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Thread: Explain: necrons OP?

  1. #161

    Re: Explain: necrons OP?

    The only problem with the Necron codex, that I have anyways, is the MSS. It is an incredibly nasty upgrade, with way too little of an investment required. It's like halberds were to Grey Knights. Ward seems fond of incredibly powerful wargear, for little - to no - investment.

  2. #162

    Re: Explain: necrons OP?

    I still think the biggest problem is dispair crypteks attached to Deathmarks getting to wound their "marked" targets on 2's. This is horribly abusive and I always feel bad for fielding it, but I have played them since the codex came out.

  3. #163

    Re: Explain: necrons OP?

    Quote Originally Posted by Kevlar View Post
    Have you fought wraiths vs terminators? I have. Wraiths struggle vs normal terminators. You need a rend just to hope to get a wound, meanwhile every failed save you lose a whole wraith. The 2W wounds are meaningless. It may take a couple turns but the terminators are going to beat the wraiths every time.
    I have indeed - and interestingly your experience is very different to mine - I shan't state my experience as fact though. If you look at the maths then assuming 5 termies vs 6 wraiths then the wraiths actually win every time. In actual play my wraiths generally demolish termies but again, that's simply my experience. The thing is with the cron dex is that you can take pretty much anything from the book and it'll work well. You'd have to play quite badly to mess up catastrophically in my opinion

  4. #164
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    Re: Explain: necrons OP?

    That is assuming that when facing an army like this you cannot get to them and attack in close combat.
    I play Necrons and they are less powerful now than they were in the first Codex. They were easy to match, but you would need numbers. Relying on an uber buffed Character or tank is not the answer, nor it ever was IMO. I only lost a battle with Necrons, and it was Vs Tyrannids.
    I took out battle tanks with a single shot from a warrrior, my scarabs would eat the rest of the armour they pour at me. But in close combat, they suddenly hid their faces in shame.

  5. #165
    Chapter Master Vaktathi's Avatar
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    Re: Explain: necrons OP?

    With 2+/3++sv characters warscythe toting HQ's, widely available cheaper Warscythe platforms, dirty cheap T6 W3 3+sv MC's, and the excellent Wraith units, Necrons really shouldn't have too much issue with CC as long as they aren't trying to go head to head with khornate lightning claw terminators or poisoned bonesword Tyranid Warriors and the like.
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  6. #166

    Re: Explain: necrons OP?

    Quote Originally Posted by Konovalev View Post
    Necrons are "OP" in that they have answers to everything, and are all around excellent now in 6th. Personally, I don't have a problem with this, but then again I never had a problem with GK, BA, SW, or IG which so many people cried about.

    It is amusing to see people refuse to accept how powerful Necrons really are though, simply because they are locked into hating on space marine armies. Likewise there are those who seem to write off Necrons simply because of the author.
    This is where your wrong.

    They dont have psykic powers, and their access to anti psyker claims the squad must be "targeted" by the spell, therefore things like jaws rip through units spiking out HQ's and sort. I feel all this Anti Necron sentiment is due to Necrons actually being competitive now. Last edition I wouldnt say so at all, but now I can bring my Necrons to a tournament and I have a chance of winning. Wait a few months till the Chaos Legion Codex comes out and we will know the direction that GW is heading. Other then that threads like these offer no benefits to any individual.

  7. #167
    Chapter Master IcedCrow's Avatar
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    Re: Explain: necrons OP?

    Well the point of this thread was me asking why people thought they are Over Powered. I still have not been convinced that they are auto winning by their presence (indicating an OP army). They have annoying power builds like 9 night scythes, but not everyone fields such lists.
    NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds

  8. #168
    Chapter Master Jericho's Avatar
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    Re: Explain: necrons OP?

    If you go out of your way to make an army with none of the best toys, then yeah Necrons are totally balanced...

    They have flyers. Lots of them, and they are pretty effective. They also have great anti-air, in the form of their tesla Barges. Twin linked, 4 shots each, and any 6's to hit generate two bonus hits on the flyer. Most planes can't deal with that much S7 coming their way. They are just as good as Hydras, if they could be squadron'ed up it would be insane. And with Barges being cheap cheap cheap, their only downside is that they compete for HS slots with other goodies like the Doomscythe.

