27952
Post by: Swara
This topic is from a suggestion to break off some discussion from the news and rumor post as it pertains to individual races.
As I'm a big fan of Necrons, I wanted to start off a conversation about the ups and downs of the most metallic race if this 6th edition is indeed true.
First off, this isn't to discuss if the 6th edition is true or not. If you want to debate that there is plenty of that going on in the news and rumor thread. Let's just assume for this discussion that it's true.
Taking Hyperphase swords on a lord will be a viable option, as it is a free upgrade and gives him a 5+ in close combat (and ranged?).
The monolith is classified as heavy, which would allow it to -3 on the damage chart, though this could of been changed later in the revising as the Necron codex stats that heavy means that he can move 6" and fire as if he is stationary. Even going with that second definition he still would be a behemoth (14AR front) which would give him MT(3) and if he always fires as if he is stationary he can move 6" and fire 8 weapons. So that's 2 for particle whip (it's an ordinance which takes two actions) 4 for each of the gauss arcs, 1 for the vacuum cleaner, and then it could spend 1 to fire all those weapons at different targets as he wishes. That would make one heck of a 200 point 14 all around powerhouse. ALSO if any vehicle moves at ALL it counts as having WS10, meaning it would be much harder to hit the monolith in close combat.
- Also units can teleport through the monolith and make a engage move (6" charge) in the same time, so lychguard to the face at last! (Thanks AresX8)
With the new changes to rapid fire you can now march those warriors or immortals with gauss forward and still fire your 24" shot.
I need to confirm this, but from what was said when an IC joins a unit he can no longer be targeted separately in CC. That coupled with the new wound allocation it will make more since for my destroyer lord with wraiths to NOT take the 2+ (though that would also mean that he could be targeted at range using the directed fire rule)
A Phaeron has become less useful as when added to Warriors or Immortals as they can now already fire on the move with rapid fire, but it would still extend the double tapping range to 18" inches (Thanks to Bold or Stupid and AresX8)
Troops are now harder to completely destroy in close combat with the to the new combat resolution. (Thanks whigwam)
Destroyers now hit things easier with preferred enemy now being used in ranged as well. They will hit most things on a 2+. (Thanks Drachii)
With the new movement phase chart on pg. 50 it would allow us to teleport a unit that just came on the board as reserves via the monolith gate. (Thanks Veriamp)
[list]Night and Doomscythes got better as they can supersonic and gain the flyer trait and still fire along a line. This allows them to put down fire and also have a 6EV (Evasion) for that turn. (4 or under BS have to hit on a 6+) (Thanks Maelstrom808)
A very nice compilation of the mighty monolith! Thanks Azazel!
azazel the cat wrote:Let's talk about the Monolith:
1) Heavy* aka Super-Heavy(1)
It has a single structure point, meaning that it conveys a -3 modifier to everyone except a natural 6 on the vehicle damage chart.
2) Living Metal allows the Monolith to ignore the effects of a Crew Shaken on a roll of 3+ and to ignore Crew Stunned on a roll of 4+. Due to synergy with the Super-Heavy rule, only a natural 6 will not be modified down to one of these two results. (eg. 5: Wrecked becomes a 2: Crew Stunned)
3) Super-Heavies are able to attempt a repair function to remove a result of Immobilized or Weapon Destroyed.
4) Behemoth special rule applies to all tanks that have AV 14 on the front, -such as the Monolith- that automatically conveys Multi-Targeting (3)
5) The Monolith always counts as stationary for the purpose of shooting, meaning the Monolith is always considered to have Multi-Targeting (6), as MT gets doubled when stationary. So it is able to fire its Particle Whip and all four Gauss Flux Arcs every turn. Thanks to the built-in split fire rule of the Gauss Flux Arcs, these do not need to use a MT point in order to split fire. Or, it can fire the Particle Whip, 3 Flux Arcs and the Portal of Exile.
6) The Monolith is a skimmer, which means its Move has been increased to 8"
7) Skimmers ignore difficult/dangerous terrain
8) The Monolith can Deep Strike without fear of mishaps, because the mishap table is now gone. So it can Deep Dtrike without scattering 18" away from enemy units (still within Partice Whip range, mind you) or else it scatters and is treated like a drop pod if you Deep Strike closer than 18". However, as the Monolith is a Skimmer, it ignores terrain, meaning the Monolith is effectively immune from any ill effects of Deep Strikes, unless it becomes Stunned (which it can ignore on a roll of 4+ thanks to Living Metal). Additionally, because the Monolith is moved the minimum distance to resolve its placing just like a Drop Pod, this means the Monolith will always be 1" away from enemy units if you so choose. A perfect set-up to open the door to the Portal of Exile, right? You could suck up 2/3 of an IG blob doing this!
9) Thanks to the Behemoth special rule and the 'always counts as stationary when shooting' rules, the Monolith will have MT(6) even on the turn in which it deep strikes. This makes the Monolith one hell of a party crasher.
10) Units coming in through the portal are not subject to Defensive Fire, as they are not Deep Striking into play.
My overall position: At only 200 points, the Monolith is now possibly the best unit in all of 40k. I will be fielding both of mine once again, and if I can find the room, I will add a third to my army.
I'll update more as I get time. If I'm wrong on one of these points let me know and if you have some to add I'll add it to this first post to keep it nice and organized.
EDIT: I just realized I didn't put this in the 40k General Discussion (TOO MANY TABS, lol) I contacted them to have it moved. *bows* I'm sorry! (Thanks Mr. Admin : D *internet hugs*)
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Post by: whigwam
I really hope the change to power weapons goes through (the 5++ specifically). It really would be nice to have a valid option for Overlords other than a Warscythe.
I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.
53545
Post by: Bold or Stupid
A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.
27952
Post by: Swara
Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.
Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
As for the Crypteks, aren't most of their weapons all assault?
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Post by: whigwam
Swara wrote:Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.
Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
As for the Crypteks, aren't most of their weapons all assault?
