Necron: Difference between revisions

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= Gameplay =
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[[File:Lord.jpg|300px|right|thumb|A mountain of rape]]
 
== Pre 5th ==
 
Pre-5th edition, the Necrons were virtually an unstoppable Shooty army. Their simple tactic of move-shoot-move-shoot in-tandem with their gauss weaponry capable of vaporizing anything (including heavy tanks) in front of them with impunity, and their Marine-like stats spawned the all famous "March of Doom", which was basically a non-stop forward march of Necron Warriors, Immortals, and Destroyers to flatten the table. And the innate WBB rolls ensured that the march was fuckhard to stop, especially in tandem with resurrection orbs, pylons, monoliths, and some of the cheesier necron formations; since the tin-men had a very good chance of getting back up after being downed. But that was then...
 
The Necron have since been severely nerfed in ''5th Edition'', due to vehicles being a bit more sturdy. In the previous edition, they could potentially destroy any enemy (including heavy vehicles) with just their default troops choice - Gauss weaponry caused (and still does) glancing hits on a roll of 6 (it used to cause automatic wounds, too, but they've done away with that ridiculousness). Necron Warriors dispatching [[Land Raider]]s or [[Leman Russ Battle Tank|Leman Russ Tanks]] with these glancing hits was ''not'' unheard of, causing many veterans of 40K tabletop to rightly declare the Necrons to be [[Cheese]].
 
== Post 5th ==
[[Image:1227797058418.jpg|thumb|right|''5th Edition'' wrecked their shit.]]
 
 
Post-edition update, due to the new Armor Penetration rules, Necron Warriors can still harass, stun-lock, and annoy vehicles - even heavy ones - but are much less able to gun down a heavy like a Predator Tank or [[Vindicator]] with simple massed Warrior fire, to the delight of non-Necron players everywhere. Massed fire from Necron Warriors ''can'' still kill a heavy vehicle, but it will take a veritable barrage of shots to do so now, making it a bit less likely that players can spam the shit out of warrior squads and come away triumphant, making this an improvement. A smart NewCron player learns to not over-rely on Warriors now, using backup from a mix of Scarabs, Doomsday Arks, Barge Lords, Wraiths, and Harbingers of Destruction in order to pack quality anti-vehicle options.
''However due to 6th Edition's change with rapid fire rule and vehicle hull points, Necrons are back again fucking tanks in the junk. Yes, a block of 20 Necron Warriors will wreck a Land Raider in one turn hands down every day of the week.''
 
 
In spite of the [[Nerf|nerf]], Necrons remain a competent and extremely dangerous force to an infantry-based army (especially the Tyranids who are easily fucked over by Tesla weapons and Mindshackle Scarabs). A competently-run Necron army will be able to threaten heavy vehicles as well; one that continues to over-rely on Necron Warriors will find itself getting [[FATAL|raped]] if a Leman Russ, [[Manticore Rocket Launcher]], [[Deathstrike Missile Launcher]], or Vindicator hits the table. Stat-wise, Necrons are rather similar to Space and Chaos Marines, though they essentially have a 5+ Invulnerable Save with their "'''Reanimation Protocols'''" rule (4+ with a Resurrection Orb in the unit). Back when they only had one troop type, and one vehicle, they were an army heavily-focused on shooting. Now it's all about synergy, with Overlords, Lords and Crypteks strategically placed in shooty units, and melee options like Lychguard and the infuriatingly tough-to-kill Wraiths (Flayed Ones got nerfed bad, and are now the worst unit in the codex... at least until 6th Edition rules change shit up, maybe)(NOPE!). They also have somewhat useful Monstrous Creatures of sorts in the form of Canoptek Spyders and C'tan Shards.
 
The infamous [[Monolith]] is easily the most recognizable unit that the Necrons possess. It has 14 armor on each side (and thus no vulnerable spots), a main weapon that cannot be disabled with a "weapon destroyed" result, the ability to teleport your troops out of harm's way, and, in the previous edition, the only skimmer that would not crash when immobilized. In the current edition, skimmers only crash if they moved flat-out the previous turn - and the Monolith can't actually move fast enough to crash when it gets immobilized. However, the same update to glancing hits made it even harder to destroy. The Monolith is no longer the nigh invulnerable mountain of rape it used to be, thanks to its ability to shrug off Melta weapons being removed, but is still relatively decent... however, several of their new vehicles out strip it in many ways, so the once proud 'Lith has been relegated to Apocalypse battles only, in most cases.
 
