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If space marines had the same restrictions on their doctrines as crons do on their protocols, this conversation wouldn't even be happening.

I have no illusions that GW will make sweeping changes to the dex based on what the players say- but I do believe it is a valid thing for players to let GW know what they think works and what doesn't work as well as it could.

Protocols is definately one of these. If it was an army wide bonus with the restriction that there had to be a live Noble, that'd be okay.

 

The idea behind the reanimator is fine, it's just a free kill for your opponent. I'm yet yo have a game where it gets to do what it's supposed to do. It just needs a chance at surviving and if not, then it needs a hefty points drop (thinking down by at least 30pts). Considering that GW like to just fiddle with points, I believe the letter here is a likely solution.

 

Reanimation I understand is a tricky thing but I see it as being no different to a FNP roll with extra steps- yes there the whole multi damage argument, but essentially it is just that. We aren't regaining models, otherwise you'd have to consider that death guard and anything with a FNP roll to be regaining models.

Next time you play with a FNP unit, just lay models down and then roll FNP when the opposing unit is done; similar idea- except crons don't get the roll if they lose the last model in the unit. Now that is a feel bad moment I had in my last game a couple of times.

RP works fine for single wound models but as pointed out, the higher ranked crons with the superior RP in fluff just don't do what we feel they should be doing.

 

As for the resurrection orb, as a one time use it's potentially costly. Try to bring back a few destroyers- probably not gonna happen.

Bring back a decimated 20 warrior blob? Yeah that's gonna be felt.

In that view i can see the cost behind the res orb.

Edit: example tonight being that I had a game where I passed 11 of the 12 RP from the relic orb on a warrior squad. I'd say that was worth the 30pts.

 

But to really give the orb it's place, I wish that it had a continuous effect of like 3-6" aura that units in that range could still roll for their RP even if they lose their last model.

 

Edit: also for RP, why is it the warriors get to reroll 1s? Why is this not the thing to represent superior reanimation for lychguard or praetorian or anything higher up in the cron command chain?

Edited by Atrus
If the arrow can be 5 pts for a 1-use big swing item, surely the orb can too. Costed as is, it should be a no-limit item. Make the orb of eternity a one time boost to 4+, but otherwise stays at 5+. Edited by Seahawk

Honestly, speaking of one limit, the technomancer relic that allows a model to come back for a non-core unit should be limit-less. And so what if it becomes the default relic most people gravitate to. Raise the points a touch if needed. 

The problem is that GW is blind and deaf to any review or opinion on their work beside financial boycot. As the indomitus boxes got sold beyond imagination what they they understood is "Good job lads, you have done a wonderful job with necron codex, let's pat ourselves in the back and continue like that". The Necrons will unfortunately suffer the whole edition from the infamous GW first edition codex curse (deathguards got that for entire 8th edition and only got fixed at the end of it). The rules for necrons were designed with best intention in the world trying to show that they will keep their promises for the 9th before immediatly changing their mind for the rest of the codexes.

The problem is that GW is blind and deaf to any review or opinion on their work beside financial boycot. As the indomitus boxes got sold beyond imagination what they they understood is "Good job lads, you have done a wonderful job with necron codex, let's pat ourselves in the back and continue like that". The Necrons will unfortunately suffer the whole edition from the infamous GW first edition codex curse (deathguards got that for entire 8th edition and only got fixed at the end of it). The rules for necrons were designed with best intention in the world trying to show that they will keep their promises for the 9th before immediatly changing their mind for the rest of the codexes.

I felt similarly about a lot of this, but predominantly after the inception of 8th, it became more abundantly clear that GW has this knack for being super swingy. In the sense that, a rule is made, it is too powerful, so they swing too hard the other way and nerf it to state that is near unusable or just sort of "meh". They have a very hard time finding a middle ground. And this codex feels somewhat like that. Someone else said something similar, this codex feels like it was way too powerful in one version(and I mean powerful with anything to do with RP), and they decided to throw in a lot of restrictions to dial it back.   

