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Title edited by Manchu.

Warriors, now come with a squad leader 'Prime' - eh , like a sergeant, PW (think staff of light - but A2), stat line now looks like a Boy... a 3+ boy... 80 squad 10.
Gauss. Same rules but counts as AP1 on a 6 - only on vehicle.
Phase out: will now be once a unit is reduced to 25% of its initital numbers, it phases out
WBB: basically a 4+ fnp, Str 8 wont auto kill, str 9+ does. ap1 does, ap2, 3 no effect
Flayed are troops, 2a, reduce ld to 5! also DS into cover
Wraiths, cost 4 pts more, have pw

many weapons have Nec at the start, guess who wrote the dex.

1 New vehicles, Pylon. Pylon is a AV12 turrnet which can pile plate or move 'Necrons' next to it

mon is now LR price, but better...
Destroyers now pick as a group to fire S6AP4H3 or S9AP2H1

Tomb spiders have 4 variants, 40pt base. 1variant is basically a tervi but only produces base scarabs

army is very very mobile, but not is a get in a box and move way.

This message was edited 1 time. Last update was at 2011/04/20 18:35:56


 
   
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Would we be correct in assuming that the contents of this post is supposed to be information gleaned from an early or playtest version of the forthcoming Necron Codex then Mr. "bob_from_marketing" ?

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Bob, if you really are from marketing, work on the presentation a bit. You got me confused there.



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BrookM wrote:Bob, if you really are from marketing, work on the presentation a bit. You got me confused there.


Methinks Bob needs to lay off the caffeine.

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I appreciate the info but this took a bit of thought to decipher. Now, I have not seen the new Necron codex but here's what I make of your post:
bob_from_marketing wrote:Warriors, now come with a squad leader 'Prime' - eh , like a sergeant, PW (think staff of light - but A2), stat line now looks like a Boy... a 3+ boy... 80 squad 10.

Necron Warriors squads can now have a Sergeant type upgrade with access to special weapons (ex: Power Weapons). Necron Warriors have stats similar to an Ork (?) Boy but with a 3+ save, a squad of 10 costs 80 points.
bob_from_marketing wrote:Gauss. Same rules but counts as AP1 on a 6 - only on vehicle.

Gauss weapons count as AP1 on a penetration role of a '6' but only against vehicles.
bob_from_marketing wrote:Phase out: will now be once a unit is reduced to 25% of its initital numbers, it phases out

Phase out how affects individual squads. When a squad is reduced to 25% of its starting strength it phases out.
bob_from_marketing wrote:WBB: basically a 4+ fnp, Str 8 wont auto kill, str 9+ does. ap1 does, ap2, 3 no effect

We'll Be Back is now FNP but you need more than double toughness to negate it, also it is only negated with AP1, not AP2 or 3.
bob_from_marketing wrote:Flayed are troops, 2a, reduce ld to 5! also DS into cover

Flayed Ones are now Troops, with 2 attacks base. They can reduce the Leadership of nearby units and can DS into terrain.
bob_from_marketing wrote:Wraiths, cost 4 pts more, have pw

This one is clear.
bob_from_marketing wrote:many weapons have Nec at the start, guess who wrote the dex.
1 New vehicles, Pylon. Pylon is a AV12 turrnet which can pile plate or move 'Necrons' next to it

Necrons get a new immobile vehicle called a Pylon with AV12 (all around?) which can either fire some kind of large blast weapon or move Necron units.
bob_from_marketing wrote:mon is now LR price, but better...

Monoliths get a boost and cost about the same as a Land Raider.
bob_from_marketing wrote:Destroyers now pick as a group to fire S6AP4H3 or S9AP2H1

I'll take this to mean that the Destroyers and Heavy Destroyers are the same unit but their gun has 2 modes of fire. All Destroyers in a squad must use the same mode of fire in a given turn.
bob_from_marketing wrote:Tomb spiders have 4 variants, 40pt base. 1variant is basically a tervi but only produces base scarabs
army is very very mobile, but not is a get in a box and move way.

More Tomb Spider variants one of which can still spawn Scarabs similar to a Tervigon spawning Termagaunts. Additionally, Necrons get more mobile but still no traditional transports.
   
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Kymera wrote:
bob_from_marketing wrote:Destroyers now pick as a group to fire S6AP4H3 or S9AP2H1

I'll take this to mean that the Destroyers and Heavy Destroyers are the same unit but their gun has 2 modes of fire. All Destroyers in a squad must use the same mode of fire in a given turn.


This would seem to mean (with a bit of wishful thinking) that the hybrid metal-plastic heavy destroyer is gone, and the standard destroyer can serve both roles. This makes a lot of sense, given the move away from hybrid kits, and the fact that the destroyer kit is good looking and I can't see a reason to replace it.

   
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Buzzsaw wrote:
This would seem to mean (with a bit of wishful thinking) that the hybrid metal-plastic heavy destroyer is gone, and the standard destroyer can serve both roles. This makes a lot of sense, given the move away from hybrid kits, and the fact that the destroyer kit is good looking and I can't see a reason to replace it.