Necron infantry are generally slow moving, hard hitting, much like the space marines, if the space marines were able to get back up after dying. They back this with annoying deep-strikers and fast-moving units that are designed to support the Necron player's advance. There is nothing - I repeat - NOTHING, scarier than a Necron player with almost-cheating luck.
 
An Example:
 
*Player one has just destroyed player two's Necron warrior squad.
 
*Player two, A.K.A. Kenny, makes his Reanimation Protocol roll.
 
*Player one, A.K.A. [[Matt Ward|Commander Numb-Nutz]], is making odd sounds with his mouth, in mockery of Kenny.
 
*Kenny, A.K.A. Rob, rolls ten 6's. Commander Numb-Nutz promptly stops making noises with his mouth.
 
*Kenny A.K.A. Rob puts his Necron Squad back on the board, and promptly smokes Commander Numb-Nutz's ass from here to the golden shithouse.
 
== Victories n' Whatnot ==
[[File:Hitler hates the Necrons.jpg|200px|right|thumb|]]
Necrons, though vicious in certain types of combat, aren't really great at winning, and are generally a hit-or-miss force, either outright flattening the opponent or getting steamrolled themselves.
 
If you want to win with Necrons, be prepared to do your fucking homework and learn how the different units in the codex interact with each other.
There are now several competitive army list builds, each one utilizing a different borderline cheating tactic. These include:
 
-Warrior Phalanx: More or less played like the old way, use Warriors by the dozens, and be prepared to back them up with support like Ghost Arks and Lords with Res Orbs. These bricks are fucking hard to kill, and put out a metric shit ton of shots, especially if lead by a Phaeron.
 
-TremorCrons: Use fucking HQ + C'tan combo hax to stop your opponents from moving (or forcing them to lose a third of their models to dangerous terrain tests).
 
-Wraith Wing: MORE WRAITHS. '''MORE.''' (throw in a Destroyer Lord or two and eat Deathstars for breakfast).
 
-Scarab Farm: Shit tons of Scarabs, and about 9 Spyders to shit even MOAR Scarabs out every turn. Overwhelm EVERYTHING with the little buggers (HOPE YOU WEREN'T PLANNING ON USING THAT LANDRAIDER THIS GAME!)
 
-Maximum Threat Overload: Too many threats to deal with, opponents have trouble prioritizing which to kill first (Command Barges, Wraiths, Scarabs, Doom Scythes, LanceTeks). Usually ends with tables being flipped in frustration.
 
Alternately, one can play Apocalypse and use the Monolith Phalanx, which is one of - if not THE - cheesiest bullshit since 2nd edition Tyranid bullshit (eg. Tyranid Apocalypse formation "out of ammo sarge!"), but as that formation has been errata'd, the Cronz now hold the uncontested title of cheesiest formation ever... until IA12 hits, that is, and the circle of nerf is complete.
 
==In Battlefleet Gothic==
 
They are still totally fucking overpowered in [[Battlefleet Gothic]] though; their cruisers can crush many other race's battleships without much trouble. Moving on!


=Pre-release Rumor Mongering: The Lead Up To Butt-hurt=
=Pre-release Rumor Mongering: The Lead Up To Butt-hurt=

Revision as of 09:52, 11 November 2012


This article contains PROMOTIONS! Don't say we didn't warn you.
This page is in need of cleanup. Srsly. It's a fucking mess.

>

Oh oh, you have been confronted by a 9ft homicidal robot, I know, let's just stand there like a dumbass because surely his vision must be based on movement!

Necrons, also known by some as Noobcrons, are the Tomb King expys of the Warhammer 40,000 universe. (Which rounds off the rest of the 40K universe being Fantasy races.... IIIIIN SPAAAAAAACE.)

