Sasori wrote: Sounds great!. Sorry for all the questions, but just for clarification, Can you make the sweep Attack at more than one unit you pass over, or do you have to choose?
Ummm, I was pretty specific in my post on the first page!
Flint wrote: But a few things I just can't get used to:
- Initiative of 2 for a deepstrike unit with no firepower (wraiths) - again the mishap problem that will occur , when the monolith trys to deepstrike. A massive tower of stone and/or steel gets lost, when it lands on one human soldier.
With that amount of terrain we're playing, I can just about to forget about playing a momlith.
Although its nice to have the option to Deep Stirke with Wraiths, just because the option is there, doesn't mean you have to take it. And if you do, you don't try to land right in someone's face (because as you point out they have no real ranged weapons), so you just use it to land out of sight and then use your Jump Infantry movement next turn to get into combat.
And with the Monolith, I'm not going to say its a super-optimal choice, but the range on the Gauss Arcs and the Particle Whip are both now 24", so if you have to (or want to) Deep Strike, then don't try to land to close to a unit and you should still be fine able to fire its weapons.
I think part of the reason its' a 5+, is the reduced cost of the models, in additon to the fact it looks like it can be taken against everything, without a Rez orb nearby.
- Initiative of 2 for a deepstrike unit with no firepower (wraiths)
You don't have to Deep strike them, they still move quite quickly. They can also take Pistols. Init 2 isn't that bad, considering they have 2W each, and a 3++.
- again the mishap problem that will occur , when the monolith trys to deepstrike. A massive tower of stone and/or steel gets lost, when it lands on one human soldier.
Again, you don't have to deep strike it. The Monolith still has pretty good rules, and has had a boost in it's offensive power.
IronfrontAlex wrote:This is probably a question you either don't know or may not be alllowed to answer but what are we talking in points range for these transports? IE: the Barge and Ark.
Sasori wrote:
Sounds great!. Sorry for all the questions, but just for clarification, Can you make the sweep Attack at more than one unit you pass over, or do you have to choose?
Ummm, I was pretty specific in my post on the first page!
Flint wrote:
But a few things I just can't get used to:
- Initiative of 2 for a deepstrike unit with no firepower (wraiths)
- again the mishap problem that will occur , when the monolith trys to deepstrike. A massive tower of stone and/or steel gets lost, when it lands on one human soldier.
With that amount of terrain we're playing, I can just about to forget about playing a momlith.
Although its nice to have the option to Deep Stirke with Wraiths, just because the option is there, doesn't mean you have to take it. And if you do, you don't try to land right in someone's face (because as you point out they have no real ranged weapons), so you just use it to land out of sight and then use your Jump Infantry movement next turn to get into combat.
And with the Monolith, I'm not going to say its a super-optimal choice, but the range on the Gauss Arcs and the Particle Whip are both now 24", so if you have to (or want to) Deep Strike, then don't try to land to close to a unit and you should still be fine able to fire its weapons.
Oops! I guess I misread it when I first checked it out! sorry for wasting your time.
Sure... I don't have to. With the wraith, Yak, you're right... good point
But for the Monolith.... it is not only the firepower... I think one major concept ist teleporting units right into where they belong... either to save them or to bring them up front. Therefore I like my monolith in the middle of the table. If I do not deepstrike him, it will take ages with the 6"... AND I have to take a terrain test EVERY round. Lets not talk about logic... a drop pad can do... also the big tyranid creature... why not leaving this as it was ?
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Sasori wrote:
- the rotten new WBB concept
I think part of the reason its' a 5+, is the reduced cost of the models, in additon to the fact it looks like it can be taken against everything, without a Rez orb nearby.
Nah... no problem with the 5+. Its more annoying, that I cant't come back if the unit is un the run or wiped out. I am pretty sure in most CC situation, you won't have this save. with 4+ AS and INI 2 you loose a lot of CC becaus you fail the test... and run.
Where are you getting the terrain test every turn from? Here's what Yakface said about the monolith:
Monolith: One Monolith per FOC slot. It is a new vehicle type called 'Heavy' which means the vehicle cannot move faster than combat speed but always counts as stationary when firing.The Gaus Flux Arc on the Monolith no longer automatically hits every unit within range, instead each one fires separately and can hit four different targets (which can be different targets from the rest of its shooting). Each Flux Arc is now just a straight up 3 shot weapon (instead of a random number of hits). Particle whip is now just a straight up S8 AP3 24" large blast. Oh, and if the Monolith is put into Reserves, it must arrive via Deep Strike.
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). The portal can be used to either transport any non-vehicle friendly Necron unit (that isn't engaged in combat) through it or to suck enemy models within 6" to instant death who fail a Strength Test (one or the other can be done each shooting phase). No bonus to reanimation protocols 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...
So i read that as saying it can only move 6" but counts as stationary for firing weapons, which means it can always fire everything. Am i reading it wrong? It doesn't say it is a Skimmer or anything that would normally cause terrain tests though.
There's no range change quoted on the teleport so i am assuming it can still teleport units up to 18". i would guess thsi would count as their movement as well.
At the end of the day, at least as i read it, it is an AV14 vehicle which can move 6" and fire off 12 S5 shots at different targets, a S* AP3 blast AND suck a model to instand death from 6" away. All for less than a Land Raider (i think). Sweet!
Edit: Also, if the old rules still apply (which i doubt) the Particle Whip can't be affected by weapon destroyed results either.
Well Init 2 pretty much makes Triarch Praetorians with the rod useless - 6 inch range to shoot and then they all die in CC before they get to strike.
Also, if the barge carries 10, and the min size for warriors is 10... where does unit attachment ride?
I can see lash whips being 100% necessary for wraiths.
I think my FA are looking like 3 heavy destroyers, 6 wraiths with whips, 10 scarabs
Heavy is looking like 2 doomsday arks, and monolith
I wanted praetorians, but I thought that they would have an init higher than 2. This means that with the rumoured points cost - terminators will annihilate them before they get to strike.
darkslife wrote:Well Init 2 pretty much makes Triarch Praetorians with the rod useless - 6 inch range to shoot and then they all die in CC before they get to strike.
Also, if the barge carries 10, and the min size for warriors is 10... where does unit attachment ride?
I can see lash whips being 100% necessary for wraiths.
I think my FA are looking like 3 heavy destroyers, 6 wraiths with whips, 10 scarabs
Heavy is looking like 2 doomsday arks, and monolith
I wanted praetorians, but I thought that they would have an init higher than 2. This means that with the rumoured points cost - terminators will annihilate them before they get to strike.
Warriors are supposed to be in squads between 5 and 20 in number, no 10 min.
But I agree with you on the incredibly low initiative of the entire army. I understand slow robots etc. but they got more personality, that and some things just LOOK faster now. Pteorians? those suckers sure look fast, wraiths? the finecast overlord? fethhhh.
darkslife wrote: Well Init 2 pretty much makes Triarch Praetorians with the rod useless - 6 inch range to shoot and then they all die in CC before they get to strike.
Way to jump the gun mutch where is it said that they are I2 I see Praxiss ask if this may be the case that the Wraiths I2 is across the board but no confirmation either way....never mind I'm an idiot and yes thats lame.
darkslife wrote:
Also, if the barge carries 10, and the min size for warriors is 10... where does unit attachment ride?
Have you read all the stuff on the 1st page which Kroothawk has kindly been compiling where the min/max unit size for warriors is quite clearly stated?
reds8n wrote: Just to add with regards to the background elements that what we've read here tallies with the info from "Hammer and Anvil" the forthcoming ( December IIRC) SoB novel, which details the events when they return to the scene of the Sanctuary 101 massacre. Units, wargear and terminology mentioned here is used and referenced.
Well I'm glad they're not ret-conning that part of the fluff.
Wasn't the 'Lith a Heavy Skimmer (unofficially i suppose)before? Something along the lines of it being that big that if it was immoblised, rathe than wrecking like a normal skimmer, it settles to the ground and continues to fight from there.
Do normal skimmers have to take terrain tests every turn (i've never played with them so i have no idea how they actually work)
The low I on the Praetorians is a bit unfortunate, but as long as you don't aim them at squads armed with a lot of power weapons/rending You should come out on top.
Granted, from the Elites shown so far, I think I'd use a Squad of Lycheguard with Hyperphase Swords/Dispersion Shields With a Lord and Rez Orb.
Along with Two Triarch Stalkers. Those have really peaked my interest. a Heavy 2 Melta at 24' is Pretty awesome.
Praxiss wrote:Wasn't the 'Lith a Heavy Skimmer (unofficially i suppose)before? Something along the lines of it being that big that if it was immoblised, rathe than wrecking like a normal skimmer, it settles to the ground and continues to fight from there.
Do normal skimmers have to take terrain tests every turn (i've never played with them so i have no idea how they actually work)
Nope. No Idea why that would be the case. Unless of course there's difficult terrain everywhere on the table...which is stupid.
It won't match the fluff exactly, but should do the job.
Wow, that looks great though! I bet there will be a lot of leftover Cannon bits from Ghost Arks/Command barges and what not, so I'm sure there will be some badass conversions going on!
OK, this, is, I freely admit, kind of a stupid question. I can't imagine that this would not have been mentioned by Yak if so, but I'll ask anyway, after reading the first post:
Do either the Flayed Ones or Wraith's bare claws count as power weapons?
Ouze wrote:OK, this, is, I freely admit, kind of a stupid question. I can't imagine that this would not have been mentioned by Yak if so, but I'll ask anyway, after reading the first post:
Do either the Flayed Ones or Wraith's bare claws count as power weapons?
Wraiths get Rending, and it looks like the Flayed ones just get bare attacks.
Ouze wrote:OK, this, is, I freely admit, kind of a stupid question. I can't imagine that this would not have been mentioned by Yak if so, but I'll ask anyway, after reading the first post:
Do either the Flayed Ones or Wraith's bare claws count as power weapons?
Wraiths get Rending, and it looks like the Flayed ones just get bare attacks.
Which means there's no reason whatsoever to buy those god awful new Flayed One models
IronfrontAlex wrote:Doesn't really help to much if they're slower than the things they're meant to chop
Chances are you won't even lose one wraith before you swing back.
I2 Sucks. Wraiths however, have 2W and a 3++ Save. They aren't Genestealers (Insert other fragile, hard hitting unit) where you NEED to swing first. I can't think of anything that is going dent these before they swing.
You also can take the Whip Coils, which reduces an enemy to I1. On the Brightside, Assault Grenades don't matter as much.