I wouldn't be surprised if they re-cut the destroyers into a box of 3 with all the options. Right now I think you can only buy them one at a time.
   
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Fall of Damnos was my ideal fluff. These are my ideal rules (Except for Warrior Prime and 8 points each, they make me suspicious of how good they'll be).

Even if this is a hoax, it's given me hope.

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Hopefully the monolith has lost its immunity to melta and lance rules.

I'm also skeptical about the FNP rule. Why does it need to ignore AP2 weapons when they're T4 which negate the vast majority of weapons already. Unless they switch them to T3 this sounds too over the top.

I also don't know how/why they would make necrons mobile because all they seem to have is a deep striking pylon and a monolith to teleport them around aside from skimmers and flayed ones.
   
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Nvs wrote:Hopefully the monolith has lost its immunity to melta and lance rules.

I'm also skeptical about the FNP rule. Why does it need to ignore AP2 weapons when they're T4 which negate the vast majority of weapons already. Unless they switch them to T3 this sounds too over the top.

I also don't know how/why they would make necrons mobile because all they seem to have is a deep striking pylon and a monolith to teleport them around aside from skimmers and flayed ones.


If Monoliths are more expensive and reportedly better, I doubt they'll take away the immunities...

As long as they take away the "Can't teleport more than once per turn" rule, then they're very mobile with this, you could deepstrike pylons into a line along the board and vault along them.

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Well, to be fair, one of the balancing factors with the existing Monolith is that, whilst powerful, it hampers Phase-out ability with its points cost. If phase out changes to 25% of each unit, the Monolith loosing some of its current benefits could be quite fair...

Thanks for the info OP, how reliable would you say this information is?

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Nvs wrote:I'm also skeptical about the FNP rule. Why does it need to ignore AP2 weapons when they're T4 which negate the vast majority of weapons already. Unless they switch them to T3 this sounds too over the top.


A plasma gun, at S7 AP2, currently prevents Feel No Pain because of the AP2 on a T4 creature. By giving the Necrons the ability to retain FNP with AP 2+ and S8 weapons, they are pretty survivable. They would retain FNP with plasma, krak missiles, and a host of other weapons that would otherwise deny it.

It's interesting that the OP didn't say anything about power weapons not denying FNP on the Necrons. That's good, IMHO. Power weapons, power fists, etc, cost enough as it is to get nerfed versus Necrons.

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Hmm, if that was the phase out alternative, I'd be quite happy with it. Unit of ten, vanishes after the 8th man dies, by the time it goes, a unit of two is pretty much done anyways.

Anything that stops the whole army going at 75% is going to be a big bonus.

Obviously huge take of salt on this one, but looking at those rumours, I'd be pretty happy with all of it. Would need to add some Primes to the boys current Warrior units, but thats nothing much to worry about.

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I like these rumors. Especially PW on wraiths
   
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kronk wrote:
Nvs wrote:I'm also skeptical about the FNP rule. Why does it need to ignore AP2 weapons when they're T4 which negate the vast majority of weapons already. Unless they switch them to T3 this sounds too over the top.


A plasma gun, at S7 AP2, currently prevents Feel No Pain because of the AP2 on a T4 creature. By giving the Necrons the ability to retain FNP with AP 2+ and S8 weapons, they are pretty survivable. They would retain FNP with plasma, krak missiles, and a host of other weapons that would otherwise deny it..


I dub thee, melta weaponry, the once and future king of post-Necron-dex 5th edition 40K...

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Melta weapons and power weapons will be the answer.

How many can you pack in your army will be the qeustion.


Or, just pour a ton of firepower into them and hope for the odds to shake out. That sometimes works...

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The reason I stated it was over the top was based more on the DE book. NE would still get FNP against every single ranged attack for the most part excluding just the void lance? That's a bit much.

And then tack on the immunity to melta and lance for the monolith? Something DE still can't tackle well even with the new dex?

The whole 'special rule to circumvent other special rules' philosophy of Ward is getting out of hand.
   
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kronk wrote:Melta weapons and power weapons will be the answer.

How many can you pack in your army will be the qeustion.


Or, just pour a ton of firepower into them and hope for the odds to shake out. That sometimes works...


Sounds like a fairly good plan to deal with most armies, actually!

   
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Alpharius wrote:
kronk wrote:Melta weapons and power weapons will be the answer.

How many can you pack in your army will be the qeustion.


Or, just pour a ton of firepower into them and hope for the odds to shake out. That sometimes works...


Sounds like a fairly good plan to deal with most armies, actually!


You're right there, Meltas and power weapons stop every army cold with the exception of Chaos Daemons.

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Except Ork Tide.

Power weapons? Whatever. We got 200 more just like me coming for your head!

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Power weapons are pretty much irrelevant against most orks, as they wear squig-beer cans as armoiur anyway

Melta is very effective vs ork vehicles, but (with the exception of the battlewagon's front armour) so a a thrown rock

I'm liking some of these rumors. Others are going to need a codex in fromt of me to evaluate fairly.

