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post #51 of 68 (permalink) Old 10-27-11, 05:14 AM
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From what I understand, there are many many sleeping enclaves of Necrons across the Galaxy. They only arouse when the space/warp around them comes to a certain condition. From the Dawn of War books, you'd think that the Eldar had certain sorcerous devices and groups of eldar that were actively doing something on each tome world to keep the Necron asleep. When these devices are interupted or destroyed, the Necron on that world awaken. (usually in about 1000-2500pt increments, ;0 )
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post #52 of 68 (permalink) Old 10-27-11, 05:18 AM Thread Starter
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Originally Posted by Coldshrike View Post
As somebody who doesn't play necron, I liked them that way. I enjoy that in an enemy.
well the books not for you, its for the people who play them, I played them from the end of third to the beginning of 5th, trust me when I say that the Crons needed something to liven them up, they were boring as sin and too easy to beat near the end of 4th beginning of 5th

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the key to every good DE army makeup. Always have a backup plan, try to take everything in multiples, and use everything you can to your advantage, being a sneaky bastard within the rules, as it were.
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post #53 of 68 (permalink) Old 10-27-11, 12:44 PM
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Originally Posted by Coldshrike View Post
As somebody who doesn't play necron, I liked them that way. I enjoy that in an enemy.
Well, as someone who does play, I appreciate that our army now has more character than simply mumbling Die... Mortals...


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post #54 of 68 (permalink) Old 10-27-11, 02:07 PM
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Originally Posted by Coldshrike View Post
As somebody who doesn't play necron, I liked them that way. I enjoy that in an enemy.
My opinion is exactly the opposite, the bud i play the most games with (cause of distances mainly) has a Tyranid and a Necron army, so everytime we get to play 2 or 3 games in a row and try to make it sounds like a campaign with some background that's how it finish:

me:Hey this is my Khorne champion who just killed the tzeentch sorcerer and took control of the army, now they want to gather information on the imperial garrison lost on that planet and...blablabla...etc
him:My nidz are hungry
or:My robots are awakening

well that doesnt stimulate the fluff at all imho...
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post #55 of 68 (permalink) Old 10-27-11, 05:14 PM
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Originally Posted by KhainiteAssassin View Post
well the books not for you, its for the people who play them, I played them from the end of third to the beginning of 5th, trust me when I say that the Crons needed something to liven them up, they were boring as sin and too easy to beat near the end of 4th beginning of 5th
I read your comment as "you don't play necrons, shut the fuck up, your view is irrelevent".

The rules more than need updating. But what the fuck has fluff got to do with how they need spicing up?

I'm going to turn it around and say you know fuck all about what you're talking about, your comment is irrelevant.

As somebody who did play them, and no longer does, I loved the whole uniqueness of simply killing everything for no reason other than they have an antipathy towards it due to their lack of it.

Now it's Tom Dick and Harrycron.



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post #56 of 68 (permalink) Old 10-27-11, 05:27 PM
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Necrons back in the day were more of a set piece then a faction or army, realistically if they kept that aspect of them they would expect very few new gamers to be attracted to the army.

What do I mean by them being a set piece? Well they were just another nebulas universe ending threat that was beyond human understanding. In that way they never felt like a army and more of a generic super baddy for everyone to crusade against. Which made them as a faction the equivalent of any faceless monstrosity used in a horror or action movie.

True some people like playing the generic soulless Omni threat that unifies others, but really I see little appeal to the masses in such a bland one dimensional army, especially when you have to sink 300+ dollars into it. I mean seriously what would you rather have a regular hot dog, or a 3 course meal with all the trimmings.

I also keep getting the vibe that most are misidentifying the true reason they dislike the changes, and that is simple familiarity. Things like this often have little to do with reason and far more do to humans simple resistance to change. After all those few (Yah necrons have and always been one of the lesser minorities in 40k) that went to necrons back in the day did so because they were the minority that the aforementioned factors appealed to.

Personally I applaud GW for seeing the major marketing flaw present in the necrons background and army, and addressing it so it can appeal to a bigger fan base.


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post #57 of 68 (permalink) Old 10-27-11, 09:11 PM Thread Starter
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Originally Posted by Vaz View Post
I read your comment as "you don't play necrons, shut the fuck up, your view is irrelevent".

The rules more than need updating. But what the fuck has fluff got to do with how they need spicing up?

I'm going to turn it around and say you know fuck all about what you're talking about, your comment is irrelevant.

As somebody who did play them, and no longer does, I loved the whole uniqueness of simply killing everything for no reason other than they have an antipathy towards it due to their lack of it.

Now it's Tom Dick and Harrycron.
your just so full of Negativity lately Vas. but let me break it down for you:

Necrons in the old codex had no gear options, had no individuality, every played the necrons almost the exact same way or lost. that was the nature of the old book, you played one necron army, you played them all. the "FLUFF" did not support individuality, did not support special weapons, did not support any real growth, or special characters outside of the Ctan.

New Codex, sure its becoming similar to the other races, but thats not a bad thing, despite your bitching and moaning on the subject about how they are becoming like everyone else, because they may becoming closer to everyone else, but its better then being the undead version of Tyranids without the dcool options. the new fluff allows for individuality, new special characters, various new weapons for the units, and a whole slew of new toys to play with.

