Friday, November 25, 2011

Necron codex, the review begins

Well after a few weeks I’ve decided to jump into the Necron codex. I’m not overly happy or sad with it. I am pretty Swiss with the book. There is stuff to like and to dislike. This doesn’t look like a must have army and will (hopefully) shut the mouths of the Codex Creep Cultists out there. The Necrons are new again, but they will not be as popular as the Wolves, Knights or other 3+ armies out there. I’ll start small with the army-wide and popular rules, and then blunder through the units like I always do. So without further ado…………………The Necron Codex!




There was once a rule called “We’ll be back!” and it was a very simple rule, which 87% of people didn’t seem to understand. First it was a bit of homage to the Terminator and second it was the Necron rule. It basically said if your guy died he could stand back up on a roll of 4+. Now there were a few stipulations, this death must not be from double tough, power weapon (or anything that allowed no saves) and that was really it. A wounded Necron was laid down and at the beginning of the next turn rolled to get back up. See pretty simple.
This rule has been changed from a Schwarzeneggerian catch phrase to Reanimation Protocols. This allows a wounded Necron a chance to return from any wound they take. Gone is the stipulation of double tough, power weapon etc. If a Necron dies from anything he has a chance to return. Now this chance has been changed from a 4+ to a 5+. It also occurs at the end of the current phase after morale checks and fall back moves. If you lose three Warriors to shooting, then at the end of that shooting phase roll 3D6. For every 5+ you roll, a Necron will return to that unit right then and there. If you have six Immortals cut down in close combat, then roll 6D6 and for every 5+ and Immortal will return right then. They will always return with one wound remaining. 
They get back up, just without Herbert West assistance.
Now any newly returned models must be placed with the usual coherency rules: placed with unit, 1” away from enemy, or pile-in if in combat. If there is nowhere to place them, then they do not return.
Also if the unit is destroyed before the end of the phase, then there will be no attempt for Reanimation Protocols. If your unit is swept, then all the guys lying down will stay lying down. If your unit falls back then those models left on the ground will stay there. A bit of silly wording as fall back removes Reanimation, but you roll for it after moral and fallback via the wording. If they are all dead, then they stay dead. As long as one is alive, then there will always be a chance.
Well for Reanimation Protocols we have
1.       Necron falls, due to whatever caused the wound, leave counter, model, or something
2.       End of that phase after moral checks roll a D6 on a 5+ fallen models return with 1 wound
3.       If unit falling back after moral checks, then all fallen models lost
4.       5+ saved models return to unit following coherency rules, pile-ins and such
5.       If models can’t be placed, then models lost
6.       If whole squad lost, then all counters and models lost
Another pretty cut and dry set of rules to dictate when and how Necrons can return to the tabletop.

The next rule that is present in the codex is Everliving. This is pretty much just a special Reanimation Protocol rule for HQ type units. It follows all the all the Reanimation rules with a little more added. Basically if an Everliving model falls and is not in a unit, then place a counter as normal. Then if the 5+ is made, they return with 1 wound and within 3” of the counter. They must also follow the usual placement/ coherency rules when they return. They can also choose to join a unit if it is within 3” of said counter. If in combat, then gets back up and is still in combat. If there is no room for return, then they will stay dead.

Necron overlord, or just a lame 80's cartoon villain?
As an aside if an Everliving model is in a unit and then unit is wiped, then the unit is still wiped. The Everliving model is not enough to allow Reanimation for the unit. If the unit dies, then it dies, but the Everliving model can still get up. If the squad is swept and Everliving guy is still there, well then he is gone as well. It really isn’t a huge rule, just an addendum for the HQ/ Independent special guys.
Living Metal is a vehicle rule and is pretty much on every vehicle. It is fancy rollable Extra Armor. If a vehicle suffers crew shaken, then it can be negated on a D6 roll of 2+. If a vehicle suffers a crew stunned, then it can be ignored on a D6 roll of 4+. The up side is ability is instant, it occurs after the damage roll, not the following turn like Fortitude or extra armor. The downside is that everything over a 2 on the damage chart still screws with your vehicles. It is both better and worse than the previous living metal rule for the Necrons.

