Thoughts on the new Necron Codex

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Thoughts on the new Necron Codex

Post by Primarch » Fri May 04, 2012 3:30 pm

Well, I have so far played 6 games with the new necron book using the first wave models. (Warriors, Immortals and a couple of other bits and pieces mainly). Of those 6 games I won 4, drew 1 and lost 1, which is not a bad record for a new army. As I know Voss is starting a 'Cron army and that Badruck's wife has one as well, I figured I would share my experiences with them.

First of all, 'Crons are most definitely at the shooty end of the 40k scale. They do have some choppy bits and pieces, but by and large they bring the dakka. Unlike the other shooty armies (IG and Tau), they have the benefit of being very, very hard to get rid of due to We'll Be Back and good toughness on many of their units. They also seem to be more efficient when it comes to shooting. Their two main weapon types, Gauss and Tesla, do their jobs very well. Whilst you may have a 10 man guard squad babysitting a lascannon trying to snipe tanks, Gauss lets you rapid fire/glance it to death or at last shake it for a while. Similarly, firewarriors tend to be either static and shooting at long range or mobile and shooting at a short range. The 24" assault range of Tesla weapons lets you keep moving and putting casualties on your opponents.

As well as the aforementioned Gauss weapons, 'Crons seem to do very well at wrecking tanks. The Necron Lords with Scythes (and they should have scythes) hit like S7 monstrous creatures which is usually more than enough to punch through any rear armour. An Overlord on a Barge is a nightmare for tanks as he can just fly over them and deliver a bunch of attacks on the rear armour using the drive-by attack option of the barge. Likewise, Scarab Swarms go through armour like a hot knife through butter. In my last game 2 swarms ate their way through a Leman Russ and 2 IG Artillery Tanks without any problems whatsoever.

Crons also seem to be a very tricksy army in their own way. Maybe not as wacky as Dark Eldar or some of the Grey Knight units, but they can bring a lot of unique abilities to the field such as teleporting units, causing difficult and dangerous terrain tests, preventing enemy characters from fighting and also multiple 'test x stat or be removed from play" attacks. There will always be something new to try out with them.

Now for the downsides, Necrons are pretty poor in assault. Not quite IG or Tau poor, but definitely lacking in the kicking people's heads in department. They have stats similar to a marine except for an almost universal Initiative of 2 and a lower armour save. This means that they will tend to get mauled by any dedicated close combat unit. They have the option of taking attached Lords with the aforementioned Scythes which help add a little punch to the unit, but by and large most necrons units will get a mudhole stomped in them in the assault phase. BUT.... due to the fact that Necrons tend to get back up again after you beat them down, if the enemy fails to kill the unit or cause it to break and run (an Ld stat of 10 is also universal in the army), then the odds are the unit will regain some models at the end of the phase giving the Necrons time to bring up units which can dish it out to the enemy. Nobody tarpits quite like Necrons.

The other thing that I have found is that Necrons dont have a lot of AP2 weaponry. They do have some, but unlike most armies where there will be a melta/lance/plasma weapon in every infantry squad, Necrons have to rely on volume of fire to deal with Terminators. The AP2 weaponry they do have is pretty limited in the army, so you have to select the units who have access to it if you want to deal with terminators quickly (I played 2 of my 6 games against deathwing armies :cry: ).

So thats my take on the army so far. They are certainly a lot of fun to play with so my new army wont be going anywhere anytime soon, but what do the rest of you think? I would like to hear from my opponents in the games I have played with them. Good? Bad? Cheddar cheese covered in extra strong stilton? :D
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Re: Thoughts on the new Necron Codex

Post by kojibear » Sat May 05, 2012 1:30 am

Well, I think what you said Prim is right on the money.

You never know what the Necrons might be capable of.

I think Miguel and I tried to shoot them and just didn't get a good enough luck with the rolls (Necrons just keep getting back up :o ) before the scarabs came and chewed through the tanks.

I guess you have to get into assault with them as soon as possible, but seeing as Vanilla Marines do not excel at assault, even their supposed 'assault' marines, this is a scary prospect. Iron Clad in a drop pod may work if he doesn't scatter, doesn't get shot by the glaus guns of the warriors and there are no scarabs nearby. The terminators as Prim mentioned would be great, but quite expensive points wise.

Hmm...I don't know. :?: The Necron's cool abilities are fun and true to their 'robotic, terminator movie' inspiration. I guess we just have to find their weaknesses and exploit them which will be easy or more challenging depending on what army you have. As for me with Vanilla Marines, I don't think an old west shoot out is going to work, it may, but the chances are slimmer for me and better for my Necron opponent. A squad of Terminators, teleporting or in a Landraider getting up close and assaulting to clear a path, trying to get rid of the scarabs with concentrated shooting while my rhino and other transports try to get my marines into combat. Shrikes fleet special rule or Khan's outflank may help too.

Necrons have been the toughest nut to crack for me so far, followed closely by the Orks and their bikes. I'm sure once I start playing other armies I will have to add more tough nuts to the list ;)

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Re: Thoughts on the new Necron Codex

Post by Admiral-Badruck » Sat May 05, 2012 3:01 am

Necrons are discussingly good in the hands of a smart player. They can cause all kinds of problems to most armies. The key is you still must be a good player. The other thing one should keep in mind is Necrons will not be so hard to deal with once you can understand how they work. Right now they have a lot of special rules that most of us are. Not familiar with yet and so we do not have the strategies to deal with them.
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Re: Thoughts on the new Necron Codex

Post by Auxryn » Sun Jun 17, 2012 3:23 pm

Upon risk of threadomancy I'll add a comment or two:

Necrons seem to be a tough, shooty army which is good against other shooty armies. The reanimation is very powerful when you try to wear them down with shooting, but often gets negated in decisive assaults.

Putting tesla weapons on Immortals so they can move and shoot is a good idea which I should have thought of. My solution was to give them a Phaeron to make them Relentless.

In my experience scarabs often get done in by Instant Death. In close combat this often results in more damage from No Retreat. High strength blasts and templates are particularly brutal when shooting.
Initially I was thinking of fielding big swarms of scarabs but now I think I'll scale that back to just a few skirting about to help in assaults or deal with vehicles.

Generally I like the new codex. I've always found it fun to play against Necrons. The new codex seems to emphasize their 'undead' aspect more than before, which adds some depth. The new fluff makes them much more interesting.

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Re: Thoughts on the new Necron Codex

Post by Primarch » Mon Jun 18, 2012 4:17 am

Necrons do suffer in assault against good assault troops, but they can hold their own against the majority of enemies so long as you do ok with your LD checks.

Wraiths provide a reasonably fast and hard hitting assault force, especially when given Whip Coils to reduce the enemy's initiative to 1. With a 3++ save they are pretty tough to boot. A unit of warriors with a Lord (Res Orb and Warscythe) from the Court attached is a good tarpit that can do a fair amount of damage whilst it waits for someone to bail it out. Lychguard hit very hard in combat and with their own 4++ save and T5 can soak up some hits to. Finally, the C'Tan is as good as a Daemon Prince or other big monster in combat. S7, T7 makes it very hard to deal with unless you have a lot of Powerfist attacks to throw at it.

Scarabs are very vulnerable to ID, but for their points cost are a great harrassment unit. As you say, a couple of them running around is enough to deal with vehicles (or at least make the vehicles easier to deal with).

And yes, they are a lot of fun. :D
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