IIRC, all Cryptek weapons are Assault...
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Post by: Drachii
If the Heavy tag on the monolith is applied correctly (See rulebook comment about superheavies with 1 structure point being referred to as 'heavy') it also gains MT(6), I believe.
Oh, and the change to Preferred Enemy means Destroyers will actually benefit from it in a useful manner.
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Post by: tetrisphreak
As to the destroyer lord and wraiths - they are separate armor groups no matter what because the wraiths have a 3++ and the lord does not. taking the 2+ will still be beneficial. Also 5 wraiths can be allocated up to 10 wounds before the lord needs to take even one save.
My 2 cents.
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Post by: Swara
whigwam wrote:Swara wrote:Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.
Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
As for the Crypteks, aren't most of their weapons all assault?
IIRC, all Cryptek weapons are Assault...
Ahh, yes they are. So the Phaeron rule got a lot worse unfortunately.
Drachii wrote:If the Heavy tag on the monolith is applied correctly (See rulebook comment about superheavies with 1 structure point being referred to as 'heavy') it also gains MT(6), I believe.
Oh, and the change to Preferred Enemy means Destroyers will actually benefit from it in a useful manner.
Doh, how did I miss putting up the preferred enemy change.. hitting on 2+, yes please.
As far as the monolith being a 1 structure point super heavy.. I think we'll see the new "heavy rule" as what it is in the necron codex... I would LOVE to have a 200 point superheavy of doom.. but they would be be way to powerful for their 200 points.
Automatically Appended Next Post: tetrisphreak wrote:As to the destroyer lord and wraiths - they are separate armor groups no matter what because the wraiths have a 3++ and the lord does not. taking the 2+ will still be beneficial. Also 5 wraiths can be allocated up to 10 wounds before the lord needs to take even one save.
My 2 cents.
True! Though I'm a little confused about how the new wound allocations work. I know it's by armor type now instead of gear, but you don't have to take 1 on the lord for every other wound since he has a separate armor group?
Also, would a 3++ be different than a 3+ armor group? I'm guessing yes, but I need to pop open the pdf again.
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Post by: tetrisphreak
Armor groups must be saturated before moving to the next. Pg 14pdf (pg35txt).
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Post by: CthuluIsSpy
I think the fact that he gets a free 5++ save is prolly why these rumors might be false.
That, and the fact that Phaeron is pointless. Why give an option that will become useless in the future?
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Post by: AresX8
IMO I don't see Phaeron being useless. Relentless extends the double tap range to 18", so Warriors and Immortals have an effective double tapping range of 24", which is a rather big deal.
27952
Post by: Swara
CthuluIsSpy wrote:I think the fact that he gets a free 5++ save is prolly why these rumors might be false.
That, and the fact that Phaeron is pointless. Why give an option that will become useless in the future?
Well, remember that this play test book might be 8 months old, so this is not a finalized copy we are looking at. Some of these rules may of not even made it in.
Though Phaeron got nerfed, we still have SOME heavy weapons that it could apply to for relentless. (I so wish Destroyer lords could take Phaeron...)
That being said, I'm trying to steer away from talk of the legitimacy of this rule book and just on if it's true what would it mean for Necrons.
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Post by: Wreckoning
Swara wrote:whigwam wrote:Swara wrote:Bold or Stupid wrote:A Phaeron has become less useful as when added to Warriors or Immortals, but better when accompanied by a Cryptek heavy court.
Too bad the immortals don't have a close combat weapon, because at least then they would get 2 attacks as they could use their rapid fire as an additional weapon.
As for the Crypteks, aren't most of their weapons all assault?
IIRC, all Cryptek weapons are Assault...
Ahh, yes they are. So the Phaeron rule got a lot worse unfortunately.
Phaeron would add 6" (to 18") to the range for the additional RapidFire shot as well. So I wouldn't say it got a LOT worse, but it definitely took a hit.
27952
Post by: Swara
AresX8 wrote:IMO I don't see Phaeron being useless. Relentless extends the double tap range to 18", so Warriors and Immortals have an effective double tapping range of 24", which is a rather big deal.
AH! Another thing I read last night but completely forgot. Thanks you, and thanks for nothing Mr. Coffee.
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Post by: Bold or Stupid
D'oh my bad. Yeah Phaeron has just got poor.
Oh and Deathmarks make special equipment in squads pointless with directed fire! Actually allowing them 2 shots at 18" may be the bast thing for Phaeron.
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Post by: Veriamp
According to the movement phase chart on page 50 it diffidently answers the question of if the monolith can teleport a unit the turn it arrives from reserve. The answer is yes.
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Post by: tgf
it looked to me like IC's still could be picked out in CC. Where did you see it say they can't. They are allowed to do directed attacks with no corse weapons which means they can stab sarge with PF in the face.
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Post by: AresX8
Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible
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Post by: Tye_Informer
whigwam wrote:
I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.
If I understand it right, it's a little better, as in the die roll is not based on initiative anymore, but still have a 2/3 chance of losing the entire squad in an assault. That' rough when my squad of 20 warriors is assaulted and I lose the entire squad to 1 wound.
I sure wish it was based on squad size, like shooting is. For example, say 5 Space Marines assault into my 20 warriors. That is 10 swings, 5 hits (rolling 4+, so average), and let's say 3 wounds (rolling 4+ again, slightly above average). The 3 warriors fail the saves (bad luck) and fall down but can get back up (on average, 1 should if the bad luck doesn't strike again). The 17 warriors left strike back, 17 swings, 8 hits , 4 wounds (average). The Marines make 2 saves, so 2 marines die (average). The warriors have lost by 1 wound and bad luck strikes again, they roll 10 (needed 9 or lower) then roll less than a 5 and are swept. (The chance of rolling 9 or higher on 2 dice is 28%, so not unlikely).