OK... after reading a bit more, I take back the wraith comment. 6 Wraith, deepstriking WITHOUT mishaptest, each with 2 wounds and a device that acts like the tyranid whip (reduces INI of enemy to "1"), which are not effected by terrain when it comes to assault and have a 3+ ward save AND are to be outfitted with some minor shooting devices for less points then before... are a good deal. Different... but ok.
Automatically Appended Next Post: Again... also adressed to myself: we MUST rethink
So if Crypteks/Lords can embark on Ghost Arks does this mean that while you couldn't take one as their dedicated transport, a Royal Court that wasn't split off to lead (or the remainder after those that were) could embark on a Ghost Ark?
Also could I possibly clarify that it's the wargear choices that are limited to 1 per court and that if one wanted to they could have all 5 crypteks in the same court take the same "discipline" and thus weapon upgrade, but only 2 tops would be able to take wargear if you did so?
Just realized the destroyer curse affecting Lords is a huge deal - Destroyer lord w/ warscythe attacking at s7 power weapon with preferred enemy = damage output of a trygon for (probably) half points. No 2d6 on vehicles, but that's okay. 2 destroyer lords hooked up to a squad of praetorians all kitted for close combat can be a very good MEQ wipe squad.
KarlPedder wrote:
Also could I possibly clarify that it's the wargear choices that are limited to 1 per court and that if one wanted to they could have all 5 crypteks in the same court take the same "discipline" and thus weapon upgrade, but only 2 tops would be able to take wargear if you did so?
You've got it. So You could have all 5 Crypteks with the Eldritch Lance (which is the weapon upgrade for that discipline) but you could only have one of them take a Solar Pulse (as that's a Cryptek wargear option and each wargear option is maxed out at one per Court).
Well, the way I see it, the I2 might not be soooo bad, I mean if some units had furious charge or the chronometron had the ability to help in combat by making necrons faster or the enemy slower, then there might be some way to make combat units more viable. Whatever the case, I reckon the best way to survive combat is to not let anyone get there; tall order, but with all this mid range shooting available, doable...
Ah, if it weren't only 1 cryptek per squad, then. Shame. Still it's nice to have some s8 ap2 goodness available. I think the triarch stalker is going to be a popular model when (if?) they release it - necron markerlights FTW!
Praxiss wrote:What do guys think Pariahs models would be best used as? i'm thinking either the Praetorians or Crypteks.
I only got 3 to trial ages ago and never got more because they were so.....disappointing.
Probably as Lycheguard, since the Praetorians have Jump packs. Honestly though, the new models are so fantastic I'd just have them. Don't have to worry about those stupid arms breaking of then... That was my main issue with the Old Pariah Models.
Dakka is one of numerous GW/Hobbyist sites on the web. You say GW is not advertising? That all of the speculation does not help build the hype?
On Dakka alone, this topic has:
Replies: 1,843
Views: 126,537
All views may not be unique, but, you get the picture.
I would if they intentionally provided this stuff. I don't believe that is the story, however.
Unless it's some double-secret viral marketing that they are intentionally leaking to Yak? Which, although possible, seems unlikely as Dakka might not provide the most sympathetic ear for Gee-dubs, at least compared to someplace like Bolter & Chainsword. But, Dakka is also the biggest.... so who knows.
@Yakface
Are the immortals or any of the new minis on 40mm bases?
Would you have any idea when the rest of the range will be released? Maybe in the same way as Dark Eldar was released?
The more I think about it, the more I'm thinking that keeping the Royal Court together could be a nice little unit.
Keep it simple and just take 5 Crypteks and give them the Harbinger of Destruction upgrade (which gets them the 36" S8 Assault1 Eldritch Lance shooting), and of course throw one solar pulse in there because its too good to pass up and you have a nice little AT unit, that can move and shoot 5 S8 shots and of course has the ability to apply night fighting to one of your opponent's turns with the solar pulse. All for just a hair under 200 points.
Not Long Fang good obviously, but in an army that doesn't have too much long(ish) range AT besides the Doomsday Ark, it seems like they fit a nice niche.
Especially if you had that special character that gives out special rules to friendly units, you could totally set them up each turn to effectively have S9 shots against vehicles!
So based on Yakface's (generous) postings relating to the new book I have surmised the following:
Crypteks and Lords only have 2 base attacks each (sergeant stats) while Overlords have probably 3 or (not likely) 4 base attacks on their profile.
2 Destroyer overlords, then, with warscythes, charging will decimate just about any 10 man or less MEQ squad it hits, having T 6, 3 W per model (assuming), with the 2+/3++ save the phase shifter and other gear provides. Now with no points posted we can't say this is the killer HQ option because it precludes any of the nifty special characters, but it adds a much needed CC punch to my existing necron force - I will probably convert one of my 8 destroyers to another destroyer lord (with spare bits from the new minis) and then actually re-attach my heavy destroyer bits to a couple others.
It doesn't seem i missed out by not having a destroyerwing after all...I feel sorry for those people who did buy a lot in the last iteration. Hopefully you can all find some buyers on D. swap shop or ebay and replace those minis with some of the new ones.
**edit** - is it possible new destroyers are T6 instead of T5 - making them more resilient, despite having a smaller squad size? Think a fast equivalent of tyranid hive guard, possibly? the possibilities are swimming through my head *end edit*
It seems like we'll really have to keep an open mind on this codex for a while. This is the kind of codex where I could see people on one side complaining it's O.P. and the other side saying everything sucks
The main thing to consider is that the codex seems to have been taken in a pretty different way then most other codex's have been. There seems to be a lot of abilities to hinder your opponents movement and make it difficult to get close ex. c'tan making all difficult terrain dangerous for all enemy models.
The thing we can't really determine is the strength of our anti-tank, will be until we know the exact wording of the entropic rule. really if a vehicle ever gets down to toughness 8 or less it stops being anywhere near as difficult to kill. As far as I've heard up to this point, it sounds like we could have a fair amount of units or equipment to do that.
tetrisphreak wrote:So based on Yakface's (generous) postings relating to the new book I have surmised the following:
Crypteks and Lords only have 2 base attacks each (sergeant stats) while Overlords have probably 3 or (not likely) 4 base attacks on their profile.
2 Destroyer overlords, then, with warscythes, charging will decimate just about any 10 man or less MEQ squad it hits, having T 6, 3 W per model (assuming), with the 2+/3++ save the phase shifter and other gear provides. Now with no points posted we can't say this is the killer HQ option because it precludes any of the nifty special characters, but it adds a much needed CC punch to my existing necron force - I will probably convert one of my 8 destroyers to another destroyer lord (with spare bits from the new minis) and then actually re-attach my heavy destroyer bits to a couple others.
It doesn't seem i missed out by not having a destroyerwing after all...I feel sorry for those people who did buy a lot in the last iteration. Hopefully you can all find some buyers on D. swap shop or ebay and replace those minis with some of the new ones.
Sorry, but one of the wargear items that Destroyer Lords can't take is the Phase Shifter. They can boost their save to 2+, but they can't get the 3++ like standard Overlords can.
hollowmirror wrote:
The thing we can't really determine is the strength of our anti-tank will be until we know the exact wording of the entropic rule. really if a vehicle ever gets down to toughness 8 or less it stops being anywhere near as difficult to kill and that sounds like we could have a fair amount of units or equipment to do that.
Anybody who has fought against a fully tooled-out beastmaster squad knows that the beast-multicharge is a very real and possible threat. Imagine a 10 base swarm of scarabs multicharging about 3 rhino-chassis equivalents....By the end of the assault phase they'll probably be AV 6 or 7 in the front, and 5 or 6 in the rear..If not wrecked due to lucky rolling. Even if the scarabs are shot down in the subsequent turn (remember they can reanimate, so it might not be that big a deal...plus stealth gives them 3+ cover saves to help survive shooting) the next necron shooting phase should have no trouble eliminating the shiney metal boxes with gauss flayers/blasters/flux arcs.
Our FA slots are still the most heavily contested, but this time it feels like it's in a good way.
tetrisphreak wrote:So based on Yakface's (generous) postings relating to the new book I have surmised the following:
Crypteks and Lords only have 2 base attacks each (sergeant stats) while Overlords have probably 3 or (not likely) 4 base attacks on their profile.
2 Destroyer overlords, then, with warscythes, charging will decimate just about any 10 man or less MEQ squad it hits, having T 6, 3 W per model (assuming), with the 2+/3++ save the phase shifter and other gear provides. Now with no points posted we can't say this is the killer HQ option because it precludes any of the nifty special characters, but it adds a much needed CC punch to my existing necron force - I will probably convert one of my 8 destroyers to another destroyer lord (with spare bits from the new minis) and then actually re-attach my heavy destroyer bits to a couple others.
It doesn't seem i missed out by not having a destroyerwing after all...I feel sorry for those people who did buy a lot in the last iteration. Hopefully you can all find some buyers on D. swap shop or ebay and replace those minis with some of the new ones.
Sorry, but one of the wargear items that Destroyer Lords can't take is the Phase Shifter. They can boost their save to 2+, but they can't get the 3++ like standard Overlords can.
Aw, okay. Thanks Yakface! Is a 4++ possible however, or do they simply crumple to powerfists and the like?
Automatically Appended Next Post:
Medium of Death wrote:From which divine font are you getting this information?
Yakface rumors, plus swarms have the Stealth USR in the BRB.
The more I think about it, the more I'm thinking that keeping the Royal Court together could be a nice little unit.
Keep it simple and just take 5 Crypteks and give them the Harbinger of Destruction upgrade (which gets them the 36" S8 Assault1 Eldritch Lance shooting), and of course throw one solar pulse in there because its too good to pass up and you have a nice little AT unit, that can move and shoot 5 S8 shots and of course has the ability to apply night fighting to one of your opponent's turns with the solar pulse. All for just a hair under 200 points.
Not Long Fang good obviously, but in an army that doesn't have too much long(ish) range AT besides the Doomsday Ark, it seems like they fit a nice niche.
Especially if you had that special character that gives out special rules to friendly units, you could totally set them up each turn to effectively have S9 shots against vehicles!
I'm Guessing that's Illuminor Szeras, with his Augmentations? I reread through Nemesor, and didn't see anything, But I could easily have missed it.
That sounds really strong though. There seems to be a lot of S8-10 Weaponry in the army, it's just not concentrated on single models like Psyriflemen, or Longfangs. Perhaps that's the big issue people are having trouble seeing as far as Anti-Tank goes.
hollowmirror wrote:
The thing we can't really determine is the strength of our anti-tank, will be until we know the exact wording of the entropic rule. really if a vehicle ever gets down to toughness 8 or less it stops being anywhere near as difficult to kill. As far as I've heard up to this point, it sounds like we could have a fair amount of units or equipment to do that.
