Wednesday, November 9, 2011

Necron - Codex Review


Well, right now the internet is abuzz with Necron articles. Sadly I’m going to be no exception as I’m super excited by this release. I’m going to be breaking down my review between a general overview, each FOC slot, and final thoughts. This is naturally the overall review.

My magnets also finally arrived so I’ve been finishing building my army for a tournament this Saturday assuming I’m allowed to use the new book that’s only been out for about a week. On to my overall review.

Fluff:

While I’m sure my fellow author will disagree I’m in love with the new fluff. The addition of another true empire, one that rivals the Imperium, into the 40k universe is awesome. For once we’ve got an opponent in the universe that exists that could stand up to the full might of the Imperium instead of existing only because the Imperium can’t focus on any single threat.

I’m also a huge fan of the individuality of the lords and the differing motives of all the special characters. The ability to customize my forces now based on fluff for my lord is so much better than being mindless machines in thrall to a star god who for some reason likes to take mortal form to mess with people…. Basically much improved in how it’s going to resonate with more people and how much less ridiculousness that a lot of people overlooked in the old fluff regarding the star god led Necrons.

Army List:

Overall it’s solid. There are options in every slot though for the first time in a long time the elite slot isn’t the most crowded. I don’t care for the inability to alter the force org chart but based on the options we have I can’t see a lot of units outside of flayed ones being reasonable to make into troops so I’m not complaining too loudly J

My favorite slot is probably everyone’s….Fast Attack! It’s got 2 units that I love with 2 units that are pretty neat and might see some use. Scarabs and Wraiths are the bees knees for me for what they provide but I find I like the idea of the tomb blades and the destroyers as well. Of all the choices it’s actually the destroyers that come up last for me as I don’t feel they really add anything I can’t find elsewhere.

I think the army list will allow people to make tons of different armies tuned to their playstyle. There are no auto-includes in this codex and I expect it to play out much like Dark Eldar; deadly in the hands of a good player but hard to make work right for beginners.

Competitiveness:

Let’s be honest, if you read this blog you’re probably into playing at least a little competitively which is awesome. This naturally means that it’s something I have to cover when a new book comes out. Personally I think the book is going to translate to highly competitive. I’ll throw out the disclaimer that this is based solely off reading the book since I won’t get my first practice game in until tomorrow. However I feel like the book has the potential to be downright disgusting. It actually has everything I look for in a competitive all comers force available. Allow me to explain J

A lot of people on the internet are already bemoaning the lack of anti-tank in the Necron army. Oddly I see it in every slot except troops. The units I’ll be focusing on to start for anti-tank include Eldritch Lance Crypteks, Wraiths, Annihilation Barges, and Lords toting warscythes in command barges. A few of my lists will also include in Scarabs and Spyders which add even more anti-tank. Combine the above with the ability to nullify some of your opponents shooting with night fight shenanigans and your pretty solid on anti-tank.

What about being assaulted off the table you ask? Probably not as likely nor as easy as quite a few people out there are ready to believe. First off you’ve any force you put on the table should have Wraiths or Spyders (or in some cases both). These are your front line of defense against CC overrunning you. Wraiths can hang with almost any deathstar thanks to their saves and they dish it out hard. Spyders are solid support against anything not all equipped with St6 power weapons or higher. These two units should be more than sufficient against a CC oriented army to hang tough especially since they are fearless and hence can’t be swept.

The real trick to the army is going to be to destroy your opponents mobility in your opening turns when you have the night fight advantages. After that your plethora of anti-infantry shooting will come into it’s own. Overall I’d give extremely high marks for this codexes competitive ability but we’ll have to see how it shakes out. I’ve already got a few tweaks I’m considering but want to run my initial list that I came up with first this weekend.

Oh, and on a side note I do appreciate the small table that tells you in alphabetical order the name and page number of items not found in the wargear or weapons section. This is much better than listing it in the section with a see page # under it.

Hope you guys enjoyed. I’ll have the first force org slot up soon. And after playing a bit I’ll probably do in depth reviews of units I feel are getting overlooked much like I’ve done for Ogryns.

Comments (12)

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Very cool, we share a lot of views about the new codex.
Die bad robots! Die!

Anyone else excited for the first time you get to say that?
I will be there this weekend too, can't wait to see how your 'crons look. I too will be trying out a new army, I will be running Tyranids for the first time Saturday.
2 replies · active 698 weeks ago
Well they won't be painted a bit. It'll be the first time in years I'm using a "grey" army but to be fair I've only been building it for 10 days when the tournament happens. Everything will be properly modelled and WYSIWYG but painting starts next week :)
That is the same deal for me, a few models were painted in a test scheme (that I ended up scrapping) but most of my time is being put toward play testing and getting used to nids. I still have to pick up my Hive Guard. It will be a Saturday morning pre-tournament project!
Having a handful of playtest games under my belt I'm not as worried about anti-tank as I was though I haven't been using Lance Crypteks and the book is certainly growing on me. Luckily I know my pocketbook can't afford a new army so Vinsanity will collect them forme :P.
2 replies · active 698 weeks ago
If you haven't been using the Lance Crypteks and your feeling ok with the anti-tank in the book then that really says it all since they are our equivilant of a mobile long fang squad.
Pretty much. Time to get some games in with them.

I do really wish to know the sizes of the Night Scythe and Stalker though...curse you GW :P.
Flayed Ones and Destroyers would have been the obvious things to move around in the Force Org, giving the options for 'melee Troops' or 'fast without transports Troops' from an unlocking-tactical-options perspective. From a background perspective, the Traveller could have unlocked Triarch stuff in Troops, given his 'stay awake, stay mobile' ethos.
1 reply · active 698 weeks ago
From a balance perspective I don't think that Destroyers could have been moved. From a fluff perspective I agree that they are an option.
I'm interested to see what your view on Flayed Ones will be. I personally see quite a lot of potential for them depending on what the player is looking for in a CC unit, and they seem to have particularly nasty potential when combined with a res-orb lord.

But they seem to be largely disregarded and bemoaned by the vocal few I see on da forumz, which I find quite interesting.
1 reply · active 698 weeks ago
I see them having high potential actually. I'll go into it more but I liken them to Genestealers. Stay tuned :)

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