If they lose 3 model of 20, that shouldn't be that demoralizing compared to 2 models of a unit of 5. Why would losing 15% of your squad be worse than the other guy losing 40%. If the necron warriors stay in the fight, they will win. If they had passed their LD test, then 1 warrior pops back up (1 rolled 5+, the other 2 didn't). Next turn, 3 marines, 3 swings, 2 hits (above average), 2 wounds (above average again), 1 necron falls (average, 1 failed a 4+ armor save), 18 swings back, 9 hits (average), 4 wounds (below average), 1 marine down (below average). Assault is tied. The 1 warrior doesn't come back, Next round, 2 marines swing, 2 hits (above average), 1 wound (average), 1 necron fails (I'll call that average). Necrons swing back, 17 warriors swing, 8 hits (about average), 4 wounds (average), 1 unsaved (below average) so tied 1 unsaved wound each, still locked and the necron doesn't get up. Last round, 1 marine swings, hits, wounds, necron down (amazingly above average), 16 swings back, 8 hits, 4 wounds, 1 unsaved wound, Necrons win with 16 warriors still in the squad, losing a total of 20% of the squad to the entire assault. The marines lost 40% the first round!
My point is, a large unit that will so obviously win the combat should not have to take leadership modifiers for losing a few guys in combat, maybe no modifier if it's less than 25% of the squad lost.
Now, a good protection for this is scarabs, get them into the combat too and then the marines can't sweeping advance.
27952
Post by: Swara
AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible 
Do they count as deep striking under that? Would they have to worry about defensive fire?
Automatically Appended Next Post: tgf wrote:it looked to me like IC's still could be picked out in CC. Where did you see it say they can't. They are allowed to do directed attacks with no corse weapons which means they can stab sarge with PF in the face.
You are right, I think I misread something.
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Post by: Veriamp
There is no defensive fire because the monoliths portal counts as disembarking from a transport not a DS so your still safe.
27952
Post by: Swara
Tye_Informer wrote:whigwam wrote:
I think one of the best things for Necrons is how combat resolution/sweeping advance changes. Warriors are no longer an auto-crumple against any half-serious assault.
If I understand it right, it's a little better, as in the die roll is not based on initiative anymore, but still have a 2/3 chance of losing the entire squad in an assault. That' rough when my squad of 20 warriors is assaulted and I lose the entire squad to 1 wound.
I sure wish it was based on squad size, like shooting is. For example, say 5 Space Marines assault into my 20 warriors. That is 10 swings, 5 hits (rolling 4+, so average), and let's say 3 wounds (rolling 4+ again, slightly above average). The 3 warriors fail the saves (bad luck) and fall down but can get back up (on average, 1 should if the bad luck doesn't strike again). The 17 warriors left strike back, 17 swings, 8 hits , 4 wounds (average). The Marines make 2 saves, so 2 marines die (average). The warriors have lost by 1 wound and bad luck strikes again, they roll 10 (needed 9 or lower) then roll less than a 5 and are swept. (The chance of rolling 9 or higher on 2 dice is 28%, so not unlikely).
If they lose 3 model of 20, that shouldn't be that demoralizing compared to 2 models of a unit of 5. Why would losing 15% of your squad be worse than the other guy losing 40%. If the necron warriors stay in the fight, they will win. If they had passed their LD test, then 1 warrior pops back up (1 rolled 5+, the other 2 didn't). Next turn, 3 marines, 3 swings, 2 hits (above average), 2 wounds (above average again), 1 necron falls (average, 1 failed a 4+ armor save), 18 swings back, 9 hits (average), 4 wounds (below average), 1 marine down (below average). Assault is tied. The 1 warrior doesn't come back, Next round, 2 marines swing, 2 hits (above average), 1 wound (average), 1 necron fails (I'll call that average). Necrons swing back, 17 warriors swing, 8 hits (about average), 4 wounds (average), 1 unsaved (below average) so tied 1 unsaved wound each, still locked and the necron doesn't get up. Last round, 1 marine swings, hits, wounds, necron down (amazingly above average), 16 swings back, 8 hits, 4 wounds, 1 unsaved wound, Necrons win with 16 warriors still in the squad, losing a total of 20% of the squad to the entire assault. The marines lost 40% the first round!
My point is, a large unit that will so obviously win the combat should not have to take leadership modifiers for losing a few guys in combat, maybe no modifier if it's less than 25% of the squad lost.
Now, a good protection for this is scarabs, get them into the combat too and then the marines can't sweeping advance.
I agree with everything you say and I'm going to reread the combat resolution so make sure we didn't miss anything. Though if you put a regular lord with a hyperphase sword in that big glob it would probably make a bit difference.
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Post by: Maelstrom808
Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
27952
Post by: Swara
Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out  (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc..  )
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Post by: AresX8
Swara wrote:AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible 
Do they count as deep striking under that? Would they have to worry about defensive fire?
...
Nope. The codex says "Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed."
Since it's not the Lychguard that deep struck in, they also can't be hit by Defensive Fire.
27952
Post by: Swara
AresX8 wrote:Swara wrote:AresX8 wrote:Also forgot to mention that any Necron unit disembarking from the Monolith's portal can perform an Engage move. Lychguard getting into combat is now possible 
Do they count as deep striking under that? Would they have to worry about defensive fire?
...
Nope. The codex says "Any models that cannot be placed are removed as casualties, but the move is otherwise treated exactly as disembarking from a vehicle that has moved at combat speed."
Since it's not the Lychguard that deep struck in, they also can't be hit by Defensive Fire.
Finally my 10 Lychguard will be making it into combat, lol.
Also:
Beacon
Guiding runes, telemetric projectors, teleport
homers, daemonic icons and similar devices allow
deep striking units to make a pinpoint strike.
Deep striking units that are placed completely
within 6” of a beacon never counts as being in
critical range. They do not scatter and can be
placed in a lose formation. Beacons only work if
they were already present on table at the start of
the turn. If the model with the beacon is
embarked or has just arrived from reserve, the
beacon is not quite ready to be of any benefit.
