

 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Mar 31, 2011 9:26 am 
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Those wraiths are awesome.

If somebody makes 6mm wraiths they should have optional flower heads.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Mar 31, 2011 12:07 pm 
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I remember those - way too funny. Imagine getting whooped by them how emasculating that would be. :)

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Mar 31, 2011 12:20 pm 
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I was at a GT with those at warhammer world years ago, they were mostly up on the top tables so I'm guessing many people have been whooped by them :D Thankfully not me.

I seem to recall he had a similar marine army as well.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Thu Mar 31, 2011 6:33 pm 
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good job it's just apple chunks I spat all over my screen, that army's hilarious. Seriously love those wraiths, look like Bill'n'Bob the flowerpot men from my childhood.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 01, 2011 2:10 am 
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I have another question:
Is the Wraith Extra CC attack First Strike aswell?

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 01, 2011 2:21 am 
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yeah, as First Strike is part of the wraiths rules, not the weapons.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 01, 2011 2:57 pm 
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The wraith is such a good unit. We need to talk someone into sculpting them.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 01, 2011 3:15 pm 
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Didn't scream make a proxy?

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 3:31 am 
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Back to talking about Necrons, the next thing worth a look is their War Engines. They have some extremely powerful ones, but what makes them unique is their lack of vulnerability to conventional titan killing weapons.

Quote:
Living Metal: Units made of living metal receive a Reinforced Armor saving throw against normal weapons, lance weapons, and even macro-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, and Living Metal units are permitted a single armor save.


What that means is a huge increase in survivability - for example a Deathstrike that hits any other war engine with D6 TK attacks would only get 1 hit against a Necron WE, and that hit would have a 50% chance of being stopped (all Necron WE have 4+ armour). A shadowsword hit would have a 50% chance of causing 1 damage, rather than its usual 100% chance to cause D3 (average 2) damage.

Edit: The Living metal rule includes the benefits of reinforced armour as Jagged says below, so all NWE also have a reinforced armour save against macroweapons etc.

I'd usually see the expensive WEs as a bit of a gamble, with Reavers etc looking great on paper but being torn apart by specialised weapons, but with that lack of vulnerability it looks like the Necrons are in a different class.

So what do you think of them, is the Abattoir possibly the best close combat WE and the Aeonic Orb the best long ranged WE in the game for 750pts, worth considering including even at that price tag? What do you use to kill them (I think it would take around 32 Anti Tank hits (not shots) to get through the Abattoir's D8 4+ with Reinforced armour)? What do you use your TK weapons for when playing necrons (I think last time I used them on some expensive infantry rather than any living metal units).


Last edited by Matt-Shadowlord on Fri Apr 15, 2011 4:12 am, edited 1 time in total.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 4:01 am 
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you seem to be missreading
living metal includes a RA save. so all necron war engines have it.

as to how to use them:

necron war-engines suffer massively (so much so that i am fairly unimpressed by it) from their WE 33% area for one main reason
Pylons. a necron army desperately needs AA fire to prevent late game "break to bounce off table counts as destroyed" strafing runs. but since their only AA weapon is a 200 point single shot war engine, they dont tend to have much in the way of points left-over for the big things
this is further compounded by the fact that both their supreme commander options are 300+ point war engines.
so assuming you want to take an abbatoir or orb, unless you want to go without AA coverage or supreme commanders, you're looking at a minimum game size of more than 4000 points.

i really wish pylons did not count towards your warengine limit, probably c'tan aswell. pylons still count as a support formation aswell, which is double-dipping in their restrictions. for a unit that any necron army is going to take 1, probably 2 of, thats unduly harsh

as to using them, the abbatoir is a CC monster that is fairly slow. it will for all intents and purposes, never get its points back, and while it will deny the enemy BTS fairly reliably, i think you'd be better off taking 8 monoliths.
the orb has better utility, because it can guard your blitz without being totally wasted, but its still too many points in an activation-centric game like this. I love em, but i dont see them as being good, which makes me sad.

the smaller stuff are much better options, although the ctan are fairly vulnerable (or atleast the nightbringer is, should probably be using te deciever anyway, to get his BP attack, clipping assaults are necron bread and butter, you really need to give your opponent a reason to spread out) but the warbarque is pretty decent

pylons are great, but for the problem mentioned above

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 8:24 am 
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I've faced the abbatoir in larger games and it really is a monster: and a tad ridiculous in it's rules I believe!

