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Dominic
10-16-2011, 07:44 AM
These rumours are from Yakface on DakkaDakka


OVERALL ARMY ORGANIZATION


HQ

• Imotekh the Stormlord (Lord of the Sau): The most powerful Necron Overlord currently. A master strategist whose nemesis is the Orks (since their random nature is the only thing that can accidentally disrupt his flawless plans).

• Nemesor Zahndrekh: Overlord damaged in the great sleep who still thinks he is flesh and blood fighting the war of secession against his brother Necrontyr. Therefore, he is one of the few Necron Lords who still fights with honor and valor towards his enemies. Has a bodyguard named Vargard Obryron.

• Illuminor Szeras: The Necrontyr who took the C'Tan's knowledge to do bio-transfer and actually made it a reality...so he's the chief architect within the Necrons for actually making the bio-transference happen. He is a master of technology and can augment D3 units in the army with an augmentation.

• Orikan the Diviner: A master astromancer (a Cryptek specializing in tech that can predict the future), he is renown for knowing what will happen and when. During the game he is able to achieve a 'powered up' state that gives him a greatly increases statline, but this boost can randomly end on any turn dropping him back down to his regular stats.

• Anrakyr the Traveller: A Necron Lord whose goal is to unite the Necron Empires again. He travels to Tomb Worlds still sleeping and kills the 'lesser' inhabitants that may live there unaware they are on a Tomb World, the 'price' for this service is to claim a tithe from the newly awakened legions. Some Necrons see him as a golden crusader others don't want reunification and would rather see him dead.

• Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) 'a giant of a man clad in baroque power armor' (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn't think they deserve. He is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat.

• Necron Overlord: Generic DIY Necron Overlord (guy who rules a Tomb World) with plenty of options. Can ride on a Catacomb Command Barge (which is a one man transport) as can all the named 'Lords' above, but not those that are Crypteks in their fluff (Illuminor Szeras & Orikan the Diviner). Also can be a Destroyer Lord instead.

• Royal Court: 0-5 regular Necron Lords (lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are masters of Necron technology, whose abilities sometimes appear like sorcery to other races, but they do not have any psychic powers...all their abilities do not require a psychic test or anything like that (nor are they ever referred to as psychic powers in any way). Any member of the Court (Lord or Cryptek) can be split off at the start of the game to lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only one per unit). Neither Lords nor Crypteks are ICs.



DEDICATED TRANSPORTS

• Night Scythe: A variant of the Doom Scythe fighter that is a 15 model flyer transport with the 'supersonic' 36" flat-out move that the new flyers (that are really skimmers) have. Can carry jump infantry models (taking up 2 spots each) and fire all its weapons even when moving at cruising speed. Has living metal (chance to ignore crew shaken & stunned) but not quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like most Necron vehicles (not open-topped though).

• Ghost Ark: 10 model transport, Open-topped AV11 with quantum shielding and living metal. Also is able to regenerate D3 models to one unit within 6" each Necron movement phase (but cannot take the unit above its starting size).

• Catacomb Command Barge: One-man vehicle for most ICs. Open-topped AV11 with quantum shielding & living metal. Can make sweep attacks over 3 enemy units it passes over when it moves. Also the character can lose wounds to negate immobilized or weapon destroyed results.



ELITES

• Deathmarks: 24" range rapid-fire AP 5 sniper unit that can choose to Deep Strike in immediately after any enemy unit arrives from Reserves (which just allows the enemy to fire at them first?)...teleporting in from a pocket dimension to target their prey. They can also mark a single unit as their 'target' which allows them to roll to wound on a 2+. Beautiful models from the pics leaked, but at the point cost listed I can't see them ever being used except to see those great models on the table. Can be transported on a Night Scythe.

• Lychguard: Traditionally these have been the bodyguards for the Overlords. Come standard with Warscythes (+2 Strength Power weapon) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (the thing that gives them a 4+ invuln and reflects enemy shooting). I made a mistake before. The Shields don't only reflect enemy shooting within 6", they reflect all enemy shooting, but only against enemy units who are within 6" of them (they reflect saved wounds, they don't affect blast/templates, for example). Can be transported on a Night Scythe.

• Triarch Ptaetorians: These used to be effectively the 'police' (my term) of the main Necron ruler (the last of which was the Silent King) to help enforce his will onto the Lords of the Empire. They are known to respect great warriors and honor valor and have sometimes ordered Necron Overlords to stop attacking a foe they deemed worthy of respect (much to the Lord's chagrin). They are Jump Infantry with a 6" AP2 S5 weapon. They can swap that out for Void Blades (a weapon with Rending and the same Entriopic ability that Scarabs have) and Particle Casters (a pistol weapon). No transport option.

• C'Tan Shard: Must take 2 of the 11 listed ability choices that basically shape what kind of C'Tan shard you're fielding. No ability can be taken more than once in the army (even if you take 3 C'Tan shards in the army). The statline is slightly less impressive than previous incarnations of the C'Tan, but still pretty decent. Also has Eternal Warrior and ignores all terrain penalties. Still explodes D6" when they die. Fluff-wise, these are shards effectively controlled by the Necron (even though they have most shards locked away in pocket dimensions). Each shard represents only a portion of the power and consciousness of the C'Tan and therefore in battle the C'Tan may not even think to utilize some of its power because the portion of it that knows it has 'X' power simply isn't there. This is essentially what explains why they only have access to 2 special abilities in battle.

• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.

• Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal.



TROOPS

• Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience. These were the non-warrior Necontyr before the bio-conversion. See my previous rumors (in the OP) for details on their points cost, etc. Can be transported on a Ghost Ark or Night Scythe.

• Immortals: Immortals are said to have the ability to at least speak, but still aren't too much brighter than Warriors. These were Elite warriors of the Necrontyr before the conversion (not sure who the rank and file troops were if the Warriors were the non-combatants and the Immortals were the Elite soldiers?). Can exchange their Gauss Blasters for Tesla Carbines (24" S5 Assault1, extra hit inflicted on a 'to hit' roll of '6') Can be transported on a Night Scythe.