If bloodswarm scarabs from the stormlord would count as a beacon as it says " similar devices" that let a unit make a pinpoint strike, then flayed ones will be amazing for taking out heavy squads. They could teleport in, not get fired at, then charge in as they can deepstrike with in 6" of a unit and not scatter....
37729
Post by: AresX8
How do they not get fired at through Defensive Fire?
27952
Post by: Swara
AresX8 wrote:How do they not get fired at through Defensive Fire?
Because if they deepstrike via a Beacon they don't count as being in critical range which is the only time someone can fire on a DS unit.
Thought this is all depending if the marked unit would count as the beacon.
37729
Post by: AresX8
Critical range only means that you scatter when closer than 18" from an enemy unit. Defensive Fire triggers on being ≤12" away from an enemy unit, not being in critical range. Look at the required trigger on pg 119 of the PDF.
27952
Post by: Swara
AresX8 wrote:Critical range only means that you scatter when closer than 18" from an enemy unit. Defensive Fire triggers on being ≤12" away from an enemy unit, not being in critical range. Look at the required trigger on pg 119 of the PDF.
Ahh, you are right. Could still be good depending on what kind of unit you are going after. You can DP 1" in front of a group of plasma devastators and they couldn't shoot as they would hit themselves (Is that rule still in there?) . : P
If I took Imotekh I could see myself taking at least a small unit of them. I do fight a good amount of broadsides in the back of the board.. would be nice to drop them in and they really could only kill a max of two if you placed them right.
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Post by: Tapeworm711
I cannot find anywhere where you take leadership modifiers for losing combat.
The unit that has lost the least amount of Wounds is
the winner. The losing side must make a Morale
check (Casualty) and will fall back if they fail. Even
units that have not attacked themselves in this
turn are subject to this test.
Casualties
Units that suffer heavy losses are prone to
breaking. A unit that suffers two many casualties
in the Shooting or Assault phase must pass a
Morale check (casualties). If the unit fails the test,
it becomes broken. The same holds true for some
special rules from various Codex books. Often,
troops have to make a Fall Back move in the
moment they break.
27952
Post by: Swara
Hmm, it might just be us assuming, because of 5th... that would make necrons a lot more resistant in CC with their LD10 especially when taking a lot of casualties.
I'm still reading the book over again and finding things I missed.
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Post by: Posit
Loser checks Morale
Units that lose a close combat must take a Morale
check (casualties) to hold their ground, with a
penalty depending on how severe the defeat was.
If they pass, the unit fights on – the combat is
effectively drawn and no further account is made
of the unit’s defeat. If they fail, they must
abandon the fight and fall back. The unit is no
longer locked in combat.
Units taking this Morale check (casualties) suffer a
-1 Ld modifier for each wound their side has lost
the combat by.
A unit that passes its Morale check fights on. If it
fails the test and survives the enemy’s sweeping
advance it falls back as described below.
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Post by: Swara
Yeah, just saw that, too. D'awww
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Post by: Tapeworm711
Wow....... It was only like two sections down on the same page..... LOL.
Bravo for the correction.
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Post by: Cyrax
Ever-living characters are going to be sweep-proof!
New Sweeping Advance:
New Removed from play:
Necron FAQ:
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Post by: Swara
Tapeworm711 wrote:Wow....... It was only like two sections down on the same page..... LOL.
Bravo for the correction.
It's ok, took me a while to see it, too..
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Post by: Tapeworm711
Assuming they make the 5+ RP, yes.
It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.
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Post by: Swara
Cyrax wrote:Ever-living characters are going to be sweep-proof!
New Sweeping Advance:
New Removed from play:
Necron FAQ:
Well, that's one good thing. Automatically Appended Next Post: Tapeworm711 wrote:Assuming they make the 5+ RP, yes.
It also looks like it implies that if the unit it was attached to was scoring, the lone cryptek is still as well........hrmmmm.
The normal lords would be as well as they aren't an IC and join the unit just like a Sargent.
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Post by: azazel the cat
Let's talk about the Monolith:
1) Heavy* aka Super-Heavy(1)
It has a single structure point, meaning that it conveys a -3 modifier to everyone except a natural 6 on the vehicle damage chart.
2) Living Metal allows the Monolith to ignore the effects of a Crew Shaken on a roll of 3+ and to ignore Crew Stunned on a roll of 4+. Due to synergy with the Super-Heavy rule, only a natural 6 will not be modified down to one of these two results. (eg. 5: Wrecked becomes a 2: Crew Stunned)
3) Super-Heavies are able to attempt a repair function to remove a result of Immobilized or Weapon Destroyed.
4) Behemoth special rule applies to all tanks that have AV 14 on the front, -such as the Monolith- that automatically conveys Multi-Targeting (3)
5) The Monolith always counts as stationary for the purpose of shooting, meaning the Monolith is always considered to have Multi-Targeting (6), as MT gets doubled when stationary. So it is able to fire its Particle Whip and all four Gauss Flux Arcs every turn. Thanks to the built-in split fire rule of the Gauss Flux Arcs, these do not need to use a MT point in order to split fire. Or, it can fire the Particle Whip, 3 Flux Arcs and the Portal of Exile.
6) The Monolith is a skimmer, which means its Move has been increased to 8"
7) Skimmers ignore difficult/dangerous terrain
8) The Monolith can Deep Strike without fear of mishaps, because the mishap table is now gone. So it can Deep Dtrike without scattering 18" away from enemy units (still within Partice Whip range, mind you) or else it scatters and is treated like a drop pod if you Deep Strike closer than 18". However, as the Monolith is a Skimmer, it ignores terrain, meaning the Monolith is effectively immune from any ill effects of Deep Strikes, unless it becomes Stunned (which it can ignore on a roll of 4+ thanks to Living Metal). Additionally, because the Monolith is moved the minimum distance to resolve its placing just like a Drop Pod, this means the Monolith will always be 1" away from enemy units if you so choose. A perfect set-up to open the door to the Portal of Exile, right? You could suck up 2/3 of an IG blob doing this!
