We all knew this was coming. With the "balance" of the last game, with T'au getting a special mention, and the reputation of the Necrontyr Navy this couldn't go unaddressed. Its been brought up in almost every thread I've contributed to and with how Tindalos handled "balance" in BFG1 we really can't afford to wait, as once its in it likely won't change. As a side note I have not Idea how to flag the devs, hence the thread name. This thread is not just for devs though, as I would like to hear all of the playerbase's suggestions. Lets try and get something good hammered out together.
Now, lets start off with a summary of the Necrontyr Navy. Those of you lucky few on here that aren't well versed in lore or never played TT BFG likely don't know the horror we are all about to face. The Necrontyr Navy to put it simply is the best navy in the setting. Its not a close thing either. Fights between them and literally everyone else go about as well as a fight between a defense monitor and a blackstone fortress. They have never been defeated on even grounds, and even when outnumbered 5 to 1 tend to massacre the enemy with ridiculous ease (see Amarah). They have the best everything and were rightfully decried as hideously OP on TT. In fact, the way to win against them in TT was not, in fact, to win but to lose but get more victory points (as their ships were worth much more as a "balancing" measure). To set the stage and give you an impression of how they were in lore, have some fun feats:
From Dark Creed
-Tracking a handheld object across the galaxy
-Crossing the galaxy in "a blink of the eye"
-One shoting a DaoT capable of soloing a chaos fleet (albeit it was damaged)
-Hovering above a city without destroying it (a Cairn)
-Ignoring an entire fleets worth of firepower without taking any damage
-Light Cruiser is hit by a Nova Cannon Shell and takes superficial damage
-Cairn Hit by same weapon and takes more or less no damage
-Take no damage from solar flares
-Cairn Rapidly eats a sun
Dawn of War Omnibus
-Can draw power from nearby stars and use it for their weaponry
-Scythe Oneshots a wraithship
-The same scythe takes what is described as "cosmetic" damage from bombardment canons
-said scythe also heals from star in a way compared to a resurrection orb
Cain's last stand
-Escorts have powerful sensor/message jamming
-jackal oneshots two destroyers
And of Course, the infamous battle of Amarah from fall of Orpheus
-Out numbered 5 to 1, take almost no casualties while IN takes 90+% casualties
-Turn off ships or drive crazy
-Turn off torpedoes
-larger vessels more or less immune to torpedoes
-kill 25% of the imperial fleet in one attack run, even more in the second
-Turn on a dime after stopping instantly from full speed
-Sun Killer oneshots a Retribution class battleship
-Another Battleship is killed fairly quickly by three dirge class raiders
-Battlebarge is oneshotted by two Scythes
-A cairn kills three strike cruisers and cripples a Battle Barge at the same time
-Fires fragments of dead stars as weapons "barely under lightspeed".
-Jam an entire sector
-Won so hard the adeptus terra gave up on the sector
-My personal favorite, cause a massive solar eruption that destroyed the surface of the innermost planer as a form of sensor jamming
This hopefully has started to give you an idea of the power of the Necron Navy. They were just as bad on TT, and as such balance really is something we need to address, but in a way that doesn't make them end up like the BFG1 Eldar. Now, here is a list of the strengths and weaknesses of the Necrontyr Navy in hopes it will give someone idea.
1: Speed: The Necrontyr are ludicrously fast in and out of lore. Their battleships can outrun eldar ESCORTS, and turn on a dime.
2: Toughness: Not as bad in TT as it is in lore (Cairns taking no damage from literal entire fleets and Nova Canons vs Cairns actually taking any damage), but they are still ludicrously tough and had the only armor save in the game.
3: Boarding: Necrons were really good at boarding. Each ship could get something called a portal. It gave them an additional boarding acting per one they had. Cairns had 3, for a total of 4 boarding actions per attempt.
4: Special Weapons: They had the best in the game. They could drive entire ships mad, delete all ordnance (and escorts) nearby, and turn off other ships (whilst healing their own).
5: Anti Ordnance: See above
6: Dakka: The Necron ships are horrifying in lore (one shotting multiple battleships at the same time, killing cruisers with point defesne guns) and are better in TT, but not by much. The can still one shot CRAFTWORLDS with their ridiculous dakka, but not too many battleships at the same time (only 2 plus an escort) and have not to much higher dakka than the apocalypse class battleship (19 from all guns for A BB, 28 for Cairn, though of course the Apocalypse could only focus 12 of that to either side or 7 to the front while the cairn can shoot all of it anywhere..).
7: FTL: The Necrontyr can leave instantly either through fade out or their inertialess drives, so charging up wont be a thing. Gives them immense tactical versatility.
