Necrons |
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| Well here's a scary race to come
up against in 40k in 40 minutes. Even a small force of Necrons can be
very dangerous.
This patrol of Necrons belongs to one of the members of my club. It is made up of two squads of Necron Warriors and is led by a Necron Thane (What do you mean you have no idea what a Thane is? Check it out on the Codex Amendments page) The abilities to ignore psychology, and to keep getting up are quite unnerving to face. A Necron patrol still has to make bottle rolls at <50%.
The Necron Thane makes a good leader for a patrol, it is my solution for the HQ problem for Necrons; only one choice which has three wounds. The Necrons have thrown up other problems, one of which I call the Destroyer paradox: I hope that when players choose patrols they really stick to the themes and backgrounds of the army they use. In the case of the Necrons nothing appears to be more suitable for patrols than the Destroyer, however many players who have used them or fought against them have found that for small games they appear to be impossibly hard. This leads to the dilemma of whether to pick them or not; on the one hand they feel right and are real game winners, and on the other hand they may feel right but do they upset the balance of a game? This is one I'm afraid you guys will have to come to decisions about yourselves, my only advice in circumstances such as this is to try to play within The Spirit Of The Game. (For those of you not familiar with this term click here!) |
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