FAST ATTACK

• Canoptek Wraiths: Protectors of the Tombs while the hosts slumber. Jump Infantry who ignore terrain. 3A base with Rending. All models can take one of a few different upgrades including a Whip Coil (nearly identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile Beamer (12" range that kills a random model in the target unit unless it passes a Strength test).

• Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.

• Tomb Blades: Jet Bikes. From the artwork, these look like Necron warriors fused into a flying crescent throne carrying a weapon harness in their arms that is base twin-linked Tesla Carbines. The fluff says that they are pre-programmed with a bunch of different flight patterns and vectors that the onboard Warrior chooses from on the fly. this mitigates the fact that a Warrior has poor coordination, but since the programs are so advanced, in reality they act basically like any other similar unit in an enemy army despite the fact that their 'pilots' are much slower to react. They can upgrade their weapons to a couple different choices (twin-linked Gauss Blaster or Particle Beamer). The entire unit can take any of the 3 options: Nebuloscope (increases BS to 5), Shield Vanes (increased armor save to 3+) & Shadowloom (Stealth).

• Destroyers: New fluff that says Destroyers are infected with some kind of degenerative virus that causes their sole purpose in life to be to kill their enemies. As such they hate everyone and have the Preferred Enemy special rule against everyone (as do Destroyer Lords). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer.



HEAVY SUPPORT

• Doomsday Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum Shielding, Living Metal. Something I forogot to say about the Ghost Ark...each Guass Flayer array (5 Flayers) on each side is allowed to fire at a different enemy target (and different from the Doomsday Cannon). Not entirely clear whether a weapon destroyed takes out a whole array or not, but I'm leaning towards yes. The Doomsday cannon has two profiles, one for if the vehicle did or didn't move that turn (with the non-moving one being 72" range S9 AP1 Large Blast). The moving profile only has a 24" range and a S7 blast. Basically described as gunboat whose strategy is to hit first and destroy the enemy before they can fire back.

• Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge: Open-topped, AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss Cannon. Not exactly sure why you'd want to do that except for the extra range (36" for the Gauss Cannon as opposed to all Tesla weapons which are 24" range).

• Monolith: 35 Point reduction along with corresponding nerf in invulnerability (were you not expecting that?). Still AV 14 and still has Living Metal (although again that only helps remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just Heavy 3 instead of randomly rolled). Particle whip is now just a straight up S8 AP3 24" large blast. The portal can be used to either transport any non-vehicle friendly Necron unit through it or to suck enemy models within 6" to instant death who fail a Strength Test. No bonus to reanimation protocols (the replacement for WBB) is present. Although, at the end of the day, this is still an AV14 vehicle all around, which is pretty imposing in the current game. Unfortunately all of its weapons are really close range, which means it will also now tend to be in Melta range...

• Doom Scythe: Pure fighter variant of the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or open-topped). Is supersonic (36" flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked tesla Destructor & a Death Ray, which allows a 3D6" line to be drawn (with one end of the line being within 12" of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough.

• Tomb Spyders: The artwork makes them look much more flying and nimble, like giant Scarabs. Can now repair vehicles like a Techmarine, Big Mek, etc. Can take an anti-psychic defense against any power targeting a friendly unit within 3" (nullified on a 4+). Can still create Scarab Swarms, but only into existing swarms on the table (they no longer form a unit with the Spyder) and it can still take damage if it rolls a '1' while doing so. Can take Whip Coils (by giving up a close combat weapon and a +1 to repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2 Particle Beamers (by removing its CC/fixer arms) to do so. 1-3 in a unit.



So that's about it for now. But I'd be remiss to point out that I didn't mention any of the special character's abilities really or any of the wargear/rules of the Crypteks. There are lots of neat toys as usual in 5th edition codexes. I'm not going to list them all, but I'll pick a random one that just seemed fun to me...there is a special character (the Stormlord) who makes the first turn of the game be night fighting no matter what the mission and can try to extend the rule into further turns by rolling higher than the current turn number on a D6...in addition, while the Night Fighting rules are in effect all unengaged enemy units suffer D6 S8 AP5 hits on a D6 roll of '6' at the start of each Necron shooting phase (hit by lightning strikes). And of course there is a Cryptek ability 'solar pulse' which allows (once per game) at the start of any turn (friend or foe) for the Night Fighting rules to be cancelled for that turn (or apply if the Night Fighting rules weren't in effect when the pulse was launched).

So I could see an army based around this using Night Fight (with Lighting Strikes, of course), and then any turn they REALLY need to shoot, you can use the Solar Pulse to cancel out the Night Fighting effects on your own turn, which still leaves them affecting enemy shooting on their turn! Seems like it could be quite nasty indeed! Oh, and he can try to seize the Initiative on a 4+ except against Orks (who confound his logic). But of course, he is also over 200 points naturally.

Anyway, plenty more tricks and stuff to read about when the codex comes out!

Lerra
10-16-2011, 12:22 PM
That looks pretty cool! Although the current Necron players will probably have to replace most of their army. Pariahs are gone entirely, and flayed ones, monoliths, tomb spyders and destroyers look kind of lackluster compared to the new shiny toys. Some of those new vehicles are absolutely terrifying.

Kawauso
10-16-2011, 12:24 PM
Yes.
These are the things I want.

Kawauso
10-16-2011, 12:27 PM
That looks pretty cool! Although the current Necron players will probably have to replace most of their army. Pariahs are gone entirely, and flayed ones, monoliths, tomb spyders and destroyers look kind of lackluster compared to the new shiny toys. Some of those new vehicles are absolutely terrifying.

Eh, I'm probably going to keep my old Flayed Ones...unless the new models look a lot different in-person. I like the old sculpts better..and as far as metal models go they're not bad at all.

I will have to replace a lot of models, I guess, but that's mostly because I want to get rid of as much metal in my army as I can and some of the new kits/options just look too cool.

Overall I'm excited - now I just need money.

MasterGideon
10-16-2011, 02:20 PM
Sounds pretty neat, going to be a good read.


So its either Ferrus Manus or Leman Russ one of the Tomb Lords have acquired? my betting is Ferrus Manus seeming no one knows where he was buried, and I think Leman Russ was last seen running naked into the eye of terror lol!

MasterGideon

Archon Charybdis
10-16-2011, 03:42 PM
. Pariahs are gone entirely.