9) Thanks to the Behemoth special rule and the 'always counts as stationary when shooting' rules, the Monolith will have MT(6) even on the turn in which it deep strikes. This makes the Monolith one hell of a party crasher.
10) Units coming in through the portal are not subject to Defensive Fire, as they are not Deep Striking into play.
My overall position: At only 200 points, the Monolith is now possibly the best unit in all of 40k. I will be fielding both of mine once again, and if I can find the room, I will add a third to my army.
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Post by: Swara
Thanks for the overview Azazel. The onlly big change I think will happen in the revised version of this rulebook is we might see the "heavy" special rule that is in the Necron codex than the one we see in the pdf. If it stays the same I will be far from complaining though.. I could see everyone else yelling though : P. Even with that change it would STILL be a amazing vehicle for 200 points.
As it stands, can the monolith use the portal the turn it arrives? I don't have my codex on hand and I think there is a rule to deny that, but I'm drawing a blank.
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Post by: Sunoccard
if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.
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Post by: Swara
Sunoccard wrote:if I read it right scarabs will die by the hundreds if I read the swarm blast rule right. 10" blast against swarms? there goes the whole squad.
The majority believe that to be a copy paste error and in stead they were trying to write about the different sizes of blasts. from small to apoc.
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Post by: tetrisphreak
Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.
Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.
27952
Post by: Swara
tetrisphreak wrote:Read the part about multi target again. Super heavys get 6+ structure points. Mono has mt7 which is effectively mt14 all game until it starts taking damage.
Also the first natural 6 on the damage table has the -3 modifier. It didn't lose the sp until after that volley of damage is resolved.
Another reason I don't think it will end up being a superheavy : ) We can all dream though.
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Post by: Dytalus
So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
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Post by: Swara
Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...
51131
Post by: Dytalus
Swara wrote:Dytalus wrote:So, if 6th Edition comes about as it is currently, the Monolith becomes a 200 point Pyramid of Doom? I can't think of anything which can Deep Strike in and unleash that level of firepower. If everything stays as it is now, I can see the Monolith suddenly showing up in almost every Necron army.
If only mine hadn't been lost moving house. ; - ;
If it stays exactly like what is is in the PDF, I'll be using 3 in every game that I can...
I remember the look on my opponent's face when I rolled out two of them and he promptly started crying.
I imagine with these rules he'd fall into a coma. : D
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Post by: tetrisphreak
I don't expect the monolith to be classified as super heavy in the final version of the 6th Ed rules. It just has too many strengths vs the point cost if that were the case. I do however anticipate the Mono will be faster and able to fire on all cylinders in 6th.
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Post by: Mustakha the Undying
Something most people seem to have overlooked about Monoliths and teleportation: *Teleport* Unit Type: Move In rare cases a special piece of wargear or psychic power from a Codex book allows a unit to make a Teleport move. Grey Knights with personal teleporters or the Necrons that are using the Monolith’s eternity gate are among these fortunate troops. The details of how a Teleport move is executed vary. The exact rules are presented in each Codex book. A Teleport move might use a fixed movement or the unit is placed in proximity of a marker. A teleporting unit has the Airborne terrain special rule for this movement and models in the unit can be placed on any level when entering multi-level terrain. A teleporting unit is barred from using Stationary actions until it regains combat-readiness in its Consolidation phase. It's important to note that this is classified as a move action. Every unit is only allowed up to 1 move action a turn. Since "Engage" is a move action, and so is "Teleport", this would imply units teleporting through the monolith are a) not subject to Defensive Fire because they are acting in the Movement Phase, not before (like Deep Strike and Reserves)and also b) They cannot Engage. The wording for "Teleport" says that units follow the rules as presented in the codex, but given that the description specifically notes Necron Monoliths it would be safe to assume the codex update will describe its rule as using the "Teleport" move action. Another thing someone mentioned earlier, the Monolith being classified as "Heavy" makes it a Super-heavy, and Super-heavies get Multitargeting (Structure Points + 6). The rules currently suggest that the vehicle is able to fire everything as stationary while moving but I suspect that will change due to the incredibly high Multitargeting value and also because being a super-heavy, it gains the "Lumbering" movement special rule. It's also worth noting that Structure Points act like additional wounds for vehicles rather than the total wounds. For example, a Monolith with 1 structure point would need to have a natural 6 on the damage chart against them before the structure point is taken off, but after that structure point is removed it still needs to have another 6 on the damage chart (via penetrating hit) to wreck it, since being a tank reduces that hit by 1 (natural 6 goes down to 5). Either way though, it's much harder to destroy than ever before.
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Post by: Sasori
Open topped doesn't have the +1 Modifier on the vehicle damage chart anymore. That's going to be pretty huge for all our QS vehicles.
At least that's how I understood it.
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Post by: King Pariah
Swara wrote:Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out  (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc..  )
I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.
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Post by: Dr. Delorean
Destroyers have gotten much better (in my eyes), for three main reasons:
1. Cover saves aren't as good (5+ base)
2. Preferred Enemy makes them hit on a 2+, most of the time.
And 3 (this is a biggie): Ap 3 weapons -deny Feel No Pain-, so take that, Death Company, you big ugly wusses!
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Post by: tetrisphreak
Ignoring feel no pain is a BIG deal for lots of armies these days. It seems like everyone can take an upgrade character or a psychic power that gives Key squads Feel No Pain.
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Post by: azazel the cat
As for the Monolith, I think it will stay as a super-heavy. I believe that's why the Codex lists it as "Heavy* ", likely to denote the 6th Ed. rule that says "sometimes Super-Heavy vehicles with a single structure point as called 'Heavy'."