The wording is pretty straight-forward.
For each hit caused by a Entropic weapon at the end of the phase roll a D6 and on a 4+ the vehicle loses a point of armor on all its facings. If the vehicle ever reaches 0 on any facing it becomes wrecked.
Scarabs have it.
One Cryptek piece of wargear has it (with unlimited range) as a shooting attack (so you can have two of these in the army if you take 2 Royal Courts).
C'Tan can take it as one of their manifestations.
And the Voidblade (which is a CC rending & entropic weapon), that is carried by Nemesor Zahndrekh and can be given to Necron Overlords, Destroyer Lords, Lesser Lords and Triarch Praetorians.
Sure there are things I'm a bit concerned about with the codex, I2 wraiths is some ++expletive deleted++
That being said I feel like this will be like the DE release in the sense that people sorta slung to the weaknesses in the book but now, at least locally for me, i'lll see players who read though the book and have mastered MSU and loads of dark lances to beat even the most seasoned of SW players.
tetrisphreak wrote:
Aw, okay. Thanks Yakface! Is a 4++ possible however, or do they simply crumple to powerfists and the like?
Well, they're Toughness 6 so they're not getting instant-killed by anything (unless it causes instant death regardless of Toughness), but yeah you're getting tooled by Powerfists cause they're wounding on 2's and you don't get a save from them...with the only saving grace being that at least you're swinging first most of the time with your awesome I2.
I guess you could always run him with a unit of Wraiths that have the Whip Coils to drop most of your combatants down to a I1. Of course that would be a very, very expensive unit with him included.
hollowmirror wrote:
The thing we can't really determine is the strength of our anti-tank, will be until we know the exact wording of the entropic rule. really if a vehicle ever gets down to toughness 8 or less it stops being anywhere near as difficult to kill. As far as I've heard up to this point, it sounds like we could have a fair amount of units or equipment to do that.
The wording is pretty straight-forward.
For each hit caused by a Entropic weapon at the end of the phase roll a D6 and on a 4+ the vehicle loses a point of armor on all its facings. If the vehicle ever reaches 0 on any facing it becomes wrecked.
Scarabs have it.
One Cryptek piece of wargear has it (with unlimited range) as a shooting attack (so you can have two of these in the army if you take 2 Royal Courts).
C'Tan can take it as one of their manifestations.
And the Voidblade (which is a CC rending & entropic weapon), that is carried by Nemesor Zahndrekh and can be given to Necron Overlords, Destroyer Lords, Lesser Lords and Triarch Praetorians.
Using Mathammer (yes i know...) It seems like scarabs will be the end-all-be-all for FA slots in cron armies.
ten swarms in a max unit, no?
They charge a tank, say they charge a rhino which moved but didin't go all out.
4's to hit, A3 base, 4 on the charge equals 40 attacks. 4+ to hit brings us to an average of 20 hits and another 4+ for the effect will on average be 10 which willl take out most mech in the game (most have rear AV 10)
QUESTION THOUGH!
would this have a similar effect on walkers? would scarabs actually be allowed a change against a furioso?
The more I think about it, the more I'm thinking that keeping the Royal Court together could be a nice little unit.
Keep it simple and just take 5 Crypteks and give them the Harbinger of Destruction upgrade (which gets them the 36" S8 Assault1 Eldritch Lance shooting), and of course throw one solar pulse in there because its too good to pass up and you have a nice little AT unit, that can move and shoot 5 S8 shots and of course has the ability to apply night fighting to one of your opponent's turns with the solar pulse. All for just a hair under 200 points.
Awesome this was pretty much what i was thinking and if my theory that RAW will allow you to embark a Court on a Ghost Ark 'taxi" or hell sacrafice one of those 36" S8 shots for whatever the Abyssal Staff does and give him a VoD obviously going to pump the points up even more but you now have a unit that can shoot 4 36" S8 that can DS around the board each movement phase....
IronfrontAlex wrote:
Using Mathammer (yes i know...) It seems like scarabs will be the end-all-be-all for FA slots in cron armies.
ten swarms in a max unit, no?
They charge a tank, say they charge a rhino which moved but didin't go all out.
4's to hit, A3 base, 4 on the charge equals 40 attacks. 4+ to hit brings us to an average of 20 hits and another 4+ for the effect will on average be 10 which willl take out most mech in the game (most have rear AV 10)
QUESTION THOUGH!
would this have a similar effect on walkers? would scarabs actually be allowed a change against a furioso?
Of course. The only issue would be if the walker is WS5, which vs. the Scarab's WS2 would mean they need 5's to hit, which would really screw with your Scarabs effectiveness. And plus it would be really suicidal to do so since each wound caused by the walker is likely to cause instant death against the Scarabs.
I would personally categorize sending Scarabs against Walkers to be a less than optimal choice.
The more I think about it, the more I'm thinking that keeping the Royal Court together could be a nice little unit.
Keep it simple and just take 5 Crypteks and give them the Harbinger of Destruction upgrade (which gets them the 36" S8 Assault1 Eldritch Lance shooting), and of course throw one solar pulse in there because its too good to pass up and you have a nice little AT unit, that can move and shoot 5 S8 shots and of course has the ability to apply night fighting to one of your opponent's turns with the solar pulse. All for just a hair under 200 points.
Awesome this was pretty much what i was thinking and if my theory that RAW will allow you to embark a Court on a Ghost Ark 'taxi" or hell sacrafice one of those 36" S8 shots for whatever the Abyssal Staff does and give him a VoD obviously going to pump the points up even more but you now have a unit that can shoot 4 36" S8 that can DS around the board each movement phase....
doubt you could but what if you could give the court destroyer bodies?
bwhaha totally unnecessary but it would be like oh hai jetseetcouncil
KarlPedder wrote:
Awesome this was pretty much what i was thinking and if my theory that RAW will allow you to embark a Court on a Ghost Ark 'taxi" or hell sacrafice one of those 36" S8 shots for whatever the Abyssal Staff does and give him a VoD obviously going to pump the points up even more but you now have a unit that can shoot 4 36" S8 that can DS around the board each movement phase....
Yes the Court can embark on a Ghost Ark. They can't take one, but they can ride it like you say.
And yeah, you could go with one VoD, but the VoD is really expensive and the Abyssal staff while cool (basically the exact same thing as a Callidus's Neural Shredder), doesn't really compliment the unit's primary AT role (although it does give it a nice fall back if you really need to go for it and attack a unit that has great armor but only a so-so Leadership characteristic).
Thanks again for all the info Yak, esp. the Wraith info.
I'm a bit confused by the Wraith Whips though, someone posted they were the same as Tyranid Lash Whips (reduce attacks by 1, if in base contact) but other people are saying the Wraith's whips reduce enemy Int to 1 if in base contact?
If its the latter, I'll be equiping them across the board.
Just a another plea for info on the Wraiths, has their strengh been reduced or is it still instant death for Humans/Eldar/Tau?
Scarabs vs Dreadnought (of any configuration) is usually a last-ditch suicide attempt, possibly at psyflemen that will be shooting at them next turn anyway. Riflemen dreads only have 2 attacks, so they hit on 3's, wound on 2's, allow the 5+ armor save, then whatever is left over is hitting back on 4's and reducing armor on 4's...the scarab tarpit will eventually crumble but the end result will be an AV7 or less dreadnought, which can be killed with small arms fire.
I think necrons will be unique in that if your target priority is good, you can make every (or almost every) enemy vehicle killable by anti-infantry weapons. Something nobody else can do on the tabletop right now. Cool.
Sir Harry Flashman, VC wrote:Thanks again for all the info Yak, esp. the Wraith info.
I'm a bit confused by the Wraith Whips though, someone posted they were the same as Tyranid Lash Whips (reduce attacks by 1, if in base contact) but other people are saying the Wraith's whips reduce enemy Int to 1 if in base contact?
If its the latter, I'll be equiping them across the board.
Just a another plea for info on the Wraiths, has their strengh been reduced or is it still instant death for Humans/Eldar/Tau?
Tyranid Lashwhips Reduce enemies in Base contact to I1, they don't reduce attacks.
Sir Harry Flashman, VC wrote:Thanks again for all the info Yak, esp. the Wraith info.
I'm a bit confused by the Wraith Whips though, someone posted they were the same as Tyranid Lash Whips (reduce attacks by 1, if in base contact) but other people are saying the Wraith's whips reduce enemy Int to 1 if in base contact?
Don't know what Lash Whips the nids your dealing with use but in the codex reduce Initiavite to 1 is exactly what they do.
Sir Harry Flashman, VC wrote:Thanks again for all the info Yak, esp. the Wraith info.
I'm a bit confused by the Wraith Whips though, someone posted they were the same as Tyranid Lash Whips (reduce attacks by 1, if in base contact) but other people are saying the Wraith's whips reduce enemy Int to 1 if in base contact?
If its the latter, I'll be equiping them across the board.
Just a another plea for info on the Wraiths, has their strengh been reduced or is it still instant death for Humans/Eldar/Tau?
Tyranid Lashwhips Reduce enemies in Base contact to I1, they don't reduce attacks.
Wraiths are Still Strength 6.
KarlPedder wrote:
Sir Harry Flashman, VC wrote:Thanks again for all the info Yak, esp. the Wraith info.
I'm a bit confused by the Wraith Whips though, someone posted they were the same as Tyranid Lash Whips (reduce attacks by 1, if in base contact) but other people are saying the Wraith's whips reduce enemy Int to 1 if in base contact?
Don't know what Lash Whips the nids your dealing with use but in the codex reduce Initiavite to 1 is exactly what they do.
Thanks for the info. I'm looking at the Nid codex now, not sure if its an old one (has a carnifex on the front doing GBH to a Ultramarine Rhino)?
Automatically Appended Next Post: Ah, heres the kicker wirtten by Phil Kelly and Andy Chambers, I must have the old one
Scarabs are defo sounding like the way forward to me (i always used them anyway as i didn't have many Wraiths or Destroyers in the first place).
it also depends on how quickly they can move round the table. They used to move like jetbikes so coudl TBoost and get a 2+ cover save, then charge.
I'm guessing as they are now Beasts the cant TBoost though....so you will have to ake cunning use of cover to get them up close to that LR/Rhino/IG tank line (DIE MANTICORE DIE!!!)