    Their HQ is also pretty badass. Lots of heavy hitting options to choose from, including the Barge which is still insanely versatile, and Destroyer Lords giving preferred enemy to their joined unit really helps. Oh yeah, and Royal Courts are still an incredibly good investment. Equipped properly they can do just about anything very well, and they make their units better.

    I'm not saying their book is the worst thing ever. I actually like a lot of it... it's just that they can do just about any type of list without breaking a sweat. A good Necron army in the hands of a good general is an extremely tough nut to crack. A lot of very experienced best overall/best general types around here have really been struggling to give optimized Necrons a run for their money.

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  9. #169
    Chapter Master Vaktathi's Avatar
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    Re: Explain: necrons OP?

    Quote Originally Posted by HalfBlood View Post
    I feel all this Anti Necron sentiment is due to Necrons actually being competitive now.
    Hrm, they were only that way for 1 edition, and really only part of it. In 3E and 4E Necrons were great (I never won a game against them in 4th), and at the top of 5th they weren't terrible. Unlike say...IG, which were never seen as particularly good all they way back to 2nd edition, with tons of fluff on top where they typically got massacred (one of my few victories over Eldar in 4th resulted in my opponent getting miffed because "Eldar aren't supposed to lose to the Imperial Guard, it's not fluffy..."), and then suddenly they're super powerful


    Granted yes, Necrons don't have answers to absolutely everything and it's still in the first month of the edition. That said, I haven't seen a Necron army lose a game of 6E yet personally
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  10. #170
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    Re: Explain: necrons OP?

    Necrons are totally OP... I played a necron today with my tau and lost. Case closed. And poor rolling and having 400p deepstriking into the warp has nothing to do with it. I lost because Necrons = OP.

    Seriusly though.
    Yeah, they have a solid codex, but I wouldn't really call it OP as such.
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  11. #171

    Re: Explain: necrons OP?

    I'd also say it's the fact 10 necrons for not many points kill even the toughest tanks there are in 50% of cases on 24". On 12" its autodead. Thats just not fair when a Land Raider costs that many points.

    Their own Transports are unreasonably tough for extremely fair point costs and IDIOTICALLY well armed both anti tank and anti infantry with gauss broadsides and warriors firing from inside.

    The other transport is a flyer... Do i need to say more? Flyers are the new pinnacle of op since GW desperatly needs to sell!

    Worst of all is that Power Weapons got nerfed pretta hard with new ap rules... Okay might not concern Necron much but all those power axes that strike ini 1 now... Lol even after necrons!

  12. #172

    Re: Explain: necrons OP?

    Quote Originally Posted by ForceM1782 View Post
    I'd also say it's the fact 10 necrons for not many points kill even the toughest tanks there are in 50% of cases on 24". On 12" its autodead. Thats just not fair when a Land Raider costs that many points.

    Their own Transports are unreasonably tough for extremely fair point costs and IDIOTICALLY well armed both anti tank and anti infantry with gauss broadsides and warriors firing from inside.

    The other transport is a flyer... Do i need to say more? Flyers are the new pinnacle of op since GW desperatly needs to sell!

    Worst of all is that Power Weapons got nerfed pretta hard with new ap rules... Okay might not concern Necron much but all those power axes that strike ini 1 now... Lol even after necrons!
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  13. #173
    Chapter Master IcedCrow's Avatar
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    Re: Explain: necrons OP?

    I'd also say it's the fact 10 necrons for not many points kill even the toughest tanks there are in 50% of cases on 24". On 12" its autodead. Thats just not fair when a Land Raider costs that many points.
    The odds of 10 necron warriors killing a tank with gauss glancing at > 12": 6.6 hit 1.1 glance
    The odds of 10 necron warriors killing a tank with gauss glancing at rapid fire range: 13.2 hit, 2.2 glances

    Hull points of tanks: 3. Hull points of land raiders: 4.