The problem is not just balancing the RP they also really messed up all of our auras. RP is bad enough already. Our warlord traits should affect infantry and not just core, same for our relics, and command protocols should just affect the whole army with no restrictions just like doctrines or admec. Seriously the most advance and fearsome race of the galaxy is less efficient to emit their command protocols than my home wifi.

Something to fix the Reanimator, specifically in a way that encourages players to use it as it is depicted - striding out in the open towards the back of the ranks of the Necron forces. I've been thinking of putting something together that enables this - I might make a post about it later.

The problem is not just balancing the RP they also really messed up all of our auras. RP is bad enough already. Our warlord traits should affect infantry and not just core, same for our relics, and command protocols should just affect the whole army with no restrictions just like doctrines or admec. Seriously the most advance and fearsome race of the galaxy is less efficient to emit their command protocols than my home wifi.

I disagree here. While I get that SMs get a lot of preferential treatment and their aura abilitie/relics affect way more units, there are fluff based reasons why ours aren't the same. Nobody commands Flayed Ones. They live in a charnel dimension and appear when the fighting is at its bloodiest. Normal necrons avoid them like the plague. Destroyers are barely kept in check. Having them follow the will of a non destroyer lord doesn't make sense. Triarch Units are there to observe the way battle is conducted and hold the command structure to account before anything. They don't answer to Overlords, they observe them, assist them, and when necessary punish them.

 

I agree about the range restriction on command protocols and some relics should affect more than just core, but I'm happy about our core unit selection and the aura limits because they make sense. Marines just got crap handed to them IMO because they're the GW golden boys. At least our army is true to the fluff.

I have no problems with Skorpekh not being Core, as they get their buffs elsewhere from Destroyer specific characters and Chronomancers etc.

 

I think the Command Protocols need complete rewiring, however.

What i like most over these two pages of issues is that none of us are highlighting units, rather the army special rules. Could it be possible that they really balanced all the units well enough they all feel right for once??

 

 

 

 

 

Na, of course not, as I have two (but only two!) quibbles.

 

The Silent King is Szarekh but does not gain any Szarekh abilities. What?

 

The Monolith (and by extension, obelisk). They are far too expensive and shouldn't be lords of war IMO. Supposedly tough, but fall to a stiff breeze. Supposedly made of Blackstone, but has no relevant abilities. In lieu of another necessary rewrite I feel they should drop by almost 100 points.

My fixes:

 

Szarekh gets his dynastic trait in his own dynasty

Reanimators get an invulnerable save and allow the unit they pick to reanimate when picked

Orbs are no longer once per game

Praetorians get the trait in szarekhan detachments

Technomancers can heal non core

The heal arkana becomes some kind of heal buff such as an extra model is returned once per battle or heal twice a turn once per battle

Protocols get unlimited range

The szarekhan relic lets you pick protocols at the start of the turn (each protocol once per battle) instead of pregame

Skorpekh lord loses the -1 to hit on the sword

Doomsday guns get flat 6 damage (or 3+D3) on high power

Monolith gets a blackstone rule

Obelisk crushes (similar to bombing runs but no limit on how often) any units it moves over

All three big boxes get QS...

 

Yeah, that'll be a good start.

Honestly I am somewhat surprised the reanimator did not receive the same invuln and explosion rule as it's larger walker brother. I like seeing the same rule follow the same model asthetic. A simple fix and matching rule since both seem uniquely related and house a massive generator.

 

That is why I am ok with quantum shielding sticking with the smaller, more frail-looking exposed crew vehicles(and possibly the flyers). And not with the larger models like the monolith. I would have like to have seen an expanded living metal rules for the chunky floating bricks. Maybe a damage reduction rule. The monolith was the first model to make living metal rule famous, missed opportunity by GW to give it some sort of "enhanced, living metal". I recall the old living metal description on the monolith having one particular ability, to adapt and become stronger against impacts. What better way than a simple -1 to damage or something like that?

Ooo, toughness 9 AND -1 damage please. High time gw took the toughness stat beyond 8 for non titan models. 

 

The monolith and the obelisk should both have the above. The vault can remain toughness 8. 

Edited by Ahzek451

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