Because remember, although the Monolith has so many shooting actions that it can perform, you can still never shoot the same gun twice. So the Monolith can fire:
Particle Whip (Ordnance)
Gauss Flux Arc
Gauss Flux Arc
Gauss Flux Arc
Gauss Flux Arc
Doorway to Nowhere
Also when you remember that you will rarely be able to fire three, not to mention all four Gauss Flux Arcs just because you're not going to have enough units in their gunsights, I think the Monolith's firing actions are nowhere near as overpowered as they appear on paper. And that's really the key to the Monolith. Other than the Particle Whip (which, as far as ordnance templates go is mediocre at best), it really doesn't have a sick amount of firepower when you get right down to it. However, it does appear to be nigh indestructible, and I believe that is what balances it. However, I do believe at 200 points it is still a little underpriced, probably on par with a Stormraven. Oh well, it's about time the Necrons caught a break with an undercosted unit, considering the premium we have to pay for everything except our basic troops.
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Post by: Swara
King Pariah wrote:Swara wrote:Maelstrom808 wrote:Scythes just became a LOT better. The limited range on a Doom Scythe means almost nothing now if you are running supersonic...not to mention that most things will need a 6 to hit you, which really helps the AV 11 survive.
Hell yes they do. I hope they aren't real hard to put together, because I'm buying 12 of these suckers the day they come out  (I also hope it'll be easy to magnetize them so you can switch all them up.. like 12 Doomscythes in apoc..  )
I'm assuming that you didn't look at the Apoc section of the 6th edition rulebook. Anyway, In order to bring 12 doomscythes, you'd have to also bring at least 4 HQ choices and 8 troop choices to fill the detachment requirements with all detachments having to follow Force Org.
I didn't see a specific spot for apoc, just the multiple detachment large games (same thing I guess? lol)
That's where my 125 troops and 10 lords come in.
Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.
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Post by: Bond
Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
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Post by: Swara
Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Nothing major I suppose. It is less dangerous to deep strike now other than defensive fire, but that is just within 12". So in theory you could DS out of 12" combat move 8" and shoot. I guess you could even DS 18" away and no scatter and line up, move 8" then shoot your 12" weapons into a group in theory, because you would have to be right on the money. I think you can measure the 18" when you DS though.
What is the melee qualities of it? I just remember it's an assault 1 ap 2 weapon.
EDIT: woops, got the range wrong. It's 6", so you could still DS 13" out and hope not to scatter, combat move and shoot.
In all though.. I still don't see a lot of use out of these.. I mean you could try to take out some termies with them, but then they would get wrecked next turn and are expensive to boot.
Really with the new no scatter rules for DP if you are over 18" away, it would be more cost effective to use just plain destoyers. Drop them 24" away, hit on 2+ and blow up some space marines. I'm not sure how you were wanting to use them though, I'm just rambling, which I do, being that I'm bored at work.
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Post by: Tapeworm711
Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
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Post by: Swara
For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons) Automatically Appended Next Post: Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
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Post by: tiekwando
Swara wrote:For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)
Automatically Appended Next Post:
Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.
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Post by: Tapeworm711
tiekwando wrote:Swara wrote:For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)
Automatically Appended Next Post:
Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.
No. All of their weapons have special abilities.
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Post by: Mustakha the Undying
Tapeworm711 wrote:tiekwando wrote:Swara wrote:For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)
Automatically Appended Next Post:
Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.
No. All of their weapons have special abilities.
What rules do their Power Weapons have? Nothing in the codex as it stands would imply they do anything besides be a power weapon and function as a gun.
When it says a power weapon gives 5++, it notes that power weapons with other special rules don't give that. Those other special rules include things like coarse, 2-handed, channel, +1 str, and so on. Given that the Rods of Covenant have none of those, it would seem safe to assume they are just a regular power weapon and confer the "Parry" ability.
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Post by: Tapeworm711
Mustakha the Undying wrote:Tapeworm711 wrote:tiekwando wrote:Swara wrote:For me, (just for fun  ) I'm going to teleport my group of lychguard with shields within 6" of a heavy weapon squad. (such as lascannons)
Automatically Appended Next Post:
Tapeworm711 wrote:Bond wrote:Can someone tell us if these new rules affect praetorians in a positive way and make them better? Especially the Rod of the Covenant variant? I havent had time to look at the leaked rules in depth yet
Not much can save them, short of a amendment to their rules.
40 pts gets you:
• Very little kill power. (6" guns, 1A)
• Poor Survivability (1W, 3+ and no invul for 40pts doesn't cut it)
They are just the bastard child as other units in the book serve the same role only better.
I'd have to agree. They look cool, but there is a reason they are the only unit in the book that I can't remember the rules for..
Would they get the 5++ for having a "normal" power weapon in assault? That would be a nice bonus for them.
No. All of their weapons have special abilities.
What rules do their Power Weapons have? Nothing in the codex as it stands would imply they do anything besides be a power weapon and function as a gun.
When it says a power weapon gives 5++, it notes that power weapons with other special rules don't give that. Those other special rules include things like coarse, 2-handed, channel, +1 str, and so on. Given that the Rods of Covenant have none of those, it would seem safe to assume they are just a regular power weapon and confer the "Parry" ability.
Since we don't have the Necron 6ed FAQ. My guess is they will no longer be listed as "Power Weapons" and be listed as "AP2" like most other weapons in the rule book. Also, Rods are Two Handed as they are modeled.
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Post by: Mustakha the Undying
Tapeworm711 wrote:Since we don't the Necron 6ed FAQ. My guess is they will no longer be listed as "Power Weapons" and be listed as "AP2" like most other weapons in the rule book. Also, Rods are Two Handed as they are modeled.
Ehh, yeah without the final codex update and the final rules we can't be certain. My point is more that, given the fact praetorians suck currently, and their guns will become even more useless, it seems like they're going to give them the parry rule to make it somewhat worthwhile to take a squad. Whereas Warscythes are listed as 2-handed weapons in their description, Rods of Covenant don't say that and instead are merely called a "power weapon" for CC use.