    Tell me more how 10 necron warriors for not many 150 points are 50% killing it on 24" and on 12" is autodead again please. I'm learning new math.

    20 necron warriors at range = 2.2 glances = = 300 points of necrons odds are not killing a tank at average
    20 necron warriors at rapid range = = 4.4 glances on average should drop a tank in one round of shooting. That's 300 points of necrons concentrating, within 12" of your tank. How many tanks are 300 or more points?

    300 points killing < 300 points in one round of shooting is unreasonable?



    Why are 20 necron warriors within rapid fire range of one of your tanks all the time?



    EDIT: i may have my warrior points wrong but they are around 15 points a model. Regardless if they are 12 points a model two units would be 240 points. Which is still more than most tanks.
    Last edited by IcedCrow; 25-07-2012 at 23:31.
    NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds

  14. #174
    Chapter Master IcedCrow's Avatar
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    Re: Explain: necrons OP?

    Having researched, necron warriors are 13 pts a pop. So 10 = 130 and 20 = 260.

    It takes 260 points of necron warriors rapid firing on a tank to statistically one round kill it. I don't see that as OP.
    NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds

  15. #175

    Re: Explain: necrons OP?

    Most of these people havent event played against necrons in the 6th. And if you have Land Raider within 12 inches your Warriors are in big trouble as whatever is going to assault them out of it usually rips them to shreds like command squads th/lc termies etc.

  16. #176
    Chapter Master IcedCrow's Avatar
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    Re: Explain: necrons OP?

    Exactly. If I'm moving my two squads of warriors up to rapid your land raider, my eyesockets are about to get pwned by the space mureen ejaculate that is about to pour forth.
    NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds

  17. #177

    Re: Explain: necrons OP?

    Like Was said before Flyers are clearly too good atm but this will change as more people have anti air and flyers of their own just look at IG you can have 2 vendettas almost for each doomscythe and they are fast attack so you can have tanks as well and i dont see anyone complaing about how OP IG is that was a power army for a few editions now while necrons spent recent time at the very bottom of the pile with the phase out etc.

  18. #178
    Chapter Master The bearded one's Avatar
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    Re: Explain: necrons OP?

    Quote Originally Posted by Xerkics View Post
    and i dont see anyone complaing about how OP IG is that was a power army for a few editions now while necrons spent recent time at the very bottom of the pile with the phase out etc.
    People were calling IG OP and they still do, especially with all those flyers, spammed all over the place. It's just that Necrons are new to the top, which facilitates the traditional OP whinging as a form of welcome greeting.
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  19. #179

    Re: Explain: necrons OP?

    Before I read this thread, I had no idea what necrons were like. Now I don't think I want to play against them. The weird bit is it's not the necron-bashers that are making me wary - it's the necron players. Just, you know, describing the actual rules of the army.

    So, yeah. If you guys were trying to say they're not OP, I don't think you've made your case well. Of course, it could just be that I'm comparing them to craftworld eldar.
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  20. #180

    Re: Explain: necrons OP?

    I define OP as an army that wins with little skill, GK of 5th edition, Daemons of 7th edition, Skaven of 8th edition. I am pretty sure the Bearded One said it said it correct. Necrons are new to the top therefore people will make threads like these. Obviously the Necron codex will have certain units that synergize well, but you dont hear about 5/6 of the book that are considered weak choices like C'tans, Lychguard, Pratoriens,Flayed Ones, Triarch Stalkers, Destroyers,Tomb Blades, Monoliths, ect.

    With the new edition, people are upset about Necron Overlords, Warriors, Deathmarks + RC support, and their Flyers. These are the things I hear complaints about the most. We all admit their are a few things in each codex that we dont like playing against, that synergize well, however you dont see a Are Space Wolves OP? or Are Blood Angels OP? or Are Dark Eldar OP? But you see the Are Necrons OP Thread. The only possible conclusion is because they are new to the top people will need to learn how to play against them instead of whining about what they think is OP. This is how I felt about GK of 5th. I dident cry about Psyco grenades, instead I wanted to figure out ways around them.

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