I wonder if you can still do the old "join a D-Lord with Scarabs for a kick-ass cover save and tank killing charge".
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
I had a Vietnam flashback to 2nd ed Fantasy once, things had Letters for toughness! Dwarves were toughness "C"! Oh lord!
Is that Wraith ranged weapon which makes a random unit take a strength test also a pistol? If so, even if the shooting attack is rarely used, the extra attack'd be nice. As such, if the upgrade isn't that much more'n the normal pistol, you could take it on the off chance it'll be useful.
Also, ew, that does somewhat cramp the Night Scythe's style. Still, I wasn't planning on taking any, so I guess it doesn't affect me.
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
I think was not really bad the night scythes rule....if the enemy want to fire at the Scythe then he doesn't have nothing to assault...and with the rest of the army you can destroy them.....and if you reenter via reserve maybe you can take one objective near to you side....
I see the Harp of Dissonance on the Cryptek being very useful. If you have several of them, you can reliably drop armor and fire other things to pop the vehicle within the same turn.
Praxiss wrote:Hmmm. Thanks. Not as pricey as i feared but more than i'd hoped.
Praxiss wrote:What do guys think Pariahs models would be best used as? i'm thinking either the Praetorians or Crypteks.
I only got 3 to trial ages ago and never got more because they were so.....disappointing.
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
Remember thinks can change in a final release. Even then that seems like such a huge rule hole that they would probably FAQ it
It also encourages you to deploy forces sooner rather than later.
I know i am guilty of sitting a unit of CSMs on an objective still in their Rhino as it give a nice extra layer of protection. This rule woudl stop people doing that and force them to get their reserves on the table or risk makeing them useless for the game.
Doesn't it count as open topped anyway? So wouldn't it be able to move full speed (whatever that may be), fire a load of weapons AND dump its contents all in one turn?
I must admit i prefer the thought of a plane with a mini-portal to the thought of it landing and necrons walkign down a loading ramp onto the table. Much more fluffy IMHO. Anyone else got mages of the transport rings from StarGate in their head when thinking of this?
Praxiss wrote:It also encourages you to deploy forces sooner rather than later.
I know i am guilty of sitting a unit of CSMs on an objective still in their Rhino as it give a nice extra layer of protection. This rule woudl stop people doing that and force them to get their reserves on the table or risk makeing them useless for the game.
Doesn't it count as open topped anyway? So wouldn't it be able to move full speed (whatever that may be), fire a load of weapons AND dump its contents all in one turn?
I must admit i prefer the thought of a plane with a mini-portal to the thought of it landing and necrons walkign down a loading ramp onto the table. Much more fluffy IMHO. Anyone else got mages of the transport rings from StarGate in their head when thinking of this?
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
^^^^This makes these questions even more relevant...
Do the Nightscythes have any kind of Assault Ramp type analogue?
Does the Monoliths portal function similarly to now except being able to pull folk out of combat/reroll WBB that is the 18" Teleport models can assault out of Monolith even if both moved, models can move + assault out of Monolith if models didn't move first even if Monolith did?
And does the Monolith have the ability to bring any models into play from reserve?
Is the Particle Whip seperate from the portal that is can you use both, is it still Ordanance?
Could the Night Scythe act like a portal for all troops. So instead of being a typical dedicated transport, troops entering from reserve could just hop out?
Maybe the protals will have some sort of special rule allwoing them to be used afterm oving (kind of like a LR ramp) so the Scythe can move and still deploy troops. I'm assumign that Yakface would have said something if it did but ho hum.
So what tactics would work with it then?
If it was a Rhino i would move it 12" and pop smoke and hope no-one charges it before the 'zerkers get out.
I wish we could know the costs of Tomb Spyders and Destroyers...since I want to try some of the new rules on sunday and I don't know what the units costs...I'm using the old codex cost for Spyders and assuming the Destroyers are 30pts a model...the Heavy Gauss Cannon are then 30 pts as well (since Yakface said the upgrade makes them cost double)
So with the new WBB on Wraiths say I lose two models. And then I make both WBB's (or RP's if your being technical) then I'd get back both models at 1W? I like this mucho!
Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?
Wonder if Tomb Spyders are more or less expensive. Certainly a pretty interesting solution to feeling like you have to spam FA Scarabs if they are affordably spammable themselves.
Could you imagine taking 9 Tomb Spyders for fun one day and a single 10 base unit of Scarabs. You could add 9 swarms per turn! Assuming it lets you go above your starting amount
I don't see how Destroyers go down to 3 max per unit AND lose a shot each AND lose their top speed without getting something to help them out. I only have a few but some people have 15 of them and it sounds like they got gutted. Is there no buff for Destroyers? Destroyer Lord do anything for them?
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.
My apologies if this question has been posed already, but:
Do you think the odds are good that a plastic set of Wraiths would be released? They seem to have quite a few options according to the latest info on them that I've read here. I can't see a lot of options being included in a Finecast kit, though I know there are likely a few exceptions to this rule.
There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.
Only if they are destroyed in their own turn i.e. stray blast weapon, dangerous terrain etc.
I think if your using it to objective grab and filling it with warriors, you would be better off with them going into reserve. This is better than being stuck surrounded by the enemy and their CC nastiness...
Automatically Appended Next Post: I bet wraiths will move to finecast single blisters, they seem a good unit and will probably sell well, even at £12 each
There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.
Only if they are destroyed in their own turn i.e. stray blast weapon, dangerous terrain etc.
I think if your using it to objective grab and filling it with warriors, you would be better off with them going into reserve. This is better than being stuck surrounded by the enemy and their CC nastiness...
Automatically Appended Next Post: I bet wraiths will move to finecast single blisters, they seem a good unit and will probably sell well, even at £12 each
This, and you still have the Monoliths portal.
Personally, I think it will be very hard to justify Mech heavy Necrons (which is a good thing). I see Ghost Arks doing more unit resupply support, fire support, and minimal actual transport, while a wave of fast moving and massed numbers of resurrecting undead come to bear.
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
Now this is sort of transport I wanted. I wanted some vehicle to reflect the Necron's portal technology
I don't mind the penalty that much, as it actually keeps your guys alive and stops them from being assaulted. I would take Night Scythe over Ghost Arks any day.
Automatically Appended Next Post:
Praxiss wrote:It also encourages you to deploy forces sooner rather than later.
I know i am guilty of sitting a unit of CSMs on an objective still in their Rhino as it give a nice extra layer of protection. This rule woudl stop people doing that and force them to get their reserves on the table or risk makeing them useless for the game.
Doesn't it count as open topped anyway? So wouldn't it be able to move full speed (whatever that may be), fire a load of weapons AND dump its contents all in one turn?
I must admit i prefer the thought of a plane with a mini-portal to the thought of it landing and necrons walkign down a loading ramp onto the table. Much more fluffy IMHO. Anyone else got mages of the transport rings from StarGate in their head when thinking of this?
Actually, I consider it more like the Wraith Darts from Stargate Atlantis.
Anpu-adom wrote:Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?
Can't say for sure until we see the unit entry because it could be;
yakface wrote:
I just discovered something rather distressing about the Night Scythes (the primary transport in the codex). I'm not entirely sure how I missed seeing this up until this point.
For its lone access point, it describes a wormhole gateway on the underside, and the fluff explains that the Night Scythe doesn't actually transport the unit inside it, but its just a stable wormhole to where the unit is hanging out...it says like the Monolith's portal, but less flexible. Cool right?
But the problem is the manifestation of this fluff into rules:
If the Night Scythe is destroyed the embarked unit is not deployed, but instead goes back into reserves to arrive normally (i.e. it can't deep strike even if the unit has that rule).
So basically, leaving your unit inside this transport becomes a giant liability because if it gets destroyed your unit is likely to have no impact at all on the game.
About the only way I could see this still being a viable transport would be when using the Stormlord and having the cover of night fight to allow your transports to move up without being shot...but even then, is it really worth the risk of having your unit banished back to Reserves a few turns into the game?
I desperately hope that this rule has somehow been changed in the final release of the codex (but I doubt it)!
There is one benefit though... since fast vehicles that are destroyed and have moved over 12 inches auto destroy the unit this actually gives freedom to move flat out with impunity.
No. Units aboard flat out skimmer transports are only destroyed if the skimmer is wrecked during its move. The following turn (which, by rule, means player turn) they are just fine if it's wrecked. Common misnomer.
Dominic1905 wrote:Do we have any information on the Lord which lets you use the night fighting rules for a limited amount of turns (the storm lord I think)?
Page one has some information. Check Yak's posts as well.
That Cryptek is posed in a really bizarre way. He looks like he's had a few glasses of motor oil and been out on the razzle all night! Let's start a new game: name the tune that the Crytek is dancing to!
Mine is Hawkwind's 'Quark Strangeness and Charm'. A quirky little number that to me catches the shapes the Cryptek is pulling...
Anpu-adom wrote:Quick (I hope) question on the Royal Court. Yakface said that they are 0-5 Lords and 0-5 Cryptek. Does that mean that I could be running around with a single unit containing 5 Lords and 5 Cryptek? Or is it limited to 5 models?
Can't say for sure until we see the unit entry because it could be;
Unit size: 3-10 or 1-5 etc. etc.
Of which 0-5 can be lords and 0-5 can be cryptek
See my point?
Thanks. Most of the other 'honor guard' type units are up to 5 models... It would be a damn expensive unit if we could be rolling with 5 of each, but I can imagine them taking over a Ghost Ark and doing some massive damage in a flanking maneuver.
Man its ganna be hard deciding which unit gets the lord and which gets the cryptek or running the crypteks together as yak suggested with that S8 but i like the idea of giving every unit a lil more power with their respected Lord or Cryptek and mabye not every unit just what will be useful
Just been flicking through my codex and a lot of the writing/fluff in there is written from the imperiums point of view. So it would make sense that they would not know the correct back story or composition of the Necron race as a whole.
I think it makes sense that it is only now, when the fully sentient necrons are waking up, do we get an accurate back story.
Remember that a few will probably be leaving to join other units. Really like it. Do the destroyer lords get honor guard or just the overlords. Looks like necrons should help mess up the Meta a bit or at least I hope they do.
I'm a big fan of the direction the fluff went and I like most of the new kits. It does kill me that we took such a huge points reduction accross the board, using the rough guestimates Yak has posted my 2800 points of painted necrons are probably going to barely scrape by as a legal 1500 army :(
The big killer is that the Lords, monos, destroyers and warriors all took big hits and I was sticking to them since I knew the metal stuff would get a rework (I hate working with metal).