It seems to me the old Pariah models would make perfectly serviceable Lycheguard, or possibly the Triarchs with the staffs. Beefed up Necron body with a Warscythe? Sounds about right to me.

Maelstorm
10-16-2011, 04:01 PM
No more invulnerability to Melta for the Monolith? It seems Space Marines are the only ones with living metal on their vehicles any more...

Gir
10-16-2011, 05:30 PM
It seems to me the old Pariah models would make perfectly serviceable Lycheguard, or possibly the Triarchs with the staffs. Beefed up Necron body with a Warscythe? Sounds about right to me.

They would probably work as Crypteks too.


No more invulnerability to Melta for the Monolith? It seems Space Marines are the only ones with living metal on their vehicles any more...

Space Marines get invulnerability to melta on one vehicle (that most marines can't even take). It's hardly living metal (which is a stupidly over-the-top rule for an AV14 model)

Maelstorm
10-16-2011, 06:55 PM
Space Marines get invulnerability to melta on one vehicle (that most marines can't even take). It's hardly living metal (which is a stupidly over-the-top rule for an AV14 model)

Storm Raven (BA + GK)

Land Raider Acchilles (Space Marines) - Now allowed in standard games as defined in the new Apocalypse book

Kawauso
10-16-2011, 08:35 PM
They would probably work as Crypteks too.


Back when Crypteks were rumoured to be the new 'bodyguard' unit, I'd agree...

But this leak suggests Crypteks are more like Eldar Warlocks or Librarians in terms of in-game function.

I think Pariahs will be better off finding a suitable home as Praetorians or Lychguard - Lychguard in particular fill the same roll as the Pariahs did and have warscythes, at least.

Kawauso
10-16-2011, 08:39 PM
Land Raider Acchilles (Space Marines) - Now allowed in standard games as defined in the new Apocalypse book

I forgot about that variant. :(

Makes me sad that the Monolith loses its 'invulnerability' in light of that, now.

Personally, I can understand that, because old-school Living Metal is over the top on an AV14 platform - but why do Space Marines get to keep it? I don't think anyone should have a rule like that, really - vehicles are tough enough when they have a high AV that they don't need the extra help against the few weapons that actually work against them.

I'm fine with Stormravens being immune to melta, though. They're only 12 all around. Still, it does make them a lot tougher - which is more support, I think, for the notion of abilities like being melta-proof at an AV higher than 12 (maybe 13) being too much.

Notanoob
10-16-2011, 11:23 PM
I was hoping that they'd be similar to the old Necrons with some price cuts, dumb rules removed, and USRs/Attacks/etc. added. Seriously, if you take away Phase Out, make give Pariah's the Necron rule, and cut the price of Warriors, the army suddenly becomes a heck of a lot better.

Really disappointed with the troops though. What are Necrons supposed to be now? They're too expensive to be a hoard in the way tomb kings, or zombies in general are, and their straight 4 stats are too good for hoard, but at the same time they're not even close to elite enough to be the Terminator style things that they used to be. They've got no identity really, but I presume that all of the new units will be way better than what we have to make up for it.

Kawauso
10-16-2011, 11:47 PM
Are you kidding?

I'd say that the army is going to have more identity now than it ever did.

I looks like it's shaping up to be something between a horde and elite army, defined by infantry/vehicles which have toughness as their defining attribute.

Not as in the stat toughness, but rather being hard to put down.

...Which is what their old identity was, anyway. Now I just think they're going to be better at it. And on top of that they have some actual character to them now (without losing the ranks of soulless robots).

Gir
10-17-2011, 01:49 AM
Storm Raven (BA + GK)

Land Raider Acchilles (Space Marines) - Now allowed in standard games as defined in the new Apocalypse book

I'm confused as to why everyone think Forge World stuff is basically codex entries now. IA:A second ed says the same thing as every other IA:A book: The units are designed for use in Warhammer 40k, but you should seek opponents permission.

Also, Stormraven is not like Living Metal (Only ignores extra D6 from Melta), and the Achilles is different too (Ignores Melta, Lance and gives -1 on the damage table). This is opposed to living metal where you ignore Lance and never get more then 1D6 armour pen.

DrLove42
10-17-2011, 02:30 AM
I enjoy the rules and think they sounds good for necron players

But as a non-necron, Dark and Craftworld Eldar player i'm not impressed.

How many of the good stuff from some other codexes are now in here? Fly over hits from jetbikes? Seizing on a 4+?

They even get transports that can go supersonic....why can't the De transports do that? DE, being the army that supposed to be the fastest one available is now not.

And i bet their transports are cheaper

*mini rant over*

But as i say...all looks cool. But its definently a Matt Ward codex. A tank that draws a 3D6 line and does a Strength 10 AP1 hit against every single model in every sinlge squad under the line? That sounds fair.

Crevab
10-17-2011, 02:37 AM
"AV 11/11/11 like most Necron vehicles"


That's... going to take some getting used to

eldargal
10-17-2011, 02:53 AM
I'm not too worried about Necrons from a Dark Eldar perspective to be honest. Poison weapons still work and haywire grenades are going to be a very useful way of removing quantum shielding, 5/6 chance of dropping the armour down to its normal level.

And to be fair Necrons are supposed to be faster even than Eldar so having supersonic transports makes sense. So long as they are appropriately costed for the higher armour and extra abilities, of course. Also it is only the command barge that has a bladevane style attack, isn't it? I can live with that, too.

DrLove42
10-17-2011, 03:10 AM
I'm not too worried about Necrons from a Dark Eldar perspective to be honest. Poison weapons still work and haywire grenades are going to be a very useful way of removing quantum shielding, 5/6 chance of dropping the armour down to its normal level.
.

I read it thats its a shadowfield save....a 2+ save aginst all damage until you fail it.

If you lost it first time you took damage, it would basically do nothing.

Maybe i'm just ranting over nothing, lets see points cost first

Gir
10-17-2011, 03:13 AM
They even get transports that can go supersonic....why can't the De transports do that? DE, being the army that supposed to be the fastest one available is now not.


