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Author Topic: Flawed Ships Nids/Necrons  (Read 5064 times)

Offline Plaxor

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Flawed Ships Nids/Necrons
« on: December 21, 2010, 09:56:24 PM »
The two fleets we really haven't talked about. Nids, and necrons

Necrons, Proposed:

Shroud: +10 cost, +2 hits.

Dirge/Jackal: Better FP or 5+ save.

Nids:

Offline lastspartacus

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Re: Flawed Ships Nids/Necrons
« Reply #1 on: December 22, 2010, 01:09:16 AM »
As to the necrons, I feel a total rewrite is necessary, as they are balanced too far on the extremes.  Like stationary lances, which I proposed in my alternate rule-set.  However, going on current rules, the escorts could use a 5+ save.  Currently, Necrons are easier to damage than shielded ships, which is sad.

Why do you think the shroud needs more hit points?  I always took it as just being a very small, stealthy capital ship.

For the nids: I feel the kraken can be overcosted.  I feel the stalker and  vanguard droneships are too tough.  I feel nids shouldnt be able to teleport.
I feel the Razorfiend should be 10 points cheaper and 15cm, with built-in option to take solar veins.

Offline Plaxor

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Re: Flawed Ships Nids/Necrons
« Reply #2 on: December 22, 2010, 06:39:26 AM »
As to the necrons, I feel a total rewrite is necessary, as they are balanced too far on the extremes.  Like stationary lances, which I proposed in my alternate rule-set.  However, going on current rules, the escorts could use a 5+ save.  Currently, Necrons are easier to damage than shielded ships, which is sad.
It's luck based, the idea is that a ship with 6+ armor and 1 hit is about as good as one with 5+ and a hit and shield. This is wrong as it doesn't account for lances.

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Why do you think the shroud needs more hit points?  I always took it as just being a very small, stealthy capital ship.

I know, but the thing is that no necron takes the ship because it is so easy to kill and give up vps, so increasing it's hits to 6 still leaves it at a CL value, and will make it harder to drop in 1 turn.

Quote
For the nids: I feel the kraken can be overcosted.  I feel the stalker and  vanguard droneships are too tough.  I feel nids shouldnt be able to teleport.
I feel the Razorfiend should be 10 points cheaper and 15cm, with built-in option to take solar veins.

Hmmm... Teleport? did I miss something? I'll have to look over the list more.

Offline lastspartacus

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Re: Flawed Ships Nids/Necrons
« Reply #3 on: December 22, 2010, 11:50:14 AM »
Hit and run teleportation attacks.

Offline RCgothic

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Re: Flawed Ships Nids/Necrons
« Reply #4 on: December 22, 2010, 12:21:06 PM »
Nids shouldn't really be able to teleport, but they don't have an exemption from the universal rule in the rulebook.

Offline Muzzle

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Re: Flawed Ships Nids/Necrons
« Reply #5 on: December 22, 2010, 02:09:33 PM »
I am rather new here, so forgive the ignorance...

Is balancing done from a fleet perspective, or only on a ship by ship basis?  The Necrons are a pretty strong fleet, but I can see where the shroud definitely has issues.  No one ever takes it (including me) unless it is a very large battle, and only then for the leadership bonus.  As for the escorts, I am ambivalent towards giving them more firepower.  I like the idea, but a swarm of them is already trouble, especially in lower pts games which is mostly what gets played where I am.  (My judgement is probably clouded by that fact).

Offline Plaxor

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Re: Flawed Ships Nids/Necrons
« Reply #6 on: December 22, 2010, 05:32:38 PM »
Nids shouldn't really be able to teleport, but they don't have an exemption from the universal rule in the rulebook.

Yup, not something for balance. Besides maybe they aren't teleporting, maybe it's just a short range spore pod.

Is balancing done from a fleet perspective, or only on a ship by ship basis?  The Necrons are a pretty strong fleet, but I can see where the shroud definitely has issues.  No one ever takes it (including me) unless it is a very large battle, and only then for the leadership bonus.  As for the escorts, I am ambivalent towards giving them more firepower.  I like the idea, but a swarm of them is already trouble, especially in lower pts games which is mostly what gets played where I am.  (My judgement is probably clouded by that fact).

Kinda on a fleet perspective, the Idea isn't to change anything major. The necrons are pretty strong, but only one fleet is, 5scythes@1500, or 3scythes and 1 tombship. Then maybe some escort filler.

The escorts have low FP for their points, and not that great of survivability, however they do have somewhat ridiculous speeds. 5+ saves might be ok.

Offline Sigoroth

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Re: Flawed Ships Nids/Necrons
« Reply #7 on: December 23, 2010, 02:34:24 PM »
OK, fixes/buffs/upgrades for Necrons:

Shroud - very weak ship, would really like to give it 6 hits, because it's so easy to pop. Regretfully it's just too small to warrant it. I would drop it to 140 pts.

Basic teleport attack should function exactly as a portal, and all Necron special weapons should be usable when on LO.

Also I would lobby for the inclusion of the Reaper class Grand Harvester. Model and rules by USABOB:







Offline lastspartacus

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Re: Flawed Ships Nids/Necrons
« Reply #8 on: December 23, 2010, 07:05:43 PM »
Well, that does look sexy.

Offline Plaxor

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Re: Flawed Ships Nids/Necrons
« Reply #9 on: December 24, 2010, 10:26:11 PM »
Sig, we'll do new ships later, this isn't the scope of this document (after much debating with RC...). It will be part of some other supplement.

I think the Shroud is big enough to warrant 6 hits in the world of Necrons, the Scythe is on the small side too.

Offline lastspartacus

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Re: Flawed Ships Nids/Necrons
« Reply #10 on: December 24, 2010, 11:42:57 PM »
Hmm...fair point.  The Tombship seems almost exactly Custodian sized, and Scythes are weedy looking.  Necrons ships DO seem to displace far less tonnage.  Although I like the idea of 4 hits on the Shroud still, based on the fluff.

The VP on Necrons is way too harsh anyway.  That is something that needs working on itself.

Offline Gron

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Re: Flawed Ships Nids/Necrons
« Reply #11 on: December 27, 2010, 12:52:24 PM »
I have two Shrouds (entire necron fleet 2500pts built from plasticards) but I have still not fielded them at all. They seem to weak, easy VP's or to expensive but definitely something that is just preventing them to be fielded at all. Give them a 6+(4+) save perhaps to represent their stealthiness?