8:Cosmological phenomena: Their ships don't care about solar flares, asteroids, etc and can drive right through them in TT.
9: They regenerate, because of course they do
10: They are extremely stealthy, and have really good sensors. As such, they don't miss. Ever.
11: They ignore Holfofields. And Shadowfields. And Mimic Engines. And on a 6 all other shields.
12: They have multiple FTL types due to ward's nerf attempt and the subsequent retcons of the Nerf attempt, Inertialess, fade out, and webway (dolmen gates)
13: Best and most experience crews in the galaxy. Don't need air, and all of them fought through the entire war in heaven, facing down daemons and gods. The navy's of today don't phase (heh) them
Now, lets look at the Disadvantages
1: Aircraft: They currently don't have any carriers, though there were an awful lot of fighters in the trailer. Dealt with by starpulse generators anyways.
2: Boarding: They aren't nearly as good at taking as they are at giving. The in lore for this is that necron warriors are slow to respond slackers. They regenerate though so crits tend not to stick
3: Versatility: Their roster is kinda small
4: Fleet Size: So is their ship count
5: Lances: They didn't like these as it reduces armor and that's all they have. Of course, that 4+ save went 2+ when they braced but what can you do
6: Eldar ships are more maneuverable with their weird turning rules (though with how they are in the current game this won't be true)
7: No Special Ramming Equippment Like the Imperials or Orks. Unmannly 0/10
So...Yeah fleet numbers are going to be really small if anything is to be done here. Lore wise its going to have to be a huge difference, as the Eldar-excuse me, Aeldari will be slaughtered by these left right and center, as will the Druhkari. Additionally the less fragile imperials will need an absurd numerical advantage. At Amarah, they traded about 9 battleships, 54 cruisers, and "several hundred" escorts (likely 270-450) for a single cruiser and a couple escorts (and also managed to damage a Cairn). They had 5+ times as many ships and "far more in tonnage" and this was the result, 90%+ losses and the rest of the fleet being in terrible condition. The necron losses percentage wise were ??? among DDs, 5% among cruisers, and 0% among BBs. The adeptus terra basically saw this and threw up their hands in a colossal "welp" and gave up on the sector. It probably won't be that bad in game but that should give you a note on the kind of numerical superiority needed to beat the crons. And in that scenario they essentially left because they didn't want to risk the valuable BB (and by they I mean Kutlakh, and by leave I mean just go to mess around on a different planet in system).
So as I mentioned, the only way I can really think of to balance them would be make them extremely small and other fleets absurdly huge. They will have to be 7-10 times outnumbered if anything is to be done. Its not like you can just reduce some numbers to fix this, as all their stuff is better than everyone elses , so whatever the numbers were reduced to would still be > everyone. That is why I made this thread, I want to hear what all of you think and get some feedback from the Devs on what they plan to do with this gameshredding faction. To finish off, I'll give a list of the few Necron ships known.
Dirge Class Raider
-The Small One
-Fastest Ship in 40k
-Capable of killing an unshielded battleship in a group of 3
Jackal Class Raider
-The Big One
-Escort Type Duties
-2nd fastest ship in 40k
-Has powerful Jamming
-Oneshots other escorts
Shroud Class Light Cruiser
-5 Managed to get through the Solar defenses and land on mars
-Very good sensors
-Simple concept, be too fast for anything capable of killing them to catch
Kopesh Class Light Cruiser
-Cannon Status: ???
-Three can one shot imperial cruisers
-Preformed the only recorded necron driveby
Scythe Class Harvest Ship
-Has star pulse generator
-Strongest cruiser in 40k
-3 per tombship
-Can also optionally carry sepulchre
Reaper Class Harvest Ship
-Canon Status: Eh
-What even is this, no one can decide
-Has sepulchre/scarab hives
-costs more than a retribution class battleship
Cairn Class Tombship
-Only named ships in Necron Fleet (ex Dead Hand)
-Threat Level Maxima
-Probably strongest ship in 40k, would break glorianas over its knee
-Ignores fleets worth of dakka while providing the same
-can go extremely fast
-Very dangerous garrison
-Can directly deploy troops and armor
-Like the deathstar, but even stronger
-2 Known, Borsis and iota delta trove
-Impervious to entire fleets
-one had time manipulation abilities
-Hammer and anvil implied there are lots of them
-yes the bike is a fighter
-has different weapons for anti starship use
-has really good sensors, and can be equipped with anti psyker gear
-very fast, FTL
-crew not actually there, so no troops lost if shot down
-Very powerful main weapon
-Antimatter bombs, very safe, don't detonate when breached
hopefully this helps. Again, any ideas are welcome.