If Warriors have an ork boy's statline,as is inferred, they will have cruddy LD, the same lousy I and, S 3 and BS 2. That would turn me off Necrons hard, all on its own, as warriors suck dust now, let alone if that goes into effect.

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Ascalam wrote:Power weapons are pretty much irrelevant against most orks, as they wear squig-beer cans as armoiur anyway

Melta is very effective vs ork vehicles, but (with the exception of the battlewagon's front armour) so a a thrown rock

I'm liking some of these rumors. Others are going to need a codex in fromt of me to evaluate fairly.

If Warriors have an ork boy's statline,as is inferred, they will have cruddy LD, the same lousy I and, S 3 and BS 2. That would turn me off Necrons hard, all on its own, as warriors suck dust now, let alone if that goes into effect.


I'm hoping it won't be exactly the same as a Boy's statline, that would make NO sense. I think this is more likely:
WS3 BS4 S3 T4 W1 I2 A1 Ld10 3+

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Back on topic, I really see a FNP that is immune to plasma being so overpowered that playtest would (hopefully) make it obvious. There's no way anything like that could get through a competent analysis... not to say that's going to be the case of course.

What would be much more interesting would be if double-strength didn't remove FNP, meaning that melta was -less- powerful against 'Crons and plasma would relatively gain importance. If the writers paid attention to the way all the codexes related to each other, that would clearly be a much more interesting choice... interesting as in giving Necrons a unique playstyle and place within the game, that is.

Otherwise they just further melta spam and make IG even more top-o-the-heap.

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What would be much more interesting would be if double-strength didn't remove FNP, meaning that melta was -less- powerful against 'Crons and plasma would relatively gain importance.

Melta is AP1. What's the logic of AP1 not negating FNP if AP2 negates it?

Otherwise they just further melta spam and make IG even more top-o-the-heap.

IG doesn't have anywhere near the amount of meltas as Grey Knights (24). Likewise, IG isn't top-o-the-heap at all, just a good (one-sided) army. Perhaps still it would be better to discuss the Necron rumours instead of wishlisting random WBB ideas and talking about other army books?

1 New vehicles, Pylon. Pylon is a AV12 turrnet which can pile plate or move 'Necrons' next to it

If the Pylon is the only new vehicle/unit in the upcoming Necron book then to me the release is a disaster. The Pylon has to be the most boring idea ever devised. What happened to the 'Necromancer' large walker and the new long range 'tank' that we heard about? Bob the playtester from marketing is from Australia?

This message was edited 4 times. Last update was at 2011/04/20 19:17:38


 
   
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if they have an ork statline with a 3+ save and a gun that is AP1 on a 6....

for 8 pts a model which is 80/10 I would be very very happy.

its basically an ork with a 3+ save for 2 points more.

This message was edited 1 time. Last update was at 2011/04/20 19:12:11


 
   
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Orks are BS2, right?

So Necrons would be BS2? eek.

BUT, if they are BS3, with a 3+ save, modified FNP, and a gun that can glance any vehicle with AP1.... So freaking help me, they better lower the cost of my firewarriors. Because then the basic necron warriors would be leagues above FWs and cost 2 points less. I mean, come on...

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ObiFett wrote:Orks are BS2, right?

So Necrons would be BS2? eek.

BUT, if they are BS3, with a 3+ save, modified FNP, and a gun that can glance any vehicle with AP1.... So freaking help me, they better lower the cost of my firewarriors. Because then the basic necron warriors would be leagues above FWs and cost 2 points less. I mean, come on...


Harry did post once that Necron Warriors were going to be the best troop in the game though so you never know.

I don't think these are real though.

   
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stalkerzero wrote:
ObiFett wrote:Orks are BS2, right?

So Necrons would be BS2? eek.

BUT, if they are BS3, with a 3+ save, modified FNP, and a gun that can glance any vehicle with AP1.... So freaking help me, they better lower the cost of my firewarriors. Because then the basic necron warriors would be leagues above FWs and cost 2 points less. I mean, come on...


Harry did post once that Necron Warriors were going to be the best troop in the game though so you never know.

I don't think these are real though.



Do you have a link to that rumour?

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Scarey Nerd wrote:
Ascalam wrote:Power weapons are pretty much irrelevant against most orks, as they wear squig-beer cans as armoiur anyway

Melta is very effective vs ork vehicles, but (with the exception of the battlewagon's front armour) so a a thrown rock

I'm liking some of these rumors. Others are going to need a codex in fromt of me to evaluate fairly.

If Warriors have an ork boy's statline,as is inferred, they will have cruddy LD, the same lousy I and, S 3 and BS 2. That would turn me off Necrons hard, all on its own, as warriors suck dust now, let alone if that goes into effect.


I'm hoping it won't be exactly the same as a Boy's statline, that would make NO sense. I think this is more likely:
WS3 BS4 S3 T4 W1 I2 A1 Ld10 3+


Then there is no way in they will only cost 8 points.

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