It's supposed to be an aircraft. Seems like Supersonic and Aerial assault is a stand-in for 6th flyer rules.

eldargal
10-17-2011, 03:24 AM
I don't see that to be honest:

quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit)
Seems fairly clear, 2+ armour, not save, until you suffer a glancing or penetrating hit. Haywire > it.:) It wouldn't do nothing really, it gives your dedicated transports AV13 which makes really quite tough. Having a 2+ save until you fail it on all damage would be obscenely overpowered.



I read it thats its a shadowfield save....a 2+ save aginst all damage until you fail it.

If you lost it first time you took damage, it would basically do nothing.

Maybe i'm just ranting over nothing, lets see points cost first

DrLove42
10-17-2011, 03:25 AM
I. Having a 2+ save until you fail it on all damage would be obscenely overpowered.

It is a Ward codex :P

I see your point, maybe i just read it wrong. Much prefer your idea

Unzuul the Lascivious
10-17-2011, 03:29 AM
Like the massive new army, shiny object tart I am (and these guys n gals look almost as shiny as the Grey Knights!), I will be buying Necrons for the first time. And Matt Ward wrote it? Well, I can't even slag the fluff off because I have never read the original stuff. But of course a Ward Codex means some ridiculously good toys to play with (and those poor people with old Codices will HATE it until they get an update) so I'm in.

I do like the way that the Monolith (which most existing Necron players are likely to have?) has been nerfed a bit - so maybe more new Heavy vehicles will sell instead of using old products - what me? Cynical? :D

I think actually this will shape up to be a great codex, but I don't like the idea that they suddenly become super nippy across the battlefield - they should be a bit more ploddy than other races/armies.

Still, looking forward to a good read on Guy Fawkes Night!

eldargal
10-17-2011, 03:34 AM
Well as someone who really hated the previous Necron fluff (Eldar mythic robo-nids), I like the sound of what Ward has done with it. With any luck he was learnt from the Draigo fiasco as the SoB fluff he apparently wrote was extremely good too. Even if there wasn't much of it.

Rumours on Warseer ae pointing to the transports being at least 100pts each, which seems fair. We aren't going to see raider/venom spam style Necron armies if that is the case.:)

Lemt
10-17-2011, 07:30 AM
I can see a night fight lightning storm army happening, with Scythes and Scarabs getting within range under the cover of darkness.

w7west
10-17-2011, 08:29 AM
Sounds like a good xenos book.

In fact is sounds very similar to the nightsheild de approach but will obviously work much better if you can just make it night fighting all the time (cool rifledreads bro)

Just compare the cc elites with purifiers and you have an idea of if they will be worth taking.

Overall seems like a very interesting book, hope it can pound a bit on GK so I can start playing this game again.

Lemt
10-17-2011, 08:31 AM
Also, rending Wraiths makes me so very, very happy. Pity they are only jump infantry now, so they can's move quite as fast.

BuFFo
10-17-2011, 09:05 AM
Necrons make it night time. DE can see through night time. Marines normally cannot. I am happy.

The monolith can now have it's Armor reduced to 12 by DE weaponry. I is happy.

apahllo
10-17-2011, 09:45 AM
after reading all these rumors and how few troops choices each army are getting i would really like to see a change in the force organization. something like fantasy would be cool. i know it would change the game but im sick of only taking 3 elites, thats why i choose greyknights.

Kawauso
10-17-2011, 12:57 PM
I'm sure there will be some method(s) of Force Org. manipulation.

The -only- codices in 5th ed. which don't so this are the ones written by Cruddace.

radarbabyeater
10-17-2011, 01:02 PM
I'm sure there will be some method(s) of Force Org. manipulation.

The -only- codices in 5th ed. which don't so this are the ones written by Cruddace.

hi2uTervigon.

It's not a huge manipulation of the FO, but it's there nonetheless.

Kawauso
10-17-2011, 01:12 PM
hi2uTervigon.

It's not a huge manipulation of the FO, but it's there nonetheless.

I knew someone was going to bring that up. :P
The Tervigon is pretty lame in comparison to what other codices can do with forc org., though...you have to take another unit for each one you want to shift a force orc. slot with.
And it's the only example.

Technically, however, my statement still holds true; the only codices which absolutely do not allow force org. changes in 5th are IG and SoB - both Cruddace.

And Tyranids (also him) has one unit that can do it...with added baggage.

radarbabyeater
10-17-2011, 01:29 PM
I knew someone was going to bring that up. :P

Sorry. :(
I'll never mention it again.

Anyway, I seem to remember before all of this stuff was leaked that there was a special character Necron Overlord that allowed you to take Immortals as a Troops selection and that there was another one ("Something something the Enfleshed"?) that allowed you to take Flayed Ones as a Troops selection. I remember that a lot of people were saying the Enfleshed guy was a "100% happening" sort of thing. Now, I don't see any mention of either.

Maybe Immortals aren't Troop choices? Hard to say without a codex in-hand.

Kawauso
10-17-2011, 02:11 PM
You don't have to be sorry??? :P

I think it's looking pretty definitively right now like Immortals are troops by default.

I'm sure there will be some way of moving some fast/elite choices to troops through an special character or something like that, though.

DrLove42
10-18-2011, 03:36 AM
Technically, however, my statement still holds true; the only codices which absolutely do not allow force org. changes in 5th are IG and SoB - both Cruddace.
.

When you say it like that it sounds much worse than it is.

Eldar, Tau, Deamons, CSM, BT, DA, IG, SoB all can't change. Vanilla Marines can, but very very slightly (dreads in Elites with a MotF)

BA, DE, Necrons, GK, Orks all can in some part

So theres still more armies out there that can't change FoC that can.

(EXTRA POINT!) I know all the codexes that can are new, and (most) that can't are old. But the point still stands on the ratios

(EXTRA POINT 2!) I missed Wolves, because I dno't know if they can or not?

Gir
10-18-2011, 04:09 AM
When you say it like that it sounds much worse than it is.

Eldar, Tau, Deamons, CSM, BT, DA, IG, SoB all can't change. Vanilla Marines can, but very very slightly (dreads in Elites with a MotF)

BA, DE, Necrons, GK, Orks all can in some part

So theres still more armies out there that can't change FoC that can.

(EXTRA POINT!) I know all the codexes that can are new, and (most) that can't are old. But the point still stands on the ratios

(EXTRA POINT 2!) I missed Wolves, because I dno't know if they can or not?

Dark Angels can.

Unzuul the Lascivious
10-18-2011, 04:17 AM
Wolf Guard become Troop choice if Logan is used, Fenrisian Wolves become Troop if Canis Wolfborn is used

DrLove42
10-18-2011, 07:10 AM
Thanks for the clarificatins folks. So

Can re-arrange FOC - Necrons (rumoured), DE, SW, DA, BA, GK and Orks (7)

Cannot re-arrange FOC - Eldar, Tau, CSM, Daemons, BT, Marines, IG, SoB (8)

And as this shows....most of what can re-arrange are marine lists.

Besides i'm in favour of FOC re-arrangement. It allows more characterful armies. The DE codex can make a mixed list or can have Covens, Cults, Kabal, Hellions lists.

Morgan Darkstar
10-18-2011, 08:36 AM
Take a captain on a bike, bikes then become a troop choice in the Space Marine Codex.

Demonus
10-18-2011, 11:56 AM
Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.


So no rending, no power weapon option, still sound worthless to me.

Monolith change is terrible. Lets make the coolest thing in the codex a lot weaker, THEN make you move it into close range with the enemy! /facepalm

Wraiths and Destroyers no longer jetbikes, making them slower too.

Ugh, these rumors are very disappointing.

Kawauso
10-18-2011, 12:25 PM
Depending on point costs, Flayed Ones sound alright to me.
Especially if they have something like Fleet.

Infiltrating assault marines with 3 base attacks instead of 2? Sounds fairly useful.

The Monolith change saddens me a little, if only because I enjoyed (in an evil way) having the single toughest-to-kill model in the game. I can see why it was changed like that - I'm just concerned that it will look like a poor option compared to the other vehicles in the HS slot, now. Time will tell....

Wraiths and Destroyers being slower isn't a big deal - jump infantry still move plenty fast. And Wraiths still ignore terrain. And now they've got rending. And can get lash whips. They're like crazy harlequins. Yes please.

Dunno how you can be disappointed by these rumours, but to each his own. :)

Demonus
10-18-2011, 02:31 PM
guess it depends on if they get other special rules. infiltrated models with 4+ armor save and a slow initiatve with no rending doesnt sound pleasing to me. and deep strike....to sit there and do what exactly? now if they could Assault after deepstriking, I would call them useful.

I dont see ever wasting an elite spot on them.

I do like the rending upgrade to Wraiths though. They definitely needed it. Guess we will see if they lose their 3++ save in order to get it. Ill reserve judgement, but I dont see the wow factor that GK brought so far.

Course this is all rumor still, so Ill wait til the 5th :)

DrLove42
10-19-2011, 02:16 AM
One thing to remember...

If rumours are true the 6th ed rule book is deep in its development cycle. I suspect that Necs, as with the GK and maybe DE before it are written to fit both 5th and 6th ed rules.

I seem to recall deepstrike assaults being one of the rumoured rules....

Kawauso
10-24-2011, 12:52 AM
So I've been stewing this over for a while...

But with whispers indicating the next 'dex after Necrons may well be Tau...

Does anyone else think this:
"• Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal." (emphasis mine)

...might give us some insight into how markerlights function when Tau receive an update?

DrLove42
10-24-2011, 02:41 AM
. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal." (emphasis mine)

...might give us some insight into how markerlights function when Tau receive an update?

I hope not. it'd mean a major nerf on broadsides, cos they're alreayd twinlinked.

For firewarriors great, but a +1 BS required on all suits

Kawauso
10-24-2011, 02:50 AM
Well obviously I don't think that this would reflect markerlights exactly the same way.

I just think it's interesting that this mechanic shows up, brand new to this army, with Tau as the next rumoured 'dex. Seems like this could have been some sort of precursor to a revamp to the markerlight system.

I mean, it's not all that different from how markerlights work now, I suppose...and it more accurately reflects something like a tracer round than a laser guidance system...

Just a little food for thought is all. :)

Jambo
10-26-2011, 12:14 PM
hopefully should need to drop anything in my army so far but will defo be getting me some new models but will decide once i've read the codex

Bigred
10-26-2011, 03:00 PM
wow, tons of stuff breaking all over today. It looks like the White Dwarf is showing up all over the place:

via grumpyjester (http://www.dakkadakka.com/dakkaforum/posts/list/3060/403994.page) on DakkaDakka


- Necron Lord @ 45 points
- Necron Cryptek @ 35 points and 55 points (depending on wargear no doubt)
- Lychguard @ 40 points...however, one squad of 5 was +25 points more expensive...could be that the shield option is +5 points.
- Deathmarks @ 19 points...not that bad, actually.
- Flayed Ones @ 13 points (and no mention at all of the "Fearsome Visage" rule or something they used to have)
- Warriors @ 13 points
- Ghost Ark @ 115 points
- Immortals @ 17 points regardless of weapon
- Scarabs @ 15 points per base
- Destroyers @ 40 points
- Heavy Destroyers @ 60 points

Kawauso
10-26-2011, 03:41 PM
Aw man, Gauss Blasters are rapid fire now? :(

It's gonna take some getting used to playing with T4 Immortals with those new weapons.
The choice between the blaster and the carbine is a really interesting one, though...

Hive Mind
10-26-2011, 04:32 PM
Oh goody. The time to watch everyone spazz out and nerd-rage is almost upon us again.

Tynskel
10-26-2011, 06:36 PM
this sounds awesome!

angelblade
10-26-2011, 08:03 PM
i cna fully understand the monolith change for the past few years necron players have used the monolith as a crutch to hold up there 3rd ed codex its a good way to force necron players out of wat then know and into using the new things also sells new models to fill the newly created 500+ point gap they have in there lists

Divergent Reality
10-26-2011, 09:49 PM
i cna fully understand the monolith change for the past few years necron players have used the monolith as a crutch to hold up there 3rd ed codex its a good way to force necron players out of wat then know and into using the new things also sells new models to fill the newly created 500+ point gap they have in there lists

It also allows Necron players to break away from the classic first 500 points in any list: Lord with resorb and 20 warriors.

dgtlsith
10-26-2011, 11:32 PM
For the most part I'm pretty excited and I dont feel like I'm going to have to spend too much to update. I have a ton of warriors, immortals and destroyers and a few heavy destroyers, and I'm pretty glad I never bought the second monolith because it won't be needed imo. I see cash being blown in my future as I will want to get some new stuff and try not to go nuts in the process.

