![]() You can imagine just what they are, but there have been a few minor alterations Many of the old favourites show up yet again here, and if you know them from previous editions you will almost certainly recognise them here. That's the TL:DR version of this review at any rate, but you're probably here for more than just this. Most tactics will rely on an army's capacity to withstand substantial damage and keep going over wiping out whole units, while their strongest elements only have limited avenues of attack. The nature of their strengths marks the Necrons as a stark contrast to most other forces in the game. The sort which are closer somewhat to those of the Craftworld Eldar in nature, thanks to how they fulfill one single job and do it exceptionally well, but are something of a one-trick pony. They can certainly hurt an enemy, and hit them hard, but even in comparison to previous editions they seem to lack the speed of certain units and their capacity for firepower is focused on a handful of high damage units. It's not some titanic transformation or even an outright alteration over their past selves, but a multitude of ideas, designs and stats seem to back their capacity to take damage over dishing in back en mass. To give you a short analysis from the start - It's evident that the Necrons have been made with more of a defensive angle in mind. Really, some of the Space Marines armies can be just as bad, but these ones take multiple games each to fully get to grips with their quirks. If you're wondering why this took so long, keep in mind that this is a major rules change for an army to a new system, and the Necrons have an obscene number of characters. This first half will delve into the essential skeleton of the army, while the next will cover the likes of strategems and secondary elements.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |