Having read the rulebook over the weekend from cover to cover and gone back through some army specific rules and the FAQs for all armies.. My Necrons finally hit a 6th ed table last night at the club!!
What a game.
Familiar yet different.
Subtle changes that accumulate into something that plays quite differently, but that a smooth-playing hustler like myself can drop right into step with.
Tried Fliers, Allies, Missions, Snap Fire, Overwatch, Assault, Chariots (utterly boss! ..as standard from 5th but even better in my opinion), Night Fight and a myriad of smaller special rules that came into play from Locked Velocity to Look out sir!
Initial thoughts are that its still 40K. In every way.
With the exception of pre-measuring.
I am pretty god damn good at eye-balling distances and that was a skill that differentiated myself from some opponents.
That skill is no longer required and that competitive advantage is gone.
Pre-measuring "any distance, any time" felt like cheating.
Change is here though, so adapt or die. I'll adapt thanks.. I'm never wrong now, nor is anyone else..Simplifies things and streamlines it a bit.
No arguments over distance = winning.
|Yeah, let's see if this phrase takes off?! lol|
Assault. Pretty damn lethal and with correct placement and initiative step pile ins, you can kill what you want when you want. I know we've all read it already, but placement of models in units throughout all phases really is important.
A new skill to learn.
Absolutely NO Casual Model Positioning or CaMPing!
No CaMPing people, it'll cost you!
As for the games themselves. I played Kabalite's Dark Eldar twice and we played Big Guns Never Tire (Heavies score) and we played Purge the Alien (Kill Points).
Deployments were Dawn Of War (Pitched Battle) and Vanguard (Spearhead) respectively.
Terrain was deployed as per the rulebook and resulted, partially through the dice rolls and partially through our own strategic placement of terrain, in a tabletop that was very similar in almost all respects to a tournament lay out from 5th.
Perhaps that was us with 5th ed hangovers, but we played it straight from the book and the terrain worked out very well for us. I did decide to stop placing my pieces though when I thought we were getting to the right density.
Classify terrain, it's important. But this is a thread through from 5th so no real issue there.
Cover being predominantly 5+ is a factor to consider, but with a lot of armies having good armour (cough marines cough), it is still the staple, low AP weapons that are the killers, which perhaps quite rightly, are now even more lethal.
I like it.
That coming from a Necron player who doesn't know what this mysterious 'low AP' stuff is and a Space Wolf player who really does appreciate Combi-Melta & Plasma on his Wolf Guard..
Ruins are still very good as are fortifications for hiding, regular terrain kinda sucks but speeds things up.
The missions themselves were straight forward, Big Guns Never Tire is easy as it is just objectives with Heavy Support scoring. Purge the Alien is just KPs. The new deployments were fun and simple, with Vanguard being odd to layout the first time, but once you've played it once or twice it'll be quick and easy.
To be honest, as in most tournaments with tiered objectives, I just went for the kill, I always find it easy to win objectives if there are no enemy models on the board..pretty logical and effective. So I can't really comment on the secondary objectives.
So.. onto Necrons. At 1750 I played:
2 x Overlord - Barge, Scythe
2 x Court - Veil of Darkness, Pulse/Lance
2 x 10 Gauss Immortals
1 x 10 Warriors
1 x 5 Warriors - Night Scythe
9 x Scarabs
8 x Scarabs
3 x Annihilation Barge - Dual Tesla
Bang on 1750 and the only difference between this and the 5th ed lists I have been running to, if I say so myself, pretty damn good effect is the lack of Wraiths or 3rd Scarab unit, plus I've dropped a few toys from the Overlords.
Boys before Toys.
Anyway, the dropping of toys buys me the Night Scythe transport for one of the 5 man units and I up one of my 5 man Warriors to a 10 man unit. This is mainly due to 2 elements:
1) Hull Points & Glancing & Gauss = Sweet
2) Move and Rapid Fire at full range (one shot)
Being able to effectively take shots at any vehicle in the game and possibly strip a hull point or 2 at 30" is very useful. I think on a ten man unit, giving cover to the enemy (5+), there is a 71% chance of stripping a hull point.. doesn't matter if it is a Raider or a Land Raider.. they all fall to glancing.
Now, that's on the cheap as chips and frankly still a bit poo Warriors.. my favourite Necron units of this codex are the Immortals with Gauss and a Veil of Darkness cryptek. I've not played a game of 40K since the Necron codex came out without dual-teleporting Immortals (caught myself, except in the 2nd Blog Wars tournament, only one Veil but had 2 ten man units)... they are so good and they are improved even further in this edition of the game:
1) Deep Strike is safer on the chart
2) Rapid Fire means you can be more conservative with your drop or scatter a good distance and still get shots off, so not a total waste of a unit.
3) Let's take that fire power from the Warrior example and double it, now double it again with two units.. pretty sweet no?
For those that want to throw in a cheeky "but that's a lot of dudes vs one target" or "um, not in a vacuum" shout.. whatever, I've been doing it fine vs transports for 9 months now and it works.. add Hull Points and voila, this shit is even better.
Remember, these boys also absolutely rape infantry at short range (Rapid) due to S5 and AP4. They also have a crucial AP2 Flamer Template for those tough to shift fuckers.
So the Immortals and Warriors got a boost. Terrain doesn't effect them as their armour was always better and they can still use Reanimation Protocols.
Assault is pretty tough on Necrons, but hey ho.. what's new?
Scarabs? ZOMG! You hit any fast moving vehicle on a 3+? Move 12" and reroll assault due to Fleet? Thank you please. Better refresh yourselves on blocking and how to kill Scarabs.
AP- is no longer a negative on the vehicle chart? You beauty. Annihilation Barges can move and snap fire the bottom gun? Brilliant. Move 12" if necessary and snap fire the TL Destructor? Cool. Out of position from bad deployment or faster opponent? Move 12" and then move flat out. In position then right?
Ah, it is so good!
The amazing Overlord in a Barge... ah, Chariot vehicle type.. how I love you! I'm giving you your own post in a day or so... I love you even more now!
I feel I am running rampant all over these topics when really I should slow down and really delve into these units in more insight. I'm going to stop there and look at some of these units in more detail over the next week, Necron players rejoice.. your boys are still awesome sauce! Fear us mortals, the Tombs are Awakening!