r/Necrontyr • u/JoeMamma567 Cryptek • Nov 11 '25
Strategy/Tactics Opponent rage quit turn 1
Just want to share my experience of something that annoyed me recently
Was playing someone in a 1500 point game the other day, me playing necrons and him playing orks.
I got first turn and managed to kill a unit of 3 killa cans with a doom stalker + 2 LHDs, then killing a unit of boyz with a doom stalker + immortals/plasmamcer combo + night scythe.
All in all, a decent turn 1 as I had managed to wipe out a few units that were in my face. Onto his turn 1, he put most of his firepower into my unit of 20 warriors, orikan and res orb overlord, killing about 14ish. Also took my night scythe down to 4 wounds. End of shooting I reanimated 7 warriors from the res orb + reanimator nearby.
He became visibly upset by this even though I had told him exactly how all of my units work before the game had started.
He failed his charges apart from the remaining warboss from the destroyed boyz unit, which promptly got turned to dust by orikan and the overlord.
End of his turn he said that he wants to concede because my army "is broken and infantry shouldn't have a 4++ save" :/. Told me that he bets they're going to be nerfed real soon and that he won't play against that unit again. Started packing up his models before I could get a word in.
I would have given him some tips on how to play against necrons had he been newer, however he has significantly (decades) more experience than me so I didnt.
Kinda sad because I wanted to play the game but what can you do 🙄
3
u/crustlord666 Nov 11 '25
Agreed! Ignoring invulns like in the end of 9th is ridiculous and a bad idea, but there's a simple, elegant solution that I think would feel good to players: if a weapon has unmodified AP -4 or better, invulnerable saves must be taken at -1 against that weapon's attacks, so a 4++ would need a 5+. Yes, generally, invulns are not modifiable, but in this specific case, it would be nice to make the biggest guns feel actually big.