Wolfshade
10-27-2011, 12:57 AM
Oh goody. The time to watch everyone spazz out and nerd-rage is almost upon us again.

It's broken! I'm never going to play again. GW suck.
Now that is out the way let's not hear any more about it. I am liking the sound of these and I hope my resident necron player will forego his recent foray into nids to start to play again. It also makes me kind of sad that I have recently started building an ork army, I should have waited and gone for crons.

flatdice
10-27-2011, 03:43 AM
Any more news on the necrons classic trait the WBB roll ?

Last i heard its called reanimation protocol and its on a 5+, in every phase ( i assume the necron players turn)

BiG_Weasel
10-27-2011, 09:40 AM
I don't think WBB will be in the game. If 'Nids didn't get FNP in synapse, Necrons shouldn't get WBB either. Its only fair.

Demonus
10-27-2011, 09:40 AM
If I understand correctly, it is after each phase (move, shooting, assault) which is both good and bad I suppose. It was nerfed to 5+ however it can be taken against all wounds (melta, ID, etc).

I2 for the whole army will suck against certain spells (JoWW, GK template spell) and completely fubars the army still in sweeping advance. Wraiths were lowered from I6 to I2, which completely screws them, however they appear to have 2 wounds now, rending attacks, and can take some sort of lash whip making enemies go at I1, which is cool. they also can be in groups of 1-6.

I think they will become the new Destroyers, as Destroyers now pretty much suck. Unit size reduced to 1-3, no turboboosting, shots now Ap3 but only 2 shots instead of 3. Also they have Preferred Enemy, in case you want to assault with your Destroyers, which is what I always do with mine :rolleyes:

Monoliths were dropped to 200pts, but were nerfed so bad that they may be dropped from my armies all together. Being as I play against DE and IG 90% of the time, they will be killed in Round 1 by Dark Lances or Round 2 by Melta guns.

all in all i like a lot of the changes, but still think Necrons should have been given Slow and Purposeful to make their Gauss guns effective on the march, and to give the army the slow moving wave of death feel. They should also have been made Fearless/Stubborn, as cc will faceroll them, just like it did in the mock battle in WD.

Warmaster Williams
10-27-2011, 09:52 AM
Well I never just jumped on the bandwagon, since I have been playing space marines since 1993, but I am on this codex. I really am excited about what I see. Come On Nov 5th!:)

Malachi
10-27-2011, 09:55 AM
If I understand correctly, it is after each phase (move, shooting, assault) which is both good and bad I suppose. It was nerfed to 5+ however it can be taken against all wounds (melta, ID, etc).
Unless you have a Lord or Cryptek with a Res Orb in the squad, in which case it goes to 4+.



I2 for the whole army will suck against certain spells (JoWW, GK template spell) and completely fubars the army still in sweeping advance.
Yes sweeping advance will still wipe them out, but I think they will still get their "we'll be back" equivalent against said "remove from play" powers.

Brass Scorpion
10-27-2011, 11:24 AM
http://www.ftwgames.net/


FTW Games

On sale today. Wonder whats in here.... :D

https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/320213_296452880382817_144403732254400_1116936_861 903989_n.jpg

Deadlift
10-27-2011, 12:22 PM
This is without doubt the most exciting time for me in wargaming ever. I just cant wait. :o

dgtlsith
10-27-2011, 01:44 PM
Someone explain to me why Destroyers are sooo bad now... I don't get it.

Shas'O Bentu'
10-27-2011, 02:18 PM
Destroyers went from being able to take up to 5 with high Strength Medium AP with 3 shots weaponry that move very fast (turboboost) to only taking up to 3 High Strength anti MEQ AP with 2 shots weaponry and not moving as fast since they are now jump infantry (no turboboost).
Crunching the numbers game down, both versions break nearly even against MEQ but anything shooting at anything with a 4+ or worse save, it is a severe Nerf. I mean, going from 15 shots a unit to 6 is a big downgrade. Add into that, they are no longer moving like a bike so repositioning becomes more cumbersome.
And, lastly, Preferred Enemy . . . Really? What's the point that I am missing here.

My weigh in on the New Necrons; I am worried that the Phalanx tactic is gone to the wayside and they have fallen too much in line with the other 40k armies losing the Uniqueness that made them so much more fun for me. I am cautious about jumping on the "Must buy everything bandwagon" until I get to see the codex in it's entirety. I really do like the Lichguard (sword/shield) though so I may impulse buy them just for the coolness factor.

Really hoping that I am more decisive on the Tau Codex that, hopefully, will be out in a handful of months.

dgtlsith
10-27-2011, 02:23 PM
FFS I hope destroyers are still worth playing I've got 15 of them...

Shas'O Bentu'
10-27-2011, 02:43 PM
Sorry, didn't mean to disappoint you. You won't be able to take 15 of them in a standard game but for 360 points you will be able to take 9 though you lose out on some of the much cooler FA slots. 9 of them yield 18 high Strength anti MEQ firepower which is good vs MEQ and Horde alike. Though, I think you may be better off spending the FA slots on Heavy Destroyers for anti-tank, Wraiths for good CC, and the last is a wild card.
I'm sorry if I seem negative but, like you, I have an abundance of Destroyers. What is bad about that is, I do not like the change to them.

I think my grammar is better this time.

Malachi
10-27-2011, 02:54 PM
Someone explain to me why Destroyers are sooo bad now... I don't get it.

It's a rebalance thing I'm sure. Necrons seem to have plenty of new goodies. I'd like a Rapid Fire Sniper weapon for my army, for sure. It's a new codex that is a radical departure from the old, so the old ideas of "what worked" need to be tossed out and everything reevaluated. I'm sure the "good" of the Codex will quickly come to the surface.

I mean, when the Space Wolves codex first hit people didn't think Long Fangs were good and they were complaining that you couldn't take Dreds as an HQ choice, or that Power Fists on Blood Claws were so much more expensive.