Honestly, I think they're going to revamp the Praetorians (or at least their weapons) in the 6th edition update quite a bit. It seems like what they were going for was some kind of extended reach type of ability by giving them a 6-inch gun with the same str and armor piercing capability as their close combat attacks, probably as a way to let them kill things before getting into combat and being chopped up first (due to low initiative). I wouldn't be surprised if in the update, Praetorians are like, able to attack at init 10 for a single attack then do regular close combat attacks at init 2 or something, to represent their prowess in close combat or something.
It's all speculation of course, but I'd say if I played a game today using the leaked rules a covenant rod would give me a 5++ for close combat.
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Post by: Irdiumstern
I would imagine that Rod Praetorians get the 5++, but without being able to shoot before charging, they just won't do enough damage to take out anything.
Another interesting change might be the Vanguard. With Nemsor acting as a beacon, Vanguard will be able to charge 6" after DSing without scatter, along with his squad. Couldn't one also put him with some Spyders and then pull the whole thing through his super VOD?
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Post by: tetrisphreak
The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"
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Post by: Swara
tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"
To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.
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Post by: tetrisphreak
Swara wrote:tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"
To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.
good catch. I have never used praetorians, i forgot they only carry the big staff when using the Rod.
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Post by: Swara
tetrisphreak wrote:Swara wrote:tetrisphreak wrote:The fact that the Rod of the Covenant is an assault weapon, it grants the Praetorians +1 Attack when used as a secondary weapon...So they'll have 3 A on the charge with a purported 5++ save, and a 5+++ afterwards. Not nearly as good as Lychguard, in my opinion, with the exception that they charge 18" while LG only charge 12"
To get the extra attack as a secondary weapon then you have to have a primary as well. The only weapon they have is the rod, so no extra attack : (. I do hope they get a 5++ though. Would at least make them bareble.
good catch. I have never used praetorians, i forgot they only carry the big staff when using the Rod.
I think every Necron player I've meet doesn't use them, for good reason, lol. Poor little guys : (
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Post by: whigwam
Praets are the new Pariah, with a slightly less fitting name.
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Post by: tgf
whigwam wrote:Praets are the new Pariah, with a slightly less fitting name.
Yup they are defining turd that is for sure.
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Post by: Swara
Now with the release of the "not Tomb Blades" from puppet wars I'm looking at them in 6th edition.
For 20 points you get a bike that can take a twin linked Gauss blaster and have relentless.
That's Move 16" into terrain (ignoring it) and shooting 2 shots at 18". For 3 more points you get a more awesome immortal in a smaller group that is harder to hit (jink) and faster. Yeah only a 4+ save, but the 5 toughness makes up for that IMO. Also they can take a 10 point upgrade giving them a small blast S6 AP5..
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Post by: Irdiumstern
Then again, Void Blade Praetorians did not change at all, except for being able to assault 9" after a deepstrike. Seems like a decent enough little anti-tank package there.
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Post by: Drachii
I'm hoping for tomb blades in the second wave - I used to run destroyerwing (back when it and wraithwing were all we had left. So... about 5 months ago.) and enjoyed zooming around the place. Moar of that is good.
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Post by: azazel the cat
Swara wrote:Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.
You and me, both.
Seriously, Jink makes the Tomb Blades very, very good... gaining the +1 for moving and another +1 for Jink means that BS 4 will only hit on a 6+ if I recall the table correctly. At 20 points for a TL Tesla Cannon, that is a very good harrier unit. But alas, it competes with my Destroyers, who will deliver blissful death to Blood Angels now, and that I cannot pass up.
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Post by: Drachii
I was considering Pbeamer blades. 5 PBeamer blades is very cheap for a bunch of highspeed S6 blasts, and might prove to be good at making infantry blobs go away very very fast. Would need to test it to be sure, though.
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Post by: tetrisphreak
azazel the cat wrote:Swara wrote:Azazel, if you are correct.. god help us all.... well except me, I'll have 3 mother ******* monoliths.
You and me, both.
Seriously, Jink makes the Tomb Blades very, very good... gaining the +1 for moving and another +1 for Jink means that BS 4 will only hit on a 6+ if I recall the table correctly. At 20 points for a TL Tesla Cannon, that is a very good harrier unit. But alas, it competes with my Destroyers, who will deliver blissful death to Blood Angels now, and that I cannot pass up.
Sorry, not quite that good. The leak shows that remaining stationary is a -1 to EV, but moving is a +/-0 to EV. Jink gives +1, so moving tomb blades will be hit on 4+ by Space Marines and 5+ by Tau Firewarriors, and 6+ by Orks.
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Post by: Swara
Right, but that with a 5T for a 20 point model? I'll be taking them most likely. Probably with gauss blasters though. They are bikes which gives them relentless which means twin linked weapons can fire twice at 18".. all for the same 20 points.
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Post by: tetrisphreak
Swara wrote:Right, but that with a 5T for a 20 point model? I'll be taking them most likely. Probably with gauss blasters though. They are bikes which gives them relentless which means twin linked weapons can fire twice at 18".. all for the same 20 points.
Oh no kidding, I love tomb blades and I'll be buying a full squad of 5 once they have models.
I want mine with particle beamers, however, to lay down the hurt with 5 s6 small templates. With the new rules of blast weapons they'll be getting between 10 and 20 hits at s6 per shooting phase, consistently.
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Post by: Swara
Smexy! /)^3^(\
I just ordered 3 from Puppets wars to mix in as my "leader" for if they come out with some that are less expensive from GW. I'm going to have a fast themed army with the bikes and tomb blades everywhere. The blast templates are indeed very sexy and I'll probably 1 group of 5 of those and 2 groups of gauss blasters, but I'll have to play test it some.
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Post by: Lepuke
I think Phaeron actually got better in this rule set since you can now double tap outside of charge range of normal infantry, considering its only 20pts if you used it twice a game with 20 warriors thats 40 extra S4 shots, well worth the points.
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Post by: Swara
Give them a cryptek so they can teleport in 19" away, move up and 40 shots to the butt.