I was hoping to get a bunch of awesome new kits but I guess you just might get what you wish for... and it seems like it'll cost me
Leth wrote:Remember that a few will probably be leaving to join other units. Really like it. Do the destroyer lords get honor guard or just the overlords. Looks like necrons should help mess up the Meta a bit or at least I hope they do.
My understanding is the the destroyer body is an option on the Overlord... so they would be able to take a Royal Court.
I'm wondering if lords from the court can take Destroyer bodies, based off initial rumors I think a destroyer lord with warsythe and res orb in a pack of Wraiths could be a nice little deathstar
Just to clarify, this codex was written with 6th edition in mind wasn't it? If thats the case then I understand the odd rules a bit more. Like destroyers with PE; maybe in 6th it will let you re-roll all hits (shoot & assault), and maybe combat will be a bit more forgiving for the units (looking at you warriors) who are a bit pathetic in it.
Oh and as a side note; from what we've heard, anyone got any ideas on a general tactic they're goin to use for their cron armies? Thanks
haroon wrote:so do blood angels, its called blood lance
Wait, so if Blood Angels and Tyranids get lance attacks, and they are arguably less advanced than Necrons, then how come Necrons don't get lances? I want to troll land raiders
GWChlemsford posted on their Twitter account a link to an event on their Facebook account called, "They'll be back--- Necron Release Party" on November 5th. The Facebook event page has since been removed.
haroon wrote:so do blood angels, its called blood lance
This reminds me. I haven't really noticed a BloodX BloodY BloodZ or WolfA WolfB type naming in this codex based on the early reports from Yakface. Sure, there are some weapon categories that are repeated, such as Tesla and Gauss, but at least in me estimation it does not feeld as gratuitous as some previous codexs. Perhaps this is fortunate consequence of having a group approach to the writing and development.
Also, I was reviewing the rumored 6th edition rules. No deviation for deep striking models more than 18" away from enemy troops. Maybe deep striking the Monolith won't be so bad, especially if you can nominate the arrival time as also suggested in those rumors. The Deathmarks could potentially use every second would to determine which model suffered a wound. Handy for picking apart Long Fang squads perhaps. And the superfast troop transport that would be hit on a 6+ by BS 3 troops, well, thats a bit better.
Of course the 6th ed rumors could be total bunk, but when compared to the Necron rules, some things seem to make a lot more sense.
haroon wrote:so do blood angels, its called blood lance
Wait, so if Blood Angels and Tyranids get lance attacks, and they are arguably less advanced than Necrons, then how come Necrons don't get lances? I want to troll land raiders
haroon wrote:so do blood angels, its called blood lance
Wait, so if Blood Angels and Tyranids get lance attacks, and they are arguably less advanced than Necrons, then how come Necrons don't get lances? I want to troll land raiders
Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....
Oh god...don't tell me it's a necron warrior on a eldar jetbike.
Anpu-adom wrote:GWChlemsford posted on their Twitter account a like to an even on their Facebook account called, "They'll be back--- Necron Release Party" on November 5th. The Facebook event page has since been removed.
Not really news, but someone messed up.
Somebody is being dragged off to the resin foundries to toil until a carcinogenic death frees them from the crippling agony of servitude.
i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
Joske De Veteraan wrote:i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
...You realize they could always be painted monochrome, right?
The 'new' rules for the Night Scythe make me wonder if they're going to reword the Monolith portal so that you don't have to nominate at the beginning of the game which units are entering play that way.
Blow up my transport? Alright, they'll enter over here instead if over there.
Joske De Veteraan wrote:i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
well then just keep playing with your old codex.....
Automatically Appended Next Post: so is everything going up on pre-order tomorrow? or monday?
Joske De Veteraan wrote:i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
I felt like this too. However, if you like the old fluff/look you can keep that going. I'll be kit bashing the hell out of these new Necron boxes.
Sir Harry Flashman, VC wrote:I'm thinking the immortal/death mark box will be the perfect source for cryptek heads and then kitbash them with a box of praetorians...
Well, they do come in a box of 5.
You can have 5 Crypteks per court.
...This means you can basically field an entire army without having to get finecast.
Joske De Veteraan wrote:i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
...You realize they could always be painted monochrome, right?
Joske De Veteraan wrote:i dont like them.. they have lost the monochrome feeling of the necrons.. i would have been more happy with only a new codex.. no new minis.. GW dissapoints me.. again..
Yeah because it's all about you right? I guarantee there are way more people excited than disappointed. I loved the idea of mindless killing machines waking up in waves after waves after waves purging the galaxy of life... but at the same time I love this new spin on the fluff, and I really like how it gives the race some character. Games Workshop is also throwing a bone to all those who actually enjoy 40K not just as a game but as a true hobby. The new minis are fething gorgeous, I can't wait to get my hands on them to paint them up.
Furthermore, if Zahndrekh's unit is ever assaulted and Obyron is not part of that combat, then he immediately teleports into the combat, leaving whatever unit he is in, even if he is already fighting combat or embarked in a vehicle.
I love this rule, funny as hell. I think I might get "And I Will Always Love You" on my phone to play whenever this guy teleports to protect his liege.
Are you shure thats not for the 'silent king' and Dante?....
Furthermore, if Zahndrekh's unit is ever assaulted and Obyron is not part of that combat, then he immediately teleports into the combat, leaving whatever unit he is in, even if he is already fighting combat or embarked in a vehicle.
I love this rule, funny as hell. I think I might get "And I Will Always Love You" on my phone to play whenever this guy teleports to protect his liege.
Are you shure thats not for the 'silent king' and Dante?....
Dude...please.
That is so old, and its not even funny.
I mean, Christ, it's like the biggest overblown misunderstanding of the fluff of all time.
Hmm after learning that most of the new kits are going to be plastic and not failcast I must say that I'm in a dilly of a pickle as I know I will want to resume playing my necrons!!
My only skepticism is the November release as all that was advertised was dreadfleet in the latest WD . Im rooting for Necrovember since its a sticker on the leak, and if the codex is coming out Im buying it that day.
I just have to say, I like the looks of this. Depending on how the codex actually turns out, either this or wave 2 might just get the Necrons off of my "never going to play this army" list.
Awesome! I had all but given up on tabletop 40k because the one army I wanted to play was so neglected. And it's actually pretty cool because I only need to wait a few weeks.
It's going to be so nice to have strategies aside from "hide the warriors behind the monolith phalanx and pray they don't get phased." And the fluff sounds much better too. It's going to be kind of weird going from taking 400 points of warriors just because I have to to taking them because I actually want them around.
It's a shame that Immortals or LychGuard can't take a ghost ark though. Something about the night scythe seems like it's not going to last long enough to deliver the payload, and since it isn't open-topped I can't even assault out of it, right? What can I do with the lychguard? I was kind of excited about using them.
Just watched the BoW video broadcast. Missed a part from the beginning but seems I got the whole necron part.
Nothing new revealed there AFAIK and not the promised background info on how they got the pics.
I also watched it and was pretty much disgusted, didn't give any real info on how they get the pics, knew less about upcoming necron rumors than anyone who has read the first post in this thread, and at one point one of them was detailing the tactics he used in 4th edition to dominate and a lot of what he was saying was false .
Either way they were the first to break the pics and I thank them for that, you got one more viewer tonight and I even gave them a mention on twitter so I think its fair
To be fair they seems to have consumed a lot of beer (someone won a Ghost ark for saying "BoW is a front for the alcohol industry")
And they proudly presented a Necron army painted in plastic sprue grey
Alexonian wrote:Hello all, I registered here to thank Yakface for every little snippet he has shared.
And also, has there been ant rumors about the Ctan Shard stats? (except strength 7 of course)
If it has good enough stats I will probably base mine on the large 120mm ellipse base, just because it looks cool.
Considering they're currently on a 40mm termie base, that is a huge stretch. New models might fit that better hopefully. I'm a bit disappointed with str 7 though.
Alexonian wrote:Hello all, I registered here to thank Yakface for every little snippet he has shared.
And also, has there been ant rumors about the Ctan Shard stats? (except strength 7 of course)
If it has good enough stats I will probably base mine on the large 120mm ellipse base, just because it looks cool.
Considering they're currently on a 40mm termie base, that is a huge stretch. New models might fit that better hopefully. I'm a bit disappointed with str 7 though.
I assume they are still monstrous creatures so they ignore armour save and get 2d6 peneatration? S7 isnt bad
Alexonian wrote:Hello all, I registered here to thank Yakface for every little snippet he has shared.
And also, has there been ant rumors about the Ctan Shard stats? (except strength 7 of course)
If it has good enough stats I will probably base mine on the large 120mm ellipse base, just because it looks cool.
Considering they're currently on a 40mm termie base, that is a huge stretch. New models might fit that better hopefully. I'm a bit disappointed with str 7 though.
I assume they are still monstrous creatures so they ignore armour save and get 2d6 peneatration? S7 isnt bad
I would have thought the dissapointing bit about str7 is no insta-smushing of marine characters.
NecronLord3 wrote:I bet one of their 11 abilities will be life drain or something to that effect.
Badtaste already covered the C'tan abilities.
bloodofkittens.com/blog/2011/05/27/future-tact-necron-random-unit-review-2/
I wouldn't trust much of anything on blood of kittens; seeing as how 99% of the rumors they posted turned out to be complete garbage once Yakface put up the leaked info.
Im looking forward to redoing the army, necrons were my 1st 40k army, sold them, bought into Daemonhunters, sold them cause the rules were plain old, wanted DE got told I should wait for re-release, bought daemons, then DE came out, got those, then bought a new GK army, now necrons are back!
omerakk wrote:I wouldn't trust much of anything on blood of kittens; seeing as how 99% of the rumors they posted turned out to be complete garbage once Yakface put up the leaked info.
What? Are you just parroting the stupid things you've heard or have you actually tried comparing the information? Because BoK called a ton of things first. Necrons are by far the most accurate reveals they've ever done actually. Either way it's pretty sad on your part.
Xeriapt wrote:the whole table is difficult and dangerous ability outlined in bloodofkittens sounds...OTT.
It was later clarified to say that all difficult terrain is dangerous.
Kroothawk wrote:Just watched the BoW video broadcast. Missed a part from the beginning but seems I got the whole necron part.
Nothing new revealed there AFAIK and not the promised background info on how they got the pics.
Well, they did mention it a little bit. Just watched the beginning of the video from the archive. It was tough to get through because of their atrocious style, but at around 13 minutes in they did mention how they got the pictures. However, their explanation was just that "someone emailed them too us and we figured it was news and that everybody else had also received them", so not really any level of detail, but if it actually is the truth, I guess they can't provide more background than that.
