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Thread: Explain: necrons OP?

  1. #241

    Re: Explain: necrons OP?

    Quote Originally Posted by A.T. View Post
    On average you hit two times out of three and glance one in every 6 shots.

    Statistically you will score one glance every 9 shots, wreck one landraider every 36 shots - aka one full squad in rapid fire range and one turn of shooting.

    That you personally rolled below average in a game is irrelevant - nobody is claiming that pairs of warriors are going to run around wrecking a landraider every turn, just that necron weight of fire is vastly superior in 6th.
    Mathhammer =/= equal actuall dice rolling . You could b e getting consistently good saves and awfull shooting. Real game doesnt work like people imply it does just because maths suggests it does.

  2. #242

    Re: Explain: necrons OP?

    Quote Originally Posted by Xerkics View Post
    Real game doesnt work like people imply it does just because maths suggests it does.
    In this case the real game works exactly as the maths suggest it does, unless you are using loaded dice.

    Gauss rifles glance, on average, once every 9 shots out of cover - this is the performance by which their anti-tank power should be measured. Your personal mileage may vary.

  3. #243

    Re: Explain: necrons OP?

    The point is the statistical mean by itself is only half the picture, the other half being variance so basing an argument on statistics you really should use both if you want a rational argument.
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  4. #244
    Chapter Master Vaktathi's Avatar
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    Re: Explain: necrons OP?

    The "math-hammer" tells you how a unit will perform on average, what is *should* do. That can vary in an actual game of course, but most of the time won't be too far off the average either way, and you shouldn't plan on a unit performing significantly better or worse than its average unless there's some huge built in variance or its built around wildly different binary results that give an impossible average.
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  5. #245

    Re: Explain: necrons OP?

    Alright. When I play my Crons I run 10 man Warriors and Immortals (which in my opinion are vastly superior to warriors) and I run with Wraiths and usually a monolith and then whatever other units compliment each other.

    Warriors are NOT OP. Period. "But they can kill land raiders!?!?!?!" Yes. How many games have you lost because you had a Land Raider get far too close to a troop choice? If the answer is even 1, than perhaps not pinning victory on a very expensive tank might help you win at WH40K. Reanimation Protocols aren't as good as WBB, and on top of that in quite a few games so far I have had squads wiped out in Sweeping Advances, which mind you cannot happen to Marines.

    Marines are still very much competitive and I have lost to Blood Angels so far. I played against Space Wolves and beat him because he was woefully unaware that his wolf squad would kill itself. I am not playing a spam flyer list. Spam warriors I guess as I run 4 squads of 10 and 10 immortals. But that is because of taking objectives which can be tricky as I seldom use transports.

    I don't buy the OP unless someone talks about the lord councils. Then I say you have a valid point, but a point that can be nullified with long range focus fire (Tau and SW easily). So no I don't buy into the Marine players calling foul. My deathwing would like to have a word about being OP after the termmy buff, and we are about to get a new dex!

  6. #246

    Re: Explain: necrons OP?

    Necrons are far from the level Grey Knights were. Mind Shackle Scarabs are about the only thing that is even close to "broken" in the codex, and that by itself doesnt make a broken army since you cant bring 50 of them. For all the fear about the "ScytheWing" I dont think it would win just due to lack of scoring troops, and the "whole army in reserves" thing. Necrons kill vehicles, so people take less, therefore making Necrons less good. Easy as that. Theyre still probably the top codex at the moment, but not "OP".
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  7. #247

    Re: Explain: necrons OP?

    I played a match over the weekend against IG, and I have to say.....he beat me on objectives. Sure I killed almost all his vehicles by the end of the game, but in the end he was able to out maneuver me.

    I tried the whole 9 warriors + stormtek in a ghost ark, and its super nasty against vehicles....but I failed to 1 shot a leman russ in rapid fire range. That made me sad. 28 gauss shots, plus 4 haywire shots and I only glanced twice.

    Since you would need to field lots of warriors to reliably kill vehicles I don't think it shifts that balance that far. After all your list will suffer if you just pile in as many warriors as you can.

  8. #248
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    Re: Explain: necrons OP?

    Quote Originally Posted by morbid View Post
    Warriors are NOT OP. Period. "But they can kill land raiders!?!?!?!" Yes. How many games have you lost because you had a Land Raider get far too close to a troop choice? If the answer is even 1, than perhaps not pinning victory on a very expensive tank might help you win at WH40K.
    Ha sorry, I chuckled at that one. +1000 internets to you good sir.

