- We don't have to restrict ourselves to the "Tactical, Devastator, Assault, Support"-scheme. (Especially as Necrons lack a melee-jumper, while the Dark Eldar have a heavy-weapon-jumper.) All we need is a troop-mix that performs somewhat equal to this scheme. Go wild with the scheme for the basic troops, just make sure they are equipped for the following scenarios: * contain at least one class for short- to mid-range shoot-outs * contain at least one sniper * contain at least one class that can take out tanks * contain at least one class that is really fast and can hunt the enemy down * contain at least one class that can melee * contain at least one class whose presence offers a greater advantage than the firepower itself - Healing and ressurection are very important. (And negate the need for a medic-class.) - Scarabs as pets/NPC/grenades. - Slower and tougher than other factions. - Hard-hitting but short-ranged.
The line your bolded is very important, as do the points listed below it. Assymetric balance at its finest. LSM and CSM are quite easy to organize on classes as they're the closest thing to other games' "humans", but all the xenos races are very different are require a custom approach. And let me stress a certain point I think it's very important: whatever is designed for representing Necrons' self-repairing, it should not rely on RnG (chance). Chance can be a source of frustration on gaming, be it for you or for your enemy. Frustration/rage sources should be eliminated before they appear whenever possible.
Maybe timer on this ability and you must be near Lord with resurrection orb. Or medical unit that is using scarabs to revive downed necrons, but can't heal them. But this must be something limited or you will be waking up from death again and again.
My idea was that Necrons in Wounded state start regenerating health a short time after being Wounded, and then get back on their feet once health reaches a certain fraction of the total (while other races start bleeding out and eventually dying unless a friend can help them). In the meanwhile, they can be Executed and shot by enemies. Execution means instant kill as usual, while shooting affects regenerated health normally and kills for real once it reaches zero again. That allows enemies to kill Necrons without having to Execute them (getting close), but not as fast as Executing them. Would also make Necron players want to stay close together, so they can cover their Wounded partners.
And they can't help the downed friend to get up. Only spyder can help him regenerate faster with scarabs.
as I suggested in http://forum.eternalcrusade.com/threads/scions-of-necrontyr.45613/page-45#post-780877
Cryptek - support-guy (Heavy) Destroyer - jumper, ranged, increased accuracy Deathmark - sniper Flayed One - deep-strike, melee, but armour is standard Immortal - basically like Necron Warriors but slightly heavier armour and slightly more firepower Lychguards - melee TEQ Triarch Praetorian - jumper, melee, heavily armoured Wraith - jumper, very good at melee, heavily armoured, can phase out Warrior - standard-guy, not very good We can combine this to: Standard: Necron Warrior - ranged Tactical; not very good but can use Scarab-grenades to confuse enemies and destroy tanks (has veteran-upgrade to Immortal) Flayed One - melee Tactical; can teleport but with long cooldown Destroyer - jumping Heavy Weapons Guy, heavily armoured but big and easy to hit, doubles as a not very good sniper Cryptek - obligatory Elite: Deathmark Lychguard Praetorian Wraith Hero: Necron Lord