They also denied feeding any information to Wayland Games (but I guess it was a given they wouldn't say anything other than that). Perhaps Wayland mailed them the pictures too get the jump on the pre-orders
yakface wrote:One Cryptek piece of wargear has it (with unlimited range) as a shooting attack (so you can have two of these in the army if you take 2 Royal Courts).
This bit is confusing. Why couldn't we have up to ten Harps of Dissonance? You listed it as the basic weapon for Harbingers of Transmogrification, and you said we could take a unit of five Eldritch Lances because it's the default Harbinger of Destruction weapon, and only the "upgrades" trigger the "one per Court" clause.
I was starting to think that a Stormlord army using Night Fighting to delay enemy long-range Shooting while you use Solar Pulses and eight Harps to weaken enemy armor would be a pretty solid core. Over two turns, you'd get to take 5 points of armor off enemy vehicles on average rolling, plus all the damage the rest of your army puts out in the meantime.
tetrisphreak wrote:Scarabs vs Dreadnought (of any configuration) is usually a last-ditch suicide attempt, possibly at psyflemen that will be shooting at them next turn anyway. Riflemen dreads only have 2 attacks, so they hit on 3's, wound on 2's, allow the 5+ armor save, then whatever is left over is hitting back on 4's and reducing armor on 4's...the scarab tarpit will eventually crumble but the end result will be an AV7 or less dreadnought, which can be killed with small arms fire.
I think necrons will be unique in that if your target priority is good, you can make every (or almost every) enemy vehicle killable by anti-infantry weapons. Something nobody else can do on the tabletop right now. Cool.
Ten Scarabs would annihilate just about any walker in the game. Dunno how you'd expect a Psyfleman to eventually kill them.
It would kill one base on odds (via ID) before they get to attack, so 36 attacks is 18 hits is 9 Entropics. If you roll 1 above odds, the Walker is dead. And the base that died might come back alive via RP.
But the thing people are forgetting is, even if you don't kill the walker (WS5, perhaps on a Venerable Psyfleman, reduces you to 6 Entropics) you're now fighting a front AVsix Walker. The Scarabs can beat it to death on the following turn even without Entropic attacks once they get that first round in, though it's unlikely to ever be necessary.
G. Whitenbeard wrote:Glad to see that you want to support the game and the company that makes it (as well as writes your beloved fluff).
They've received plenty of my money in the last 17 years. The game is crap and the company is full of corporate shills, I could care less about supporting them any further. My interest in the fluff is as much nostalgia as anything else. I don't really feel like dropping $30 (or whatever they charge for their rags these days) to satisfy my morbid curiosity about what facepalm-inducing drivel Ward produced this time.
Anyway, this is way off topic. Back to our regularly scheduled programming, Tomb Kings in Spaaaace!
Anyone else thinking about green stuffing some type of cloaks for the snipers. Just seems like all that shiny metal would give there postions away.
Shouldn't they have some time of high tech camo cloak or something. Not complaining just trying to think of a style or way to make it.
It seems like necrons are going to be very tricky to play well. It almost seems like you need to use the night fighting and a lot of the situational units to be effective. I think its great but it deffinatly seems like it might not be a beginner army anymore.
Vhalyar wrote:
What? Are you just parroting the stupid things you've heard or have you actually tried comparing the information? Because BoK called a ton of things first. Necrons are by far the most accurate reveals they've ever done actually. Either way it's pretty sad on your part.
Really? Looking at what they posted in April and May... nope, majority were WAY off. The only ones that were accurate? The ones already posted on Dakka the week before.
The things they posted just last week? Same deal. Here are some of the ones I love though:
1. The C'tan are gone completely
2. New GIANT MC that looks like a wraith
3. Necromancers
4. Monoliths: no real changes and remain expensive
5. Immortals are elites that can be made into troops by taking a Necron Lord
6. Flayed ones can also be made into troops
7. Pariahs are still in and are now retinue
8. Playable Named Necron lords: The undying, The enfleshed, The voidbringer, The silent king
9. Quantum shielding gives a 2+ save
10. Rolls of 6 cause auto wounds regardless of toughness
11. Eternal life allows downed IC's to stand back up and immediately go into assault with nearby enemies
and should we go into the materials, new casts, and waves?
At least read their posts before jumping into fanboy mode.
yakface wrote:One Cryptek piece of wargear has it (with unlimited range) as a shooting attack (so you can have two of these in the army if you take 2 Royal Courts).
This bit is confusing. Why couldn't we have up to ten Harps of Dissonance? You listed it as the basic weapon for Harbingers of Transmogrification, and you said we could take a unit of five Eldritch Lances because it's the default Harbinger of Destruction weapon, and only the "upgrades" trigger the "one per Court" clause.
I was starting to think that a Stormlord army using Night Fighting to delay enemy long-range Shooting while you use Solar Pulses and eight Harps to weaken enemy armor would be a pretty solid core. Over two turns, you'd get to take 5 points of armor off enemy vehicles on average rolling, plus all the damage the rest of your army puts out in the meantime.
I was thinking the same thing. Having the ability to reliably drop enemy armor safely at long range would be very nice, and be imo better than 36" S8 shots. Plus, you can always drop a vehicle's armor then hit them with all the S6 and S7 shots.
Team them up with Stalkers and they are twin-linked. Makes me think there will a lot of synergy within the codex.
omerakk wrote:Really? Looking at what they posted in April and May... nope, majority were WAY off. The only ones that were accurate? The ones already posted on Dakka the week before.
Thanks for proving my point
All that information mess you're attributing to BoK? That's a compilation from Heresy-Online, not from the BoK writers. You can thank ghost21 and Tabitha for nearly all of the fake rumors.
Woah, look at that. It's not bad. One might even call it... rather accurate.
Stuff like the fire gauntlet, phase shifter, armor upgrade, "hunter killer missile", ALL of the Wraith options, the C'tan details, the Doom Scythe and... actually it's getting tiring listing everything and it's obvious you didn't read anything.
PM me if you want to keep this going, there's no reason to keep dirtying the thread since this is off topic.
Furthermore, if Zahndrekh's unit is ever assaulted and Obyron is not part of that combat, then he immediately teleports into the combat, leaving whatever unit he is in, even if he is already fighting combat or embarked in a vehicle.
I love this rule, funny as hell. I think I might get "And I Will Always Love You" on my phone to play whenever this guy teleports to protect his liege.
Are you shure thats not for the 'silent king' and Dante?....
Furthermore, if Zahndrekh's unit is ever assaulted and Obyron is not part of that combat, then he immediately teleports into the combat, leaving whatever unit he is in, even if he is already fighting combat or embarked in a vehicle.
I love this rule, funny as hell. I think I might get "And I Will Always Love You" on my phone to play whenever this guy teleports to protect his liege.
Are you shure thats not for the 'silent king' and Dante?....
Good gravy, the wait is interminable! Every day I wake up and go on here to see whether there are any new tidbits I can consume to satiate my Necron craving. Why can't they just confirm them already? Also why can't it be the 5th yet? You win again, Time! But I'll get you next time! And your little...er...dimension too!
All that information mess you're attributing to BoK? That's a compilation from Heresy-Online, not from the BoK writers.
And you seem to be missing the point that ALL of their rumors come from other sources. I like how you ignored the spots where they say "Thanks to Yakface for such and such" Funny how all of the ones from Yak just happened to be the accurate ones from the all knowing BoK
Really? Looking at what they posted in April and May... nope, majority were WAY off. The only ones that were accurate? The ones already posted on Dakka the week before.
The things they posted just last week? Same deal. Here are some of the ones I love though:
1. The C'tan are gone completely
2. New GIANT MC that looks like a wraith
3. Necromancers
4. Monoliths: no real changes and remain expensive
5. Immortals are elites that can be made into troops by taking a Necron Lord
6. Flayed ones can also be made into troops
7. Pariahs are still in and are now retinue
8. Playable Named Necron lords: The undying, The enfleshed, The voidbringer, The silent king
9. Quantum shielding gives a 2+ save
10. Rolls of 6 cause auto wounds regardless of toughness
11. Eternal life allows downed IC's to stand back up and immediately go into assault with nearby enemies
and should we go into the materials, new casts, and waves?
At least read their posts before jumping into fanboy mode.
to be fair these where hard to take seriously even back then.... necromancer? good lord thats lame... thankfully the design team have more creativity then the drooling douche who thought up this crap
Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....
Oh god...don't tell me it's a necron warrior on a eldar jetbike.
No, those are the old, old destroyers. 2nd edition? Through the Chapter Approved list until the codex Necron players use until the new one hits. Notice the 'coffin shaped' landing gear bits.
DJ3 wrote:
This bit is confusing. Why couldn't we have up to ten Harps of Dissonance? You listed it as the basic weapon for Harbingers of Transmogrification, and you said we could take a unit of five Eldritch Lances because it's the default Harbinger of Destruction weapon, and only the "upgrades" trigger the "one per Court" clause.
I was starting to think that a Stormlord army using Night Fighting to delay enemy long-range Shooting while you use Solar Pulses and eight Harps to weaken enemy armor would be a pretty solid core. Over two turns, you'd get to take 5 points of armor off enemy vehicles on average rolling, plus all the damage the rest of your army puts out in the meantime.
Sorry this is another place I screwed up with my summary and figured it out later (so I need to correct the summary).
The Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase) and the Harp of Dissonance is actually a wargear upgrade which means you're only getting one per Court, sadly.
As for the C'Tan shard abilities people have been asking about, the BoK review is generally pretty accurate, although you can (and must) only take 2 manifestations, you can't take them all.
The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army. Anyone taking a C'Tan andnot taking that manifestation is a bit crazy IMHO. So it really comes down to what the 2nd manifestation will be and there are a several good choices depending on what you want to accomplish. Certainly the ability that allows the C'Tan to pick a model in base contact during his Initiative step (in combat) and force them to pass an Initiative test or simply die seems like a good way to discourage uber-CC characters from assaulting you.
Other people had questions about the Monolith portal and the Night Scythe. The Night Scythe is not open topped and it doesn't have any special rules for disembarking, so no, you can't assault out of it the turn the unit deploys. Also, the Monolith's portal no longer allows reserves to arrive from it, it can only be used to teleport units on the table within 18" of it.
G. Whitenbeard wrote:Glad to see that you want to support the game and the company that makes it (as well as writes your beloved fluff).