    As a necron player I really don't get the whole OP argument either. Greentide orks are pretty much an insta-win against our army, for example, and other CC armies like DOA BA can roll over us fairly easy. I think it's more a case of necrons being very good against elite armies which many WAAC and new players use as suddenly their uber-units get vaped by a deathray and they call foul.
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  9. #249

    Re: Explain: necrons OP?

    Quote Originally Posted by GodlessM View Post
    Right let me get on this:



    - Flyers. Flyers are the new black. Necrons can have tonnes of them, more than anyone else, and though they can't hover, they can still disembark their troops.

    Orks have more flyers. Are they OP? Dark eldar and IG have the same amount. Unless you are taking Doomscythes and have an opponent that wont argue the deathray not hitting fliers shiz to death, you are glancing marine fliers and valkyries on 5s. FIVES. Even with good chances of hitting, that is only a 33% chance of doing anything. LOL people will bitch because they hate change and what worked in 5th doesnt always work in 6th. Necrons are a very good codex now instead of the steaming pile they were before their latest update. They still have weak/useless units like everything else, they still fall pretty hard in most cc and almost every other army can outrange shoot them. Codexes/codices wax and wane in their power scheme and marines dont always have to be the coolest. Get over it.
    Accept certain inalienable truths: Necrons will rise, invulnerable saves will fail, you too will deep strike off of the table, and when you do you'll fantasize that when you were young Necrons didn't come back, Terminators were gods and the scatter die always read "Hit".

  10. #250
    Chapter Master Vaktathi's Avatar
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    Re: Explain: necrons OP?

    Quote Originally Posted by Fingers View Post
    Orks have more flyers.
    Ork flyers are AV10 and aren't transports (that sidestep the downsides of flyer transports) or don't have deathrays

    Are they OP? Dark eldar and IG have the same amount.
    And only really IG flyers, really just the Vendetta, are considered as good, and that's because the vendetta is very undercosted.

    Unless you are taking Doomscythes and have an opponent that wont argue the deathray not hitting fliers shiz to death, you are glancing marine fliers and valkyries on 5s. FIVES. Even with good chances of hitting, that is only a 33% chance of doing anything. LOL people will bitch because they hate change and what worked in 5th doesnt always work in 6th.
    They are glancing on 5's, but with an average of 5 hits from their TL Tesla weaponry, compared with most other flyers averaging 1-2 hits.

    Necrons are a very good codex now instead of the steaming pile they were before their latest update. They still have weak/useless units like everything else
    yes, but they aren't necessary nor fill any particular need.

    they still fall pretty hard in most cc
    They can mitigate that very well, especially with Lords and councils, and have some excellent CC units and tarpits of their own, they have no reason to fall hard in CC between Wraiths, Scarabs, and by far the cheapest and most cost effective MC's in the game that can be taken in units of 3...Canoptek Spiders.

    and almost every other army can outrange shoot them.
    And if they really want they can make practically the entire game nightfight to mitigate that.

    Codexes/codices wax and wane in their power scheme and marines dont always have to be the coolest. Get over it.
    Methinks you are now projecting your personal issues onto something where they aren't applicable.
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  11. #251

    Re: Explain: necrons OP?

    Quote Originally Posted by IcedCrow View Post
    I think the biggest complaint boils down to

    "it's not fair that the necrons have a troop choice that can kill tanks and infantry both and my army does not"

    I've already expressed the odds of a unit of 10 necron warriors killing a tank. It's not numerically probable in one turn. It's just that they CAN do so, and because they CAN do so... well... they are obviously busted =P

    But a unit of 10 marines with a melta in it is just as good against infantry as the 10 necron warriors are, and in addition has a greater chance of one shot killing the tank then the necrons do. YOu just have to be smarter about where you position the melta now.

    A 260 point necron warrior unit CAN numerically pop a tank in one round of shooting but that's 260 points taking out a model less worth than it.

    That's not broken. From a balance perspective, that's fine to me. If i'm up against necrons I'll be sure to try to keep my vehicles away from them and accept that's what they do. My chaos army is going to have its own special tricks.
    erm ? marine squad with melta gun ?

    Marine squad with melta gun and lascannon ?

    Good against infantry and tanks.

    Derp.