Tynskel
10-27-2011, 04:27 PM
See, as much as people like one unit, generally, people like that one unit because it works, not because they like it.

So people spam it. GW doesn't want you to spam, they want you to buy everything! Granted they don't make the rules such that you buy everything. However, if you Spam something, you can pretty much be spot on that the next rendition of the codex, you will not be able to spam that unit quite as effectively.

Shas'O Bentu'
10-27-2011, 04:55 PM
Whilst I agree about the Space Wolves, their codex did not seem to take it to the extreme that the Necrons did (at least for some of us). The Wolves did keep their theme going and really did not lose out much for it. It seems, with Necrons, some of the mainstays of the force got (for lack of a better term) "Nerfed".

The Immortals that the Necrons now have are the warriors of the old codex. The Monolith is barely a shadow of it's former self that makes it hard to justify taking it. The Destroyers, our mobile fire support platform, is now a MEQ killer that is subpar for anything else. These are just the glaring examples I have come up with.

I will say this, though, as I am really trying to not make this sound like a whine post. Necrons did get some very cool things that brought some needed versatility. The Deathmark sniper unit is an awesome addition to the force that has multiple ways to be employed. The Lichguard, not only are they just great looking models, are a need CC asset. The Wraiths are very nice and justify their use (especially with unit size 6 now).

So, there is both sides of the coin. The problem I have is that it seems that the Necrons are not the Necrons. It is hard to explain. Since the army came out years ago before they had a codex, they were unique. They brought a different flavor to 40k instead of the same drab lists out there. Then, they got a codex. The codex stayed true to the uniqueness of their original design. A foot slogging force that could use weird tech to teleport and speed across the battlefield while laying down a hail of firepower. Once you thought they were dead, they would get back up, blast away again, and teleport back out. Now, a new codex and, as you said yourself, departure from the way it worked. A lot of what we were able to do has been replaced by these cool new shiny units doing something different but similar to what other codices already have. To me, they lost their uniqueness and became just another force.

gd99
10-27-2011, 06:55 PM
I guess we won't really know until we get the actual codex, but what does this do for current Apocalypse formations....

the fact that it looks like the Monolith isn't nearly as good as it used to be, what does this do for the Monolith Phalanx....

I guess that the Shroudweaver will cost considerably less to field, plus Immortals have more weapon options.

flatdice
10-27-2011, 07:19 PM
FFS I hope destroyers are still worth playing I've got 15 of them...

That really sucks, and i guess pariahs really are dead weigh model of converting bits now but i hear most necon players never used them.

Kawauso
10-27-2011, 09:09 PM
I think Pariahs will be able to find a home as Lychguard, for some. Lychguard are the CC unit with warscythes as standard weapons, I believe...and that's what Pariahs were (or were supposed to be) in the old codex.

I'm kind of disheartened by the things I've heard recently about Wraiths and Destroyers...though, actually, I've never really liked the Destroyer model, so maybe it's a blessing in disguise (for me). Of course I'm really eager to see the book and figure out what's really going on for myself.

Col_Festus
10-28-2011, 06:53 AM
Seems like a lot of people are freaking out about the new destroyers, but something to keep in mind. I have a feeling they will have preferred enemy (2) in 6th edition which means they will have it on their shooting attacks. Other wise it makes no sense to have it on them, at all. I don't thin Ward is that bad of a game designer to throw useless rules on a unit. He usually has a plan.. albeit a crazy plan, he usually still has one.

Malachi
10-28-2011, 08:43 AM
Seems like a lot of people are freaking out about the new destroyers, but something to keep in mind. I have a feeling they will have preferred enemy (2) in 6th edition which means they will have it on their shooting attacks. Other wise it makes no sense to have it on them, at all. I don't thin Ward is that bad of a game designer to throw useless rules on a unit. He usually has a plan.. albeit a crazy plan, he usually still has one.

Then why not give them twin-linked now and FAQ/Errata it out for next edition?

Demonus
10-28-2011, 01:36 PM
Yep TL the Destroyers would have made more sense, and actually been worth it when it came to the Heavy Destroyers. Luckily I only have about 8 combined. Mine will be most likely sitting on the shelf as Wraiths and Scarabs seem much better choices.

Ill have to see the rules for the Snipers. They seem cool in concept, but it would make more sense if they could Deep Strike and shoot immediately after doing so. Deep Striking to stand there and die doesnt make too much sense.

Personally I think Pariahs were better than their Replacement. If they would made them 2+/5++ save and let the Warscythe be +2 Str, Assault 2 guns (losing the bypass inv) that added 2d6 pen, they would be worth 40-45pts each.

As they are now, they lost the ability to shoot (huge), they gain an inv save at +5 points, however lose the +2 str and +2d6 pen if they do this, they lost their Psychic Feedback defense, and the - leadership modifier. AND they are more expensive than they were!

Warriors are about the same. Their armor went down 1pt, however they are 5-6pts cheaper, and can take WBB vs anything.

Immortals were nerfed into 3rd Edition Warriors. Toughness went down, basic guns now suck. hopefully the Tesla will be worth it.

Wraiths gained +1 wound and Rending, however they are more expensive now, and strike at Init 2. Not to mention they are much slower as JI than Jetbikes.

Monolith is basically garbage now. Ill field one since I have 2 painted ones already, but the living metal change sucks, inability to suck people out of CC to blast them down sucks, and not being able to assault out of them sucks. Plus add in they no longer have Deep Strike protection, which makes 0 sense since they are so friggin huge. I doubt Ill deep strike one again.

On the other hand, I like that Tomb Spyders seem to be a lot cooler, the transports seem pretty awesome, the lords/crypteks are pretty nice, the special characters seem to have neat rules, and the mobile gun platform seems like an awesome idea.

All in all Im hoping for some fun times with them. Hopefully Ill keep up my decent winning percentag whien I play them :)

Necron2.0
10-28-2011, 02:24 PM
I'll be honest. I was excited about Necrons, until I heard what the possible changes are. I'm not one generally for conspiracy theories, but everything I've been hearing sounds very much like a nerfing of the old to force the buying of the new. I'll have to see the codex, but what I've heard has me seriously considering mothballing my 'Crons and just concentrating on my Darkies.