Because:

Although it lacks any ranged attacks (though had half decent FF stats) it's the ONLY War Engine in the game to have infiltrate whilst also having those nasty nasty TKD3 weapons: coupled with a move of 20cm the damned thing isn't slow at all! (once it get's in range for assualts). Compared to other close combat titans (say, tyranid bio titans, CC Weaponed Imperial ones (the warlock is a special case) the abbatoir sets an as of yet unseen precedent in CC WE's in terms of it having a weakness (slow), despite other strenghts (durable) only to have a special rule that essentially turns that weakness on it's head!

Disclaimer: of course, I could always merely be bitter having had 3 bio titans ripped apart by the damned thing a few weeks ago and from here on in maybe I should just learn to avoid it! But you try playing against a mostly skimming necron army with a CC specialist army!!! ;-)

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 9:46 am 
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I've never played with or against an Abattoir, but it doesn't look slow to me. In addition this is a game about objectives, denying an era containing an objective or two is very valuable, not to mention that those objectives are bait that lures the enemy within the (quite big) reach of the Abattoir.


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 10:22 am 
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its slow not because of its speed (which is not exactly zippy, remember, necrons cannot march) but because of its speed combined with its almost complete lack of ranged ability.

if you deploy it front and center, you have a decent threat range by turn 3, but turn 1 and possibly turn 2, will be spent doubling towards the enemy. they, in turn, will be ensuring it has BMs put onto it and generally be hampered if it does reach combat

basically anything big enough to earn its points back by killing is faster than the abbatoir. because they can march away.
a gargant is speed 15, on a march, thats 45, which means it can if need be, just run away from the abbatoir.
the abbatoir is the slowest moving thing in the game with the exception of the ordinatus majoris, and immobile units. and yet, none of them are CC dedicated.

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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Fri Apr 15, 2011 6:38 pm 
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Dave wrote:
Didn't scream make a proxy?


He did, I got my 12 yesterday and they look great!


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 Post subject: Re: Let's talk about: The Necrons
PostPosted: Mon Apr 18, 2011 5:09 am 
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Quote:
necron war-engines suffer massively (so much so that i am fairly unimpressed by it) from their WE 33% area for one main reason
Pylons. a necron army desperately needs AA fire to prevent late game "break to bounce off table counts as destroyed" strafing runs. but since their only AA weapon is a 200 point single shot war engine, they dont tend to have much in the way of points left-over for the big things


The Pylon is 200 and Abattoir is 750, so it is possible to have one of each at 3000pts. I know it's a different point of view, but it's just as well Pylons are WE since otherwise including them is a no brainer. They are fantastic living metal, teleporting, fearless, TK-firing anti air defences.

Quote:
as to using them, the abbatoir is a CC monster that is fairly slow. it will for all intents and purposes, never get its points back, and while it will deny the enemy BTS fairly reliably, i think you'd be better off taking 8 monoliths.


I see the Abattoir as capable of accomplishing more than denying BTS. Its unique lack of vulnerability means someone using it should be able to simply move it directly at the enemy so apart from denying BTS, it should be able to deny TSNP and starting 15cm in directly opposite the enemy Blitz, can make a beeline towards it to easily be there by turn 3 whether it gets consolidation or infiltrate assaults on the way or not (requiring a minimum of 105cm to contest a blitz, 15+40+40+40=135cm). That's 3 victory conditions directly affected.

Anything it meets it should be able to eat, and if the opponent moves everything out of its way then frankly this unit is going to have a heck of an impact on the game whether it kills anything or not.

Quote:
basically anything big enough to earn its points back by killing is faster than the abbatoir. because they can march away.
the abbatoir is the slowest moving thing in the game with the exception of the ordinatus majoris, and immobile units. and yet, none of them are CC dedicated.


True it's one of the slowest things in the game (apart from also the Mole Mortar, Lobba and Plaguelord if you want the complete list), and you're right the lack of ranged capability reduces its capabilities.

We're still talking about a something that is for all intents and purposes unkillable* in a game based on holding objectives.

*which I am defining as 'requires 96 lascannon shots' ;)


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