Up until 5th Ed., they were supposed to be slaves to star-eating vampire demigods who eventually got hooked on souls and used their slave legions of silent metal skeletons to harvest the souls of every sentient race in the galaxy. Then the Matt Ward codex came along and WOOPS, NO, turns out they killed/imprisoned their vampire gods! Cause screw those commie bastards! That's what happens when you screw a zombimurderbot.

Gameplay-wise, some used to consider the Noobcrons to have been unduly OP during their introduction. A respectable amount of evidence can be gathered to grant credence to this viewpoint. The rapid change in fluff between the 5th edition codex and its predecessor is controversial, to put it lightly, and while both versions of the Necrons' background have their fans, many would agree that the retconning was drastic and heavy-handed.

The Necrons received a long awaited codex update in 2011... from the hated Matt Ward. After having the Necrons and Blood Angels secret lovers that the universe was not yet ready to understand cooperate against the 'nids, after which the noobcrons proceeded to let the fucking SPEHSS MEHREENS get away without raep, fans worried that the Great Taint would spread to the robots, who had already suffered from GW's neglect, like every non-Space Marine faction.

UPDATE: As of the 6th edition rulebook, Necrons and Blood Angels can form an "Unholy Alliance". For reference, Necrons can form the exact same alliance with the Black Templars. This implies that the whole scenario with the Blood Angels and the 'Nids was part of the then-upcoming Necron fluff change wherein the Necrons went from omnicidal kill bots to an actual empire capable of politics and forming alliances.

Overall, the codex was actually... fairly decent, with bitch-worthy fluff kept to a minimum (though the way it was introduced was bitch worthy in of itself, and the Necrons possessing reliable time travel raises a lot of questions) and the crunch being balanced, high tier but not OP. This had lead to the crazy but surprisingly plausible theory that Matt Ward was really a Necron fanboy all along, and after losing to an Ultramarines player, decided to discredit the Space marines by writing several exceedingly shitty codexes for them, and then turn around and make a respectable update for the Necrons as part of a labyrinthian plot to get back at the Space Marines. And everyone neglects to mention that the update introduced a device that can instantly destroy any star in the galaxy per whim of the user. Wat.

But there is other good news. With the Necrons now being somewhat popular, they are about to get a new slew of Forgeworld loving, thanks to the announcement that they are scheduled to be featured in Imperial Armor 12 along with the Minotaurs Chapter Space Marines (meaning we may finally get Medusa V Tomb Stalkers and Megaliths, so we don't have to rely on Pylon, Scarab, Barge, Warscythe, and Heat-ray spam to down Titans).

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Pre-release Rumor Mongering: The Lead Up To Butt-hurt

This article or section involves Matthew Ward, Spiritual Liege, who is universally-reviled on /tg/. Because this article or section covers Ward's copious amounts of derp and rage, fans of the 40K series are advised that if they proceed onward, they will see fluff and crunch violation of a level rarely seen.
Updates EVERYWHERE!....Though now the Necron should be the one telling the fire warrior this.

The Harbinger

Incidentally, the first sign of the new fluff changes was a Black Library novel called Fall of Damnos. Instead of the usual soulless abominations who just walk forward in silence and shoot you, the Necron PoVs showed off a complex royal hierarchy featuring the Cryptek Ankh's political machinations and various competing and jostling Lords who all have their own ambitions and problems. Most notable is the Necron "afflictions", where Necrons who long for their flesh will go crazy and become Flayed Ones, hunting for new skins. Meanwhile Necrons who go a bit too far towards the machine-end end up mutilating themselves into Destroyers. It's all very wacky, and the Necrons are actually pretty talkative too, where the Lord Tahek Voidbringer has some momentary banter with Tigurius during their battle. There's also Sahtah the Enfleshed, a "Flayer Lord" who happily gallops across the icy world of Damnos in his quest for a new face, and the Undying, a very old Lord who constantly forgets where he is in time. You also get weird shit where Necron Warriors let out metallic cries when they phase out, An abandoned and empty throneroom complete with ornate mirrors and empty throne underground, and the fact that Necrons can open their mouths, shrug, and laugh.

