Necron flyers

Necrons are in a very poor spot with how they are currently used. While I have a decent win percentage with them inevitably anything with multiple flyers (especially marines with thunderhawks and boarding torpedoes) just destroy them. Tau seeker missiles almost always get through a flyer screen and the Necron scythe loses to almost every other flyer in a straight up engagement. I've had four air wings lose to two Tau or Tyrannid flyer wings; this shouldn't happen. Also considering that many fleets have flyers that can deposit troops and give a chance to regain a crew-less ship it would be nice to see Scythes have this ability. Lastly mobility is such an issue for Necrons and the flyers just aren't fast enough, accurate enough, or strong enough to mitigate the threat of torpedoes or other incoming flyers. Please consider the following:

Improve their aerial combat ability
Allow for multiple launch bays on larger ships, the line ship and battle ship launch the same amount of flyers and with the same cooldown
Give flyers the ability to launch boarding tactics and bombing runs vs. turret attack primary.

On an aside the turrets on the Cairn and pretty much all necron vehicles miss a TON, which doesn't make much sense considering all their main weapons never miss. Maybe up their accuracy?

scythes are just to delay things
so your pulse can kill more when they are clumped fighting the scythes

@usmc961 It looks like doom scythes are not designed to win aerial combat. There are too few of them to do anything. I think they're meant more for scouting and maybe taking out escorts. I do however agree that enemy ordnances have a very easy life against necrons, despite the starpulse. Maybe reducing starpulse cooldown would be enough to mitigate this.

use multiple LC and multiple scythe squad at once, or just holding enemy squad in larger ship's PD area.

or else, just do star pulse.

last edited by wastesoftime

Scythes are terrible pretty much top to bottom:

  • Worse at being fighters than everyone elses' fighters.
  • Unable to return to the ship, meaning they can only ever have three uses.
  • Worse at being bombers than everyone elses' bombers.
  • Trying to combine their roles means they have three charges competing against everyone elses' six charges (With the possibility of more if successful).

@romeo
Unable to return to the ship, meaning they can only ever have three uses.

That's incorrect, they do that perfectly fine.

Scythes are great utility, scince you basically get them for free on every line ship where for other factions you have to make a choice to take carriers even if all you need squarons for is vision. Necrons don't need strong squadron presence, scince they get the best carrier and torp counter in the game, especially if you can time your starpulses right. It's one of the things that makes them a very unique faction.

I think they are fine. If they get a big buff suddenly all necron fleets are carrier fleets...

As mentioned, they are great for the following things:

  1. Scouting.
  2. Killing enemy escorts or lone ships with few turrets.
  3. Helping kill ord when Starpulse is down
  4. Clustering enemy bombers/fighters for Starpulse

@liberalperturabo said in Necron flyers:

@romeo
Unable to return to the ship, meaning they can only ever have three uses.

That's incorrect, they do that perfectly fine.

Scythes are great utility, scince you basically get them for free on every line ship where for other factions you have to make a choice to take carriers even if all you need squarons for is vision. Necrons don't need strong squadron presence, scince they get the best carrier and torp counter in the game, especially if you can time your starpulses right. It's one of the things that makes them a very unique faction.

I've never once had my Scythes return, even when fielded against completely turretless ships.

@romeo
Fairly easy to see for yourself. Launch a skirmish against an AI, send them to some random point on the map and just fast forward like a minute. Scythes will return eventually.
They will, of cource, get massacred by any line ship's turrets scince they are just one squadron, but that's also a given for every other faction, unless the amount of fighters sent is absolutely overwhelming.

@liberalperturabo said in Necron flyers:

@romeo
Unable to return to the ship, meaning they can only ever have three uses.

That's incorrect, they do that perfectly fine.

Are you sure? Everytime I've used them and they survive to come back to the mothership, they do not give back an attack craft charge. Other factions do.

For example: at the start of a battle, my ship has 3 charges for Scythes. I use one to send a squadron to scout ahead, so now I have 2 charges left. They survive the run, and after some time they return. When they finally get inside the ship, I still have 2 charges left. I seriously wonder if this is a bug...

mine have been returning just fine
no problems regaining charges

Necrons need proper strike craft. The doom scythes need to be proper fighters (that can actually survive and take out other strike craft, ordinance and turrets) instead of a rather useless fighter-bomber.

The actual bombers should be the Night Shrouds with their antimatter bombs.

They even have boarding craft in the form of Night Scythes.

@cool_lad said in Necron flyers:

Necrons need proper strike craft.

Why do they "need" good strike craft? I think its fine that a faction has weak but still useful strike craft.

last edited by CowGoMoo

@cool_lad They need a lot of things, but proper strike craft are probably at the bottom of the list. I mean, they get them for free after all. Now, if they had carriers this would be a separate issue, or if the game was supposed to be lore accurate, but they don't and it isn't so...