  12. #252

    Re: Explain: necrons OP?

    Quote Originally Posted by MarshalFaust View Post
    It's just because we apparently have very short memories or a lot of the people who are complaining were not around during 3rd/4th ed. I really don't see necrons being any more powerful comparatively than they always have been except during the most of 5th ed when they had one of the oldest codexes existing. destroying vehicles easily with gauss weaponry has pretty much always been their thing. try and keep your precious vehicles outside of rapid fire range of Necron infantry(easier said than done, but thats what makes it a fun game) and they will surprisingly be way more survivable.
    as a lomg time necron player i agree with the above post 100%. mech armies in 3rd and 4th were terrified of my necrons. i laughed hard when dreadnaughts would DS behind my warrior squads. 1 turn later of gauss to the face and they would be dead. 5th came and necrons became a joke until the latest codex was released. in 4th everyone complained that necrons were OP and Hard. new players that have only been around since 5th are feeling a bit of shock when they find a land raider getting hosed by standard infantry. "But they are just warriors...can you show me the rules?!" Necrons are back...and they are not happy...

  13. #253
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    Re: Explain: necrons OP?

    Quote Originally Posted by rocdocta View Post
    as a lomg time necron player i agree with the above post 100%. mech armies in 3rd and 4th were terrified of my necrons. i laughed hard when dreadnaughts would DS behind my warrior squads. 1 turn later of gauss to the face and they would be dead. 5th came and necrons became a joke until the latest codex was released. in 4th everyone complained that necrons were OP and Hard. new players that have only been around since 5th are feeling a bit of shock when they find a land raider getting hosed by standard infantry. "But they are just warriors...can you show me the rules?!" Necrons are back...and they are not happy...
    Lol, most mech armies were scared of my Necrons in 5th as well (pre-new dex). With the entire army being able to shake/stun/disarm/destroy vehicles it tended to be a nice counter to parking lot lists. Thing was, that there weren't a huge amount of Necron players in 5th for that to be well known, and fewer still who really knew to play them competatively. Once I learned how to play against them, I had more to fear from Orks than I did Leaf Blower/Mech vets. I even made a guard player cry once.... lol.

    So being awesome vs mech isn't new. What is new is having more than 2 competative builds, nice options, point efficiency, and having some gimmicks aside from the Decievers false deployment.
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  14. #254
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    Re: Explain: necrons OP?

    I like to use the point that many other troop units get the more reliable Plasmas or Meltas to pop vehicles. That you can go slag with as few as two infantry is great! While necrons ability to glance stays until you kill each and every one, their chance to slag goes down as you kill. Given the lack of precision shots in general I find it a cop out to say "but they kill vehicles, with their basic infantry; FOR NO UPGRADES!!?" is ignoring that upgrades are so good.

    Look at melta vets or PCS squads, for 50-100 pts you can get nigh guaranteed kills. Yeah it takes 12", but it's always effective. Gauss shots are always argued about from the perspective of AV13+; where as most vehicles are not that tough. It takes the same number of shots to slag a Rhino or Raider as it does a Leman Russ; but it doesn't matter, people will continue to whine as long as something decent in the codex exists. It's sticking around this edition and that's awesome.

    People see that Crons not buying upgrades as some sort of buff; I see it as a lack of variety. The fact is; Grey Hunters or the like are easily as good and they have the versatility of being armed with anything your army lacks. Warriors and Immortals won't be gunning down MCs reliably anytime soon, nor will they be killing marines in droves (any more than other marines that is.) The difference is that one squad needs to specialize to melt raiders and one can't specialize to melt anything else.

    People fail to realize that 'Crons pay for this by:
    -Not having Initiative, CCWs, Fearless, ATSKNF, or a number of other things to keep them on the board when combat hits
    -Not having options
    -Not having leaders
    -Not having "force multipliers" (save Ghost Arks and sort of Spyders/ResOrbs) (A La Wolf Banner, Sang Priests, Psykers, Orders/Officers, KFF, that type of thing)

    Screw with their leadership, mess with their weak combat ability, alpha-strike them, shoot them outside of their range. Mobility is also an issue for them at times (due to mid-range); while they have lots of mobility in the form of transports and fast units; they can't, say, catch Typhoons very easily that are flying backwards blasting them every turn. 48" range units can be used quite effectively on the crons, and if you wish to survive; they *must* be.

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