On the one hand, the new fluff from Damnos feels very "Tomb Kings in Space", however on the other, it does do a decent job of fleshing out the until-this-point C'Tan lackeys a bit (and Tomb Kings fluff is pretty legit, so ripping it off might not be too bad). However, according to the new Codex, the Necrons themselves did away with the C'Tan and now do their own thing, employing their former masters as nothing more than genies in bottles.

A Disturbing Implication

We're already doomed... thank you Matt Ward... thank you...

Oh yes, it could very well be worse alright...

Many years before Matt was the horrifying figure known and loathed the way he is today, he was apparently a Necron player. An old White Dwarf battle report detailed him going up against Ultramarines with his Necrons and getting his ass handed to him. It's easy to see this is where his descent into the blue, white and gold abyss began. However, the truth is likely a far darker one that goes simply beyond the lines of "Hey, what Marines were you using in that game? They were pretty cool..."

His last Space Marine codex had the Blood Angels befriending and fighting alongside Necrons with little to no reason whatsoever. He scarcely ever mentions anything about them otherwise.

Suddenly a little dark voice begins to whisper sinister nothings in your head. Whispers of revelations about absurdities that are uncomfortably plausible given this manchild. Ward spends the last couple years making Space Marines the army faction to go to- the perfect badasses everyone loves. With each codex he makes them more and more ludicrous, more and more powerful till they are all the people know and care for. He lets them sit atop GW's throne of money, basking in their glory.

Then without warning, he pulls the tarp off his final project- the codex Necrons. Insanely and skubtastically blown out of proportion with pants-on-head retarded powers none can match, the Necrons shove the smurfs off their spotlight. Marine players sell out their entire armies just to afford the ridiculous prices on Ward's new bastard creation, pushing the Marines into a dark corner of neglect where ironically the Necrons once hunched imprisoned for nearly a decade.

The other writers will all unite to attempt to thwart Ward's scheme, but it will be far too late. At this point, a statue of a Necron Warrior will stand at the front of the GW HQ on the same pedestal a Space Marine once stood proudly. Ward will be jerking off to Lolicron in his fortress of solitude, now located in the middle of the Dead Sea, laughing like a little child who just cheated his way to victory in a game of Candy Land.

http://1d4chan.org/index.php?title=Necron&action=edit TL;DR: Matt Ward is the fucking Deceiver, and all shall weep as his retardation turns out to be a loathing, evil tactical genius that goes off the charts. Even the Necron players themselves, who realize they've been used after they become the peak of GW standards at the price of ever being remotely likable ever again.

Just. As. Planned.

I, for one, welcome our new Necron Overlords.

BUTTHURT

File:Ultracrons.jpg
Matt Ward strikes again

On October 14th, Beasts of War provided leaked images of the new Necron miniatures. The Necrons have undergone a transformation: they have gone from the transgenic crop of Terminator meets Cube2:Hypercube, and become more "TOMB KINGS. IN SPESS!" than they ever were before.

And so it begins: we got skub with a chance of shitstorms in today's forecast and I'll leave this right here for others to give you the details. Bring your umbrella.

They've also been ripping off the Cylons from Battlestar Galactica with their new fliers. 'Cus we all know that GW can't think up anything themselves nowadays ever.

And the Pariahs are gone from the list have been renamed Lych Guard (what a shock; another elite unit is given the suffix 'guard') and nerfed/buffed to the Nth Degree. If you had any doubt of who's writing this codex before now, then this should settle it once and for all. Damn you Matt Ward for getting rid of the Pariahs!

In summation: GW has killed all we knew about the Necrons, replacing it with C.S. Goto's rendition of Egyptian Alien Space Robots (who built the pyramids, you know).

Boo hoo hoo I'm a huge faggot who hates anything different.

POETRY AND SHIT

The heavens cry upon the tarnished earth

In search for its lost and forgotten spirit

Humanity had long left its homeland

Leaving a hollow shell of its dreams

A lost soul remains in purgatory

Forever encased in a tomb of metal

As light dawns on the world once more

Time itself would be reset


holy crap that sounds gay, where is it from?

Reasons to be a Necron

See Also

Gallery