If you wana be a little baby and whine about how the Necrons are not the souless atomitons with no personality you enjoyed, then feel free to stick with that aspect of the Crons as a DIY tomb world. cuz guess what, you can do that now

WIPS: CHECK THEM OUT!
Space wolves - https://www.heresy-online.net/forums/...ad.php?t=54246
Warriors of chaos - https://www.heresy-online.net/forums/...ad.php?t=60813
Dark Eldar - https://www.heresy-online.net/forums/...ad.php?t=75375
DE FLUFF - https://www.heresy-online.net/forums/...ad.php?t=86956
My armies.


the key to every good DE army makeup. Always have a backup plan, try to take everything in multiples, and use everything you can to your advantage, being a sneaky bastard within the rules, as it were.
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post #58 of 68 (permalink) Old 10-28-11, 09:23 AM
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Quote:
Originally Posted by paolodistruggiuova View Post
My opinion is exactly the opposite, the bud i play the most games with (cause of distances mainly) has a Tyranid and a Necron army, so everytime we get to play 2 or 3 games in a row and try to make it sounds like a campaign with some background that's how it finish:

me:Hey this is my Khorne champion who just killed the tzeentch sorcerer and took control of the army, now they want to gather information on the imperial garrison lost on that planet and...blablabla...etc
him:My nidz are hungry
or:My robots are awakening

well that doesnt stimulate the fluff at all imho...
I am that guy.. and rofl.. It's exactly like that ahah

..everithing is good.. in hive fleet stomach..
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post #59 of 68 (permalink) Old 10-28-11, 09:56 AM
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So, Necrons basically want to eradicate all warp taint from the materium, which would include most sentient life, especially the eldar and humans. In order to do that, they need to start somewhere, so having small warp free kingdoms for them to start rebuilding would make sense. It would also make sense to have some flexible, higher order thinking types as the heads of these enclaves.

What I'm curious about is how do Necrons travel across the galaxy if they can't abide the warp? That would mean that they are limited to sub-light travel in real space. That would also mean that expanding their empires will be severely time constrained.
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post #60 of 68 (permalink) Old 10-28-11, 11:59 AM
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Quote:
Originally Posted by KhainiteAssassin View Post
Necrons in the old codex had no gear options, had no individuality, every played the necrons almost the exact same way or lost. that was the nature of the old book, you played one necron army, you played them all. the "FLUFF" did not support individuality, did not support special weapons, did not support any real growth, or special characters outside of the Ctan.
And that was bad, because... They were an extremely easy army to play against anyone in 3rd edition, able to counter everything in their all comers list. However, come to in 5th Edition, because the core rules have changed that much, it's become a challenge to play them successfully at all against other all comers lists, let alone tournament winning lists.

More options should be available, but it's perfectly easy to keep that fluff altogether as the "skeletons in space" that they were designed as. Now it's Vampire Counts in space, or Tomb Kings in space. As pathetic as Dwarves in space. Space Marines and Tau are nice, as they have no other equivalent in Fantasy, as are bretonnians, lizardmen.

Each of the Warhammer Races have a fairly unique outlook on the world. 40K, all have the same, it's like watching a land grab scenario.

Quote:
New Codex, sure its becoming similar to the other races, but thats not a bad thing, despite your bitching and moaning on the subject about how they are becoming like everyone else, because they may becoming closer to everyone else, but its better then being the undead version of Tyranids without the dcool options.
So instead of undead Tyranids, we now get undead generic race #345634? Nice.

Quote:
the new fluff allows for individuality, new special characters, various new weapons for the units, and a whole slew of new toys to play with.
Special Characters - from someone who started in 3rd and Special Characters were an "opponents permission" thing, I hated that the new editions changed it so that every 500 point list I was facing had some hero who was capable of changing the status of the galaxy present.

new weapons for units is not an issue i have. Special Weapons troopers and the like, yes. it's like zombies in fantasy - they may have a 2 handed sword when they were alive, or they might be using their neighbours arm, but it still has the same effect in game, otherwise a) it confuses things, and b) it makes very little sense that you have certain "specialists" when you're braindead.

You don't get special weapon Rubrics, do you?

New toys - all well and good with that. Special Characters and Individuality for the sake of Individuality however makes them like every tom dick and harry.

Space Marines - remove the Special Characters, and allow Chapter Creation, with rules for First Foundings. Tyranids, remove the special characters, and allow Swarm modification. Chaos Space marines, remove special character and allow Warband creation with rules for legions. Tau, remove special characters, and allow creation of the Cadres/Auxiliary forces armies. Imperial Guard, remove special characters, bring back regiments.

Special Characters are just that - Special, not intended for a 500pt border patrol.

Quote:
If you wana be a little baby and whine about how the Necrons are not the souless atomitons with no personality you enjoyed, then feel free to stick with that aspect of the Crons as a DIY tomb world. cuz guess what, you can do that now
The same applies to the previous edition - if you liked the individuality of Necrons, then why didn't you use the necron lords wargear to reflect that?



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