They've received plenty of my money in the last 17 years. The game is crap and the company is full of corporate shills, I could care less about supporting them any further. My interest in the fluff is as much nostalgia as anything else. I don't really feel like dropping $30 (or whatever they charge for their rags these days) to satisfy my morbid curiosity about what facepalm-inducing drivel Ward produced this time.
Anyway, this is way off topic. Back to our regularly scheduled programming, Tomb Kings in Spaaaace!
These posts blow my mind. Go away then? Why be here?
And i'm liking what i'm seeing! Massive thanks to Yakface for all the delicious info and to Kroothawk for compiling it all.
The models are brilliant, minus the crowns and the Flayed Ones...
Im looking forward to transports. Would give me the needed maneuverability i've needed in a few of my games.
A bit saddened at some of the changes, but the codex as a whole should be MUCH better. Should actually give me a chance against my friends DE...
Since I started reading this thread I have been counting down. Started on the 18th. Come on time, go the **** faster!!!
Sabet wrote:
Since I started reading this thread I have been counting down. Started on the 18th. Come on time, go the **** faster!!!
im passing the time with a creepy conversion to use as a shard... got some old inquisitor bits that fit the job nicely...
will post picks in the painting forum soon
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)
The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.
Please tell me that what I am thinking of is possible...
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)
The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.
Please tell me that what I am thinking of is possible...
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.
And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.
With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.
yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.
And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.
With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.
with it always stationary people disembarked should be able to charge?
G. Whitenbeard wrote:Glad to see that you want to support the game and the company that makes it (as well as writes your beloved fluff).
They've received plenty of my money in the last 17 years. The game is crap and the company is full of corporate shills, I could care less about supporting them any further. My interest in the fluff is as much nostalgia as anything else. I don't really feel like dropping $30 (or whatever they charge for their rags these days) to satisfy my morbid curiosity about what facepalm-inducing drivel Ward produced this time.
Anyway, this is way off topic. Back to our regularly scheduled programming, Tomb Kings in Spaaaace!
These posts blow my mind. Go away then? Why be here?
Because the "GW Rage" is the Modus Operendi of this site.
They wouldn't know what to do if they weren't biting the hand that feeds them.
yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.
And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.
With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.
This I like! Necrons are the rule breakers! Not only are we the army that brings our models back from the dead and reduce the effectiveness of our opponents armor, we also get to mess with the Reserves rule. Between Deathmarks, Nemesor Zahndrekh, and the Monolith all playing with the Reserves rule. I'm loving it!
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)
The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.
Please tell me that what I am thinking of is possible...
That combo is really not that much different than the Eldar Night Spinner alone. I guess it's cool for Necrons to get it, but nothing gamebreaking.
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)
The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.
Please tell me that what I am thinking of is possible...
That combo is really not that much different than the Eldar Night Spinner alone. I guess it's cool for Necrons to get it, but nothing gamebreaking.
yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.
And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.
With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.
This is Fantastic. Thanks Yak, that sure makes it a lot less painful. It's a good way to teleport your Assault units/rapidfire units around the map to rough up the enemy as well.
Monolith is still very very useful, just not invulnerable anymore. I think most Armies will still be taking at least one of these.
It just makes a unit hit by the monofilament wires move as if in dangerous terrain for their next movement phase, but if they don't move that turn then the penalty goes away.
Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.
I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.
I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.
Dr. Delorean wrote:It just makes a unit hit by the monofilament wires move as if in dangerous terrain for their next movement phase, but if they don't move that turn then the penalty goes away.
Either way, it's a shootable difficult+dangerous terrain-launcher akin to this Necron combo. Nothing revolutionary nor gamebreaking, but fun nonetheless.
Also, off-topic, but related to the codex. Will their be a new ranking system for Necron (you know the one underneath our names)? And if their is will their be any way that we can see these, as we won't be able to decrease our rank?
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.
I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.
I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.
The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.
Re: lychguard, I'll be using them with the dispersion shields as back line guardians of my Warrior objective-campers. Maybe it's an expensive way of doing things, but they look damn badass so I'm trying anything I can to shoehorn them in anywhere I can.
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.
I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.
I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.
The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.
Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.
I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.
Sasori wrote:Monolith is still very very useful, just not invulnerable anymore. I think most Armies will still be taking at least one of these.
Agreed. There are enough combinations here to still have quite a bit of fun with a Monolith... MAYBE even 2; though I doubt that list would be very competitive until we get to see the whole codex.
Side note: I'm actually glad they lost their invulnerability. Does anyone else still have the old apoc and other books that have pictures of large, beautiful armies of Necrons charging the enemy while the Monoliths are in the back? Usually tagged with a note that says "Monoliths support the Necron forces from the rear". When, in the last 10 years, have you ever seen a Monolith in the REAR of an army
Nice to see them going to that original support role and off of the front line
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.
I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.
I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.
The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.
Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.
I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.
I think it's going to come down to putting enough Threats on the table, to screw up target priority. While it's quite possible the Night Scythe won't survive, you can at least move flat out and give it that Cover save.
You can take Destroyer Lords, that is likely the only Jump Pack you can take, in which case the Lord can't get an Invul either. I feel the Praetorians are going to be rather Lackluster with their I2, and lack of an Invul. Means you can only send them against Targets that have none, or a very limited amount of power weapons.
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.
I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.
I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.
The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.
Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.
I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.
I think it's going to come down to putting enough Threats on the table, to screw up target priority. While it's quite possible the Night Scythe won't survive, you can at least move flat out and give it that Cover save.
You can take Destroyer Lords, that is likely the only Jump Pack you can take, in which case the Lord can't get an Invul either. I feel the Praetorians are going to be rather Lackluster with their I2, and lack of an Invul. Means you can only send them against Targets that have none, or a very limited amount of power weapons.
Wasn't there a rumour that Praetorians could get a 3++
The Praetorians are jump infantry. They have...things on their back. Is there any indication in the fluff about what those are? Are they really Necron jump pack equivalents, or are they like the Warp Spider packs?
The Necron law-enforcers flying around with jetpacks? Not cool. Teleporting out of nowhere to judge and execute? Freaking awesome.
Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....
I've mostly just been skimming the thread and reading Yak's posts as I don't want to read a dozen pages of posts a day, but this picture caught my eye. Who's stuff is that or where is that picture from? I ask not for the Necrons in it, but for the carpet under them. Same stuff I use for my photo backgrounds and I've never seen anyone else using it before.
Nightbringer's Chosen wrote:The Praetorians are jump infantry. They have...things on their back. Is there any indication in the fluff about what those are? Are they really Necron jump pack equivalents, or are they like the Warp Spider packs?
The Necron law-enforcers flying around with jetpacks? Not cool. Teleporting out of nowhere to judge and execute? Freaking awesome.
They are mentioned in the fluff as being 'gravity displacement packs' (although its not a named piece of gear or anything) and the fluff basically says that Praetorians rarely fight in the initial wave of combat but instead use their packs to hover above the fray and watch carefully for where their intercession will have the most impact, but also to observe the foe looking for truly honorable foes.
Lame. I reckon they would be cooler teleporting rather than hovering.
*Random guardsmen* I can relax. Theres no fighting here. I'll just sit back and watch the front line fight it out...
*Random Praetorian appears* *Guardsmen is cut to pieces, guardsmen behind him scream and run for their lives*
Oh, and the Praetorians, with their overall job to hold the Necrontyr empire together, felt like they obviously failed that goal as ultimately the overarching Necron ruling hierarchy has was destroyed by the wars against the Old Ones and the C'Tan.
So they apparently did not go into hibernation with the rest of the Necrons and in fact thought there was a chance the untested hibernation technology would fail and the rest of the Necrons would never wake. So they were determined to preserve some of the Necron culture and spent the millennia secretly traveling the galaxy and shaping burgeoning cultures to match their ideals.
Apparently very few cultures took their teachings completely and those that did were often wiped out by natural disasters, wars or Alaitoc Eldar, but remnants of their teachings still survive on many worlds.
So I think this is supposed to give a nod to the Egyptian themes that exist on Earth, basicially saying that in ancient times the Praetorians visited Earth and shaped the Egyptian culture a bit.
I also am trying to think of ways to fit in Lychguard since I really dig their look. I was personally thinking of using them to screen Warriors, Immortals, or whomever. A wall of T5 3+/4++ Reanimation Protocol dudes would make a good screen for the rest of the army.
But I also want to to try out those Warscythes. I think a VoD Cryptek or maybe a Monolith would be the best way to get them into combat.
Automatically Appended Next Post:
yakface wrote:
So I think this is supposed to give a nod to the Egyptian themes that exist on Earth, basicially saying that in ancient times the Praetorians visited Earth and shaped the Egyptian culture a bit.
Finally aliens built the pyramids is canon in 40k. Where's that image macro of the silly History Channel alien guy with the crazy hair when you need him?
yakface wrote:
So I think this is supposed to give a nod to the Egyptian themes that exist on Earth, basicially saying that in ancient times the Praetorians visited Earth and shaped the Egyptian culture a bit.
So that's how GW is going to claim ownership of everything egyptian in their ongoing IP/copyright litigations.
Well, I'm not sure about everybody else, but those new facts just painted a 200 point cross-hair on my monolith from all of my opponents. I'm definitely happy with the unit being better, just is gonna change my tactics quite a bit.
Having a monolith able to teleport units from anywhere on the table (or from reserve), while counting as stationary, has so many tactical advantages. You can effectively set up null zones on the table, only to fill them with troops later as needed with veils and liths.
Necrons are the fastest slow units in the game at the moment, no other codex can *bamf* across the table except our zombie robots. Win!
If that's true about the Monolith I am super super happy. I'm going to go to bed tonight and dream up tactical scenarios based on the awesomeness that is Monolith-based teleporting.
yakface wrote:
Oh, and the Praetorians, with their overall job to hold the Necrontyr empire together, felt like they obviously failed that goal as ultimately the overarching Necron ruling hierarchy has was destroyed by the wars against the Old Ones and the C'Tan.
So they apparently did not go into hibernation with the rest of the Necrons and in fact thought there was a chance the untested hibernation technology would fail and the rest of the Necrons would never wake. So they were determined to preserve some of the Necron culture and spent the millennia secretly traveling the galaxy and shaping burgeoning cultures to match their ideals.
Apparently very few cultures took their teachings completely and those that did were often wiped out by natural disasters, wars or Alaitoc Eldar, but remnants of their teachings still survive on many worlds.
So I think this is supposed to give a nod to the Egyptian themes that exist on Earth, basicially saying that in ancient times the Praetorians visited Earth and shaped the Egyptian culture a bit.