A proper definition of the living metal rule.  Yeah, the rule is nowhere near as cool now is it?

Quantum Shielding is another vehicle ability. It makes front and side armor facings on a vehicle +2 higher than what it currently is. That is pretty awesome!  Since most of the Necron vehicles are armor 11 and/or open-topped, it gives some descent survivability. Now it isn't permanent and doesn't  protect the butt end, something to remember. Once a penetrating hit occurs, this ability is lost. That is a bit of a downer.Then add the fact that almost all penetrating hits will wreck Necron vehicles, since they are mostly  open-topped. Well at least the models with the Quantum Sheilding rule.

...and it keeps your vehicles safe from most weaponry.

Entropic Strike is what has the interwebs all giddy these days. This is the ability to remove armor from models and vehicles. If a model takes a wound and fails their save vs. an Entropic Strike hit, then their armor is gone for the remainder of the game.  They will still retain any invulnerable type save, but the will be effectively fighting in their underpants.


Even better is if this ability is used vs. a vehicle. When a vehicle is hit by an Entropic Strike a D6 is rolled per hit. On a 4+ that vehicle loses a full point of armor from each facing for the remainder of the game. If the vehicle armor is reduced to 0 it becomes wrecked (as per the damage chart). That seems like a pretty nifty ability and is why the internet is all giddy.


These are the major rules/ abilities in the codex. I have both good and bad feelings for most of them. Everliving is sort of a addendum rule and not really that big of a deal. Reanimation is both awesome and terrible in my eyes. Sure you can now get a roll after a wound from anything. HOORAY! You reanimate on a 5+. BOO!! Does anyone who reads this not know my stance on 5+ rolls? They suck!Well they do to me anyway. A 5+ for a reanimation is drek. The way it is rolled for at the end of the phase is great. The ability to get back up from any wound is also great, but it is still poor with a 5+. Personally I would rather have a 4+, but be hamstrung by AP 1/2, power weapons, rending and the like. Personally, I'll just take more models to compensate for the 5+ reanimate roll. I'll be happy when it happens, but I'll put zero faith in it.


Living Metal is the same good and bad. Sure it is great if you only get shaken results all the time. However getting stunned and higher damage makes this rule pretty lame. Where is the melta immunity? Where is the resistance to X? Yeah this rule is basically extra armor that you have to roll for and hope it works. This is the bad, the good is that it is better than nothing and doesn't seem to bump the unit cost too much.


Quantum Shielding is a neat-o keen ability. It does give the missile launcher  (and other long range S 8)a bit of and FU (not completely mind you). Melta in the sweet spot range will still be a beoytch, but it is for everyone. The loss of it on a penetrating hit sucks, but most of these hits total the vehicle, so that is a push.


Entropic Strike is a blessing and a curse. It will wreck vehicles and your opponents will see it coming from a mile away. The other use, eating infantry armor, is a bit useless. 98% of the time if you cause an unsaved wound that model will die and who cares what happens to his gear. Now if you are lucky enough to eat through a multi-wound models armor, than good on you man! Just hope they don't have some 3++  shield or 4++ rosarius or something else to protect them. It is a bit of a lazy push button that most people seem to want in a codex.The sad part it is on my favorite unit from the last codex, Scarabs! Now if  I run these I'm no better than all the players that love these now (and ignored or poo-pooed them then). Is it wrong to hate a unit you loved and everyone else hated or ignored? Especially when everyone loves them now?

Well with the main rules and abilities out of the way, it looks like I'll dive into weapons and gear next.

1 comment:

  1. On your last point about hating band wagon jumpers for not backing your guy before, yes it is wrong.:|

    ReplyDelete