Read And Respond: NINO Part 3


One more of these, and maybe in the new year I will actually get back to my regular series, once I figure out what I'm going to schedule-wise post-merger. I also need a new coalition banner, which will be done once I finish playing around and decide what I want to do.

Anyway, the last NINO covers vehicles, characters and overall sum-ups.

Triarch Stalker: The author likes this. I agree, the whole thing looks like a combination of a Martian tripod and a camera tripod and gives a fair bit of shooting punch. Because of its cost, it doesn't scream 'auto-include' either, which is great.

Monolith: Prior to this we get another whine about how we've lost all the craziness of 3rd Edition rules. Please get over this. Anyway, the Monolith is universally agreed to be nerfed, with good reason. However, it still has two things going for it. One, the unit-shunt is an excellent crutch for those of us without the fifty squillion pounds needed for transports. Two, it's the cheapest all AV14 vehicle out there.

Doomsday Ark: Easily the most easy-to-use of all Necron weaponry, and well-received. With good reason, as it now possesses the best pie plate in the Necron arsenal. With a few Solar Pulses to protect it and some good luck, it'll cut swathes of swathable things.

Annihilation Barge: The author calls this great for small games but doesn't see the appeal past that. Neither do I to be honest. Maybe I'm missing something here, but it's 70 points of AP- blind luck. I'd love it to be the Necron answer to the autocannon, but it isn't.

Doom Scythe: The author loves the main gun, but I still don't get it. It's really bleeding expensive and AV11 with no shields. The Voidraven is cheaper and can use the void mine and still claim a Cover Save, which helps it greatly. This doesn't have that option, and so to me seems lacklustre.

Night Scythe: Now this I understand. It's like a Wave Serpent but with less protection and flexibility and more speed. And you don't need to expose its rear to drop your men. Result. The author's response? "Hmm..."

Command Barge: Well received. Again, I like this. I'd like it even more if the Empathic Obliterator became compatible with it, but I'm a sucker for movement attacks so like it anyway.

Ghost Ark: The author prefers the Night Scythe. I'm tempted to stick five Voidlance Crypteks in one and see what happens, but it's also a nice AV13 ferry. On to characters...

Imotekh: A running theme with Necron characters is how underpriced the characters are. No, it's just the Overlord, I assure you. He's called a 'Beast,' but again I don't see the appeal. You see, the traditional model that Imotekh falls into also includes Calgar, Abaddon, Asurmen, Vect, the Swarmlord... now, do we see a pattern? That's right, Imotekh can't fight for toffee, and his ability is a double edged sword. After all, with average army range being 24" if you can shoot him, he can defenitely shoot you, even in Night Fight.

Szeras: No real comment made on his usefulness. To me, at 1000 or less he's worth considering, as at that level a second Overlord is pushing it and 2/3 of the time he makes a unit worth more. Plus, he's the only other way of getting a Lance in.

Orikan: Seems OK, but I don't see the point in him. Apart from that weird combo everyone keeps mentioning.

Trazyn: Well received. To me, he's the best 175 useless points I ever spent. Sometimes he does nothing, other times, a lot.

Zahndrekh and Obyron: Well-received. To me they're the Sliscus and Lelith of Necrons respectively. And I like both of the above. Do want.

Anrakyr: Pyrrhian Eternals was a waste of space that should have been used to get old Immortals, or at least Assault 2 Blasters back, for some points of course. The actual HQ is likeable and fun.

Conclusion: I'm sorry, I have to snowmobile it.
"The previous Necron codex established a distinctive tone and playing style that made Necrons an interesting and challenging army (bland and flavourless), both for the users and their opponents. The rule changes with the 5th Edition undercut the Necrons’ biggest strengths and made them no longer competitive.The new codex needed to address the Necrons’ weaknesses; it largely failed to do so.Err...what? We got good infantry AT back and lost Phase Out.

Instead, it further eroded the characteristics established in the previous codex; that is, what is meant to be a “Necron.” Oh no, options! Heresy! It did so by making Warriors (the foundation of previous Necron armies) less resilient. No, they made them one point less, made their guns S5 and changed their name, Gauss blasters and cannons—already neutered by the current vehicle damage tables—became less powerful, so that Immortals and Destroyers were not as effective as they used to be. OK, we lost old Immortals, but who used Destroyers as AT again? Necrons were known for being an infantry-heavy force, and still can be, but now many new vehicles, including new transports have been introduced.This has made Necrons less distinctive and more like all the other transport-heavy armies in 5th Edition. Read: they moved with the times. Plus, their transports are totally different. Does that count for nothing?

Worst of all, the new codex has taken an appallingly wrong turn (bold new direction) with the “fluff,” or background information of the army.Necrons used to be scary and worthy of respect; now, some of the characters described are almost comical...thus giving them slightly better motives and more distinctness. By assigning more “human” characteristics to the Necrons, the writers have made them easier to understand, even to empathize with: the ‘bots have undergone the Twilight treatment. Apart from the fact that this is Makeitupyourselfhammer 40,000, and that is easily remedied. While some expanding and building of the fluff would have been fine, Games Workshop has horribly, horribly erred. Yeah, and Valeria is pregnant with Trazyn's baby.

This is not to say that the whole book is rubbish (some sense!): several units are very good, welcome additions to the army.The new models do not stray from previous themes, but are still well done.But taken as a whole, the new codex is a crushing disappointment (eh, what? A superficial extra feature damns it beyond redemption?), especially compared with the superb Codex: Dark Eldar.That book addressed the fundamental flaws that made Dark Eldar non-competitive and basically unplayable under the current rules (not really, it just added far more builds and made our troops suck less. You obviously weren't trying.), added units that filled in gaps, and expanded the fluff while maintaining the original character and spirit of the army.Codex: Necrons mostly fails—often wretchedly—to do that.Good grief, how many times? The. Old. Necrons. Had. No. Character!

For you long-time Necron players and gaming purists (read: 3rd Edition players), the best way to consider this codex is to simply forget your previous notions of what Necrons ought to be and how they ought to be played.Those Necrons are dead, and they may never return. Good! I was sick of playing the same list again and again. For better or worse—much worse, in my opinion (we get it, move on)—the new Necrons are here.And seeing as how it took 9 years for a new codex to come along, it looks like we’ll be stuck with them for a long time."

In conclusion, despite some horrible, horrible fluff bias and rose-tinted-glasses, the Necrons were somewhat well received and yet somehow a crushing failure? Ah well, my own conclusion is that we Necron players now have a better lot.

My unreserved apologies for sinking so low as to snowmobile, but, as a young person, I despise people who yammer on about how much better it was in the old days. I'll probably come back nearer the 24th to give you a lovely Christmas haiku or two. But no presents. Sorry.

I was going to post this yesterday but my internet went down. Since it resumed, I've found out I've received an unconditional offer from the University of Aberdeen for Law with Spanish. I'm going to uni! Woot!

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