I for one find that snippet of fluff extremely cool. Now I really want to see the stalker! I feel like that's the linchpin of whether or not I bandwagon up.
C'tan are the main thing I'm interested in. The phrase "slightly" worse Yak said worries me. I'm fearful for how "slight" it might have been. I am REALLY hoping for T7.
I really like the tele rule if true does give a extra kick to our CC as long as it counts as not moving which heavy skimmers do (right?)
So now we dont port out of but into battle another reason to take lychgaurd plus if you dont think thats enough CC power bring some wraiths along too help stir the pot
Blink wrote:C'tan are the main thing I'm interested in. The phrase "slightly" worse Yak said worries me. I'm fearful for how "slight" it might have been. I am REALLY hoping for T7.
Let's keep in mind that the old C'Tan were around 300 points and the new ones (without any manifestations) are under 200.
So with that established I'll just say that there are only 4 different characteristic values in the C'Tan shard profile and they are:
4, 5, 7, 10
Now, its a puzzle to figure out which characteristics have which value...GO!
So, anyone else thinking that the new Monolith portal use (the Strength Test one) could coin a "Doom Hoover" formation/army list? I can just see a wave of Monoliths hovering slowly forward, devouring all in their path...
bluebomber wrote:I really like the tele rule if true does give a extra kick to our CC as long as it counts as not moving which heavy skimmers do (right?)
So now we dont port out of but into battle another reason to take lychgaurd plus if you dont think thats enough CC power bring some wraiths along too help stir the pot
I should mention that the Monolith portal rules specify that the unit counts as disembarking from a moving vehicle (even though it happens before the Monolith has a chance to move that turn), so there is no moving with the unit that phase after teleporting it, and since it counts as disembarking from a (not open topped vehicle), there's no assaulting that turn either.
So if you had dreams of Glorious Monolith Portal assault maneuvers, you can but those to rest.
Please be T7 and not T5... Please be T7 and not T5... Fingers are crossed, toes are crossed... hell I have more crosses on my body than a catholic church right now.
yakface wrote:there are only 4 different characteristic values in the C'Tan shard profile and they are:
4, 5, 7, 10
Now, its a puzzle to figure out which characteristics have which value...GO!
They don't have 10T, I'm fairly certain. They had better not have 4 (and that's their Init). 7 is their strength.
*sigh* They're as tough as an Ork Warboss?
Blink wrote:C'tan are the main thing I'm interested in. The phrase "slightly" worse Yak said worries me. I'm fearful for how "slight" it might have been. I am REALLY hoping for T7.
Let's keep in mind that the old C'Tan were around 300 points and the new ones (without any manifestations) are under 200.
So with that established I'll just say that there are only 4 different characteristic values in the C'Tan shard profile and they are:
4, 5, 7, 10
Now, its a puzzle to figure out which characteristics have which value...GO!
Also remember that they are grotesquely overcosted right now
I don't see whay anyone would want to field one, thus far. They are greatly nerfed, nearly as expensive, if you give them upgrades to actually make them worthwhile, and will go down like a drunken promdate to anyone with muscle, if that's accurate guesswork.
Oh, wait. I think I misread this. I saw it as "there are four numbers in the profile that are different than what they were before", rather than "there are only four distinct numbers used to make their new profile".
Okay. T7 I'm not -too- broken up about. Still disappointing, but I suppose I couldn'tve expected to keep T8 and be invulnerable to small arms fire and Space Marine fists.
I suspect that 6th Edition will make 6s always wound anyway, like Fantasy has done.
Blink wrote:C'tan are the main thing I'm interested in. The phrase "slightly" worse Yak said worries me. I'm fearful for how "slight" it might have been. I am REALLY hoping for T7.
Let's keep in mind that the old C'Tan were around 300 points and the new ones (without any manifestations) are under 200.
So with that established I'll just say that there are only 4 different characteristic values in the C'Tan shard profile and they are:
4, 5, 7, 10
Now, its a puzzle to figure out which characteristics have which value...GO!
bluebomber wrote:I really like the tele rule if true does give a extra kick to our CC as long as it counts as not moving which heavy skimmers do (right?)
So now we dont port out of but into battle another reason to take lychgaurd plus if you dont think thats enough CC power bring some wraiths along too help stir the pot
I should mention that the Monolith portal rules specify that the unit counts as disembarking from a moving vehicle (even though it happens before the Monolith has a chance to move that turn), so there is no moving with the unit that phase after teleporting it, and since it counts as disembarking from a (not open topped vehicle), there's no assaulting that turn either.
So if you had dreams of Glorious Monolith Portal assault maneuvers, you can but those to rest.
Thank you for the lesson
But unless im still reading into things we will be able to use the portal as a board edge so at least we can still port with the mono facing away from the enemy and give them cover for the turn
Ive been wondering what kinda punch do the particle casters have do you think
Im pretty sure it was said that all other particle wepons are blasts does that mean there will be a small blast wepon for necrons? (or am I way off base?)
bluebomber wrote:Ive been wondering what kinda punch do the particle casters have do you think
Im pretty sure it was said that all other particle wepons are blasts does that mean there will be a small blast wepon for necrons? (or am I way off base?)
Particle casters are Pistols, But I would imagine them to be in Str 4-5 Range.
On the front page somewhere, there is some info about the increasing order of the weapons. We know the Particle whip is a Str 8 Large blast. Perhaps the Shredder is is a Str 6 Large blast?
So, from that I would imagine the Beamer to be a regular small Blast, maybe the same strength as the Shredder, and all of them to be in the ap3-4 Range.
bluebomber wrote:Is the beamer a tomb blade wepon?
or mabye on the command bardge?
or is it unknow still sorry for all the questions
It says Tomb Blades can take a Particle Beamer, on their entry on the first page.
Can't say for sure, but it looks like the Catacomb Command Barge has a Tesla Cannon, and can make sweep attacks. Perhaps it'll allow for some upgrades.
EDIT
Regarding the teleportation mechanisms built into the Night Scythe and the Monolith... can all units in reserve come through their portals?
Looks like All non Vehicle Units can come through the Monolith Portal.
The Night Scythe, is more of a fluff thing. It appears to still be a dedicated transport for all intents and purposes (With the Access point being under the ship) But with the Caveat that if it's destroyed, the unit stays in reserve instead of emergency disembarking like other vehicles. I don't think it allows you to just pick what unit you want to come in through it.
peebzguy wrote:Regarding the teleportation mechanisms built into the Night Scythe and the Monolith... can all units in reserve come through their portals?
The night scythe is a dedicated transport so im ganna say no
but what the hell do i know im probably wrong with the first part
peebzguy wrote:Regarding the teleportation mechanisms built into the Night Scythe and the Monolith... can all units in reserve come through their portals?
I believe that only the unit 'loaded' into it can come out of the Night Scythe portal.
Monoliths can bring in anything that is in reserve.
Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....
Oh god...don't tell me it's a necron warrior on a eldar jetbike.
No, those are the old, old destroyers. 2nd edition? Through the Chapter Approved list until the codex Necron players use until the new one hits. Notice the 'coffin shaped' landing gear bits.
No, I was talking about the tomb blades. I'm worried that's what they'll look like.
Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....
Oh god...don't tell me it's a necron warrior on a eldar jetbike.
No, those are the old, old destroyers. 2nd edition? Through the Chapter Approved list until the codex Necron players use until the new one hits. Notice the 'coffin shaped' landing gear bits.
No, I was talking about the tomb blades. I'm worried that's what they'll look like.
I think the word blade is operative here so im guessing cool bladed edges that might give us a swoop attack like the command barge
Yakface wrote:Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.
And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.
With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.
I foresee 2-monolith lists being able to pull "The Prestige"'s 'The New Transported Man' trick quite often, anytime a CC unit comes near the warrior phalanx. Kinda like playing 'keep away'. And the giant target on the Monoliths will keep that target off of the frail transports. 12' melta doesn't worry me too much with the Roomba trick. So long as heavy destroyers are suitably cheap enough to protect the Monoliths from any long-range tank killers, the nerf of Living Metal doesn't sting as much with the limitless-range teleporting.
I am wondering how big a hit this 'Monolith no longer invulnerable to melta weapons' thing really is.
OK, I don't play yet, but I have been thinking "What is the range on this weapon?". I doubt it is 72", 36", or even 24". So what is the chance that it is 6-12"?
All you need to do, and OK it may be a big thing, is get within 6" and you get a chance to suck the offending weapon included squad through the teleport portal and destroy them, don't you? so the trick is to time it so that the squad can not get to fire before you have had a chance to remove them, and even then, the weapons on the monolith have a better range so hopefully you can whittle down the enemy before they get too close.
OK, this does nothing against meltas (or whatever) that are vehicle mounted, but that's what Scarab Spam is for, right?
AV 14 all round Living Metal (remove shaken on 2+/stunned on 4+)Quantum Shielding? (Seems overkill on AV14) Gauss Flux Arc (still S5 AP4?) - 4 24" Heavy 3 guns that can target independantly. Particle Whip = 24" S8 AP3 Heavy 1 Large Blast (?) Portal - Can move any single unit from ANYWHERE on the table OR can suck in a single model from 6" away which then suffer instant death - requires a Strength test
It is a "Heavy Skimmer" so can only move 6" but always counts as not moving when resolving shooting.
**Is the Particle Whip Ordnance? if so can you still fire the Flux Arc after firign the Whip? **Can the all the monoliths weapons be affected by stunned/shaken/weapon destroyed (the particle whip used to be immune i think)?
Praxiss wrote:Ok, just looking to confirm the Monlith:
AV 14 all round
Living Metal (remove shaken on 2+/stunned on 4+)Quantum Shielding? (Seems overkill on AV14)
Gauss Flux Arc (still S5 AP4?) - 4 24" Heavy 3 guns that can target independantly.
Particle Whip = 24" S8 AP3 Heavy 1 Large Blast (?)
Portal - Can move any single unit from ANYWHERE on the table (can the unit still charge out of the monolith portal?) OR can suck in a single model from 6" away which then suffer instant death - requires a Strength test
It is a "Heavy Skimmer" so can only move 6" but always counts as not moving when resolving shooting.
**Is the Particle Whip Ordnance? if so can you still fire the Flux Arc after firign the Whip?
**Can the all the monoliths weapons be affected by stunned/shaken/weapon destroyed (the particle whip used to eb immune i think)?
Yak said earlier that units arriving from the portal, count as the vehicle had moved. So, they can't assault out of the portal.