Brass Scorpion
10-28-2011, 05:24 PM
Advance Orders are now available!

Farseer Uthiliesh
10-28-2011, 09:52 PM
As Phaeron of the Sautekh Dynasty, and with over eighty Tomb Worlds under his command, Imotekh can draw upon incredible resources, for the armies of the entire dynasty are his to requisition at any time.

Sorry for bringing up this difficult topic again, but this is strong evidence for the Necron designs having been inspired by ancient Egypt.

Maelstorm
10-30-2011, 03:37 AM
I'll be honest. I was excited about Necrons, until I heard what the possible changes are. I'm not one generally for conspiracy theories, but everything I've been hearing sounds very much like a nerfing of the old to force the buying of the new. I'll have to see the codex, but what I've heard has me seriously considering mothballing my 'Crons and just concentrating on my Darkies.



Once again I'll agree 100% with you.

Old Warriors: 3+ Save, 4+ WBB
New Warriors: 4+ Save, 5+ WBB (Marine Scouts with no weapon options?)

Old Immortals: Toughness 5, 4+ WBB
New Immortals: Toughness 4, 5+ WBB - Initiative 2 (Space Marines with 2 weapon choices and bad Initiative)

Old Flayed Ones: 2 A, 3+ Save, 4+ WBB
New Flayed Ones: 3 A, 4+ save, 5+ WBB - Initiative of 2? No power weapons, no Rending...WTF?

Old Monolith: Living Metal ignores all Melta, Lance, Extra Dice Damage attacks + Lots of special rules.
New Monolith: Living Metal gives a saving throw against stunned or shaken? Still only 6" move, 24" weapon Range? New 200 point Melta bait...

Old Necron Lord, 5 WS, 4 Init, 3 Wounds
New Necron Lord, 4 WS, 2 Init, 1 Wound

I have 6 Monolith, 3 Gauss Pylons (also hit hard by the living metal nerf bat), 15 Destroyers and 9 Heavy Destroyers.

I'll buy the codex and decide if the whole 14,000 point army goes on ebay...

Maelstorm
10-30-2011, 04:15 AM
Sorry for bringing up this difficult topic again, but this is strong evidence for the Necron designs having been inspired by ancient Egypt.

PLEASE don't get them started on this line again - the boys and girls don't play well when discussing design influence...

N0rdicNinja
10-30-2011, 08:52 AM
Sounds to me like they're just leaning towards swarm tactics now...

Maelstorm
10-30-2011, 04:29 PM
So far it sounds like the viable swarm tactic will be 3 large units of scarabs running under night fight. Necron Initiative 2 boardwide - That will never get old...

Grab the White Dwarf - Take a look at the army list put together by the Author of the codex - in a 2,000 point army he took over 500 points of HQ. This is the guy who wrote the codex? Looks like he firmly believes the only way to win with Necrons is fill-up on HQ specials and a few of the new Mech units. Not a good sign...

Emerald Rose Widow
10-31-2011, 02:04 AM
Sorry for bringing up this difficult topic again, but this is strong evidence for the Necron designs having been inspired by ancient Egypt.

And again, so your saying the Dark Eldar are Jewish just because one of the IC's is named Lileith?






So far it sounds like the viable swarm tactic will be 3 large units of scarabs running under night fight. Necron Initiative 2 boardwide - That will never get old...

Grab the White Dwarf - Take a look at the army list put together by the Author of the codex - in a 2,000 point army he took over 500 points of HQ. This it the guy who wrote the codex? Looks like he firmly believes the only way to win with Necrons is fill-up on HQ specials and a few of the new Mech units. Not a good sign...

Yeah, that is never a good sign, but still i am hopeful, the new stuff really does seem very neat. To be honest I am more fussed about the models themselves than i am about the rules of the army.

lattd
10-31-2011, 08:31 AM
So people are judging the power of the new codex by the army build used in a WD which normally involves putting as many of the new toys into a list and showing what they do, rather than building the best list possible?

Lancel
10-31-2011, 09:27 AM
Eh, the White Dwarf battle reports usually like to show off the new units and, in particular, the new models, or something with impressive sounding rules so they can go "Look! It's awesome!". I mean when has the White Dwarf list ever reflected what an ideal tourney list should look like? Besides, we'll be able to compare the units directly soon enough. Then we'll know for certain.

Galadren
10-31-2011, 05:52 PM
Sorry for bringing up this difficult topic again, but this is strong evidence for the Necron designs having been inspired by ancient Egypt.

How about Tomb Kings in space? Which is pretty much what Necrons have always been...

The Emperor's Champion
11-01-2011, 09:56 AM
How about Tomb Kings in space? Which is pretty much what Necrons have always been...

Actually, Tomb Kings are "Necrons NOT in space", since the Necrons were Egyptian-themed undead before the Tomb Kings existed. ;)

radarbabyeater
11-01-2011, 10:15 AM
So far it sounds like the viable swarm tactic will be 3 large units of scarabs running under night fight. Necron Initiative 2 boardwide - That will never get old...

Grab the White Dwarf - Take a look at the army list put together by the Author of the codex - in a 2,000 point army he took over 500 points of HQ. This is the guy who wrote the codex? Looks like he firmly believes the only way to win with Necrons is fill-up on HQ specials and a few of the new Mech units. Not a good sign...

1) Is it also not the general consensus that Ward is a being of questionable intelligence?
2) Showcasing units in WD doesn't mean anything. Showcasing causes hype which increases sales. That's it.

Lord Azaghul
11-01-2011, 10:19 AM
Maybe I missed it but can anyone confirm the changes for the scarabs?

Do they really perminately reduce AV on vehicles now?

Dastrike
11-01-2011, 10:46 AM
Looks pretty straight forward, just like any new releases it will take some time to get use to on both sides. Hopefully it can be something to inflict same pain on those actually good Grey Knight players.

Diagnosis Ninja
11-01-2011, 12:25 PM
Actually, Tomb Kings are "Necrons NOT in space", since the Necrons were Egyptian-themed undead before the Tomb Kings existed. ;)
But there isn't a joke working the other way. When's the last time you heard that they were just "Old Tymey Orks!" or "Spess MERHEENS in the past"?