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Post by: Skywalker049
Phaeron didn't take a hit, it not only extends double tap but in assault units with relentless can use their rapid fire and heavy weapons for +1 attack. That is awesome.
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Post by: Irdiumstern
Skywalker049 wrote:Phaeron didn't take a hit, it not only extends double tap but in assault units with relentless can use their rapid fire and heavy weapons for +1 attack. That is awesome.
If they already have another CC weapon. Which necron unit has both a rapid/heavy weapon and a CC weapon? As far as my admittedly cursory glance, the only thing that can actually make use of the new "Assault weapons give +1 attack with a non coarse CC weapon" are tachyon arrows. 30 points for an extra attack anyone? Not with warscythes though, those are two handed.
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Post by: Sasori
I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!
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Post by: Swara
Sasori wrote:I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!
I think they also took out the +1 for being open topped as well ʘ‿ʘ
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Post by: Sasori
Swara wrote:Sasori wrote:I had another cursory glance through the book, and I didn't see a -1 Modifier for "AP -" anymore. If that's true, Tesla got even more useful!
I think they also took out the +1 for being open topped as well ʘ‿ʘ
Yeah, I posted that earlier in the thread
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Post by: Swara
Well, I've slept since then! /)^3^(\
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Post by: Sasori
Swara wrote:Well, I've slept since then! /)^3^(\
I can't make out that, emoticon, lol.
I've really been enjoying my Necrons in 5th, and if these leaked rules are even somewhat true, I may enjoy them even more in 6th!
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Post by: Swara
Sasori wrote:Swara wrote:Well, I've slept since then! /)^3^(\
I can't make out that, emoticon, lol.
I've really been enjoying my Necrons in 5th, and if these leaked rules are even somewhat true, I may enjoy them even more in 6th!
Yes, I should enjoy them more and spend all my monies yet again!
Oh and..
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Post by: alspal8me
I'm just curious as to how these changes will affect list building. As units in transports are no longer able to hold objectives I think the meta will shift to more durable troops as opposed to MSU warriors in Ghost arks. The buff to rapid fire also helps a lot in the troops sections as Gauss now becomes a very viable option again. Foot troops are also faster. How are these changes going to affect list choices like annihilation barges, scarabs, and Catacomb command barges? Or other stuff considered a staple in 5th? Or will the configuration of units change? Is the 20 man warrior blob viable now or other unit configurations?
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Post by: azazel the cat
I'm curious... I seem to remember reading in the 6th Ed. rules that Skimmers would not block LOS anymore. Or perhaps I just invented this and am now crazy. Anyway, if that is the case, and since units in transports cannot hold objectives any longer, could the Necrons not revive the Tau 'fish of fury' (I think that's what it was called?) The buffs to rapid fire certainly seems conducive to the tactic, and the Ghost Ark benefit of the D3 model repair, combined with the long and thin shape of the Ghost Ark make it seem like this would be a very powerful way to sit on objectives. Again, assuming the LOS actually works. EDIT: spelling
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Post by: tetrisphreak
Yes, anything with a base (including skimmers since they are on flying bases) is not counted for LOS and does not automatically grant a cover save. Fish-of-Fury will be viable again, albeit with an 8" move+disembark instead of 12" (since you can only get out of a vehicle, closed or open, if it moves combat speed or less).
*note* Intervening units can give cover saves to other units receiving fire if the owning player uses the special rule "Look Out, Sergeant!" on them. They take a critical hit for every passed 5+ cover save. So using a meat wall makes sense now, if they were giving you cover then those models are susceptible to dying as well!
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Post by: azazel the cat
tetrisphreak wrote:Yes, anything with a base (including skimmers since they are on flying bases) is not counted for LOS and does not automatically grant a cover save. Fish-of-Fury will be viable again, albeit with an 8" move+disembark instead of 12" (since you can only get out of a vehicle, closed or open, if it moves combat speed or less). *note* Intervening units can give cover saves to other units receiving fire if the owning player uses the special rule "Look Out, Sergeant!" on them. They take a critical hit for every passed 5+ cover save. So using a meat wall makes sense now, if they were giving you cover then those models are susceptible to dying as well! My point is that the Ghost Ark's repair protocols, as well as it's slender design seems to mesh beautifully with this tactic. Coupled with the 18" rapid fire and the fact that the Ghost Ark is AV 13 on its side, I think this may be a fantastic tactic for parking on objectives. I can't think of any other Necron units that I would use as meat shields, just because the range is so short and they fold so fast in CC. EDIT: spelling
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Post by: alspal8me
azazel the cat wrote:My point is that the Ghost Ark's repair protocols, as well as it's slender design seems to mesh beautifully with this tactic. Coupled with the 18" rapid fire and the fact that the Ghost Ark is AV 13 on its side, I think this may be a fantastic tactic for parking on objectives. I can't think of any other Necron units that I would use as meat shields, just because the range is so short and they fold so fast in CC.
Wow this is a really good idea. Might level the playing field between Immortals and warriors as I seem to see more people favoring Immortals over Warriors now. Where does this leave other unit configurations of warriors? I can still see the 5 Warrior squad seeing game play but with the need to hold objective all game and not just at the end of play I think it will be less useful, but not completely useless.
I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.
And then there is the 20 warrior blob, supported by an Overlord or Lord and possibly a cryptek of some flavor. With the need for durable troops I really see this option getting better. Just the changes to Rapid Fire make this unit much better. I also think there is a stratagem that gives one unit stubborn. 20 stubborn warriors with a scythe and MSS support would be a pain to shift off an objective. Even more so if you have a couple Arks for your "Fish of Fury" warriors floating around reanimating the blob.
I might have to make warriors and not immortals my go to troop choice. I'd use a couple "Arks of Fury" and a large blob to advance midfield. I'd take 2nd turn to get the stubborn stratagem then watch their alpha strike fizzle thanks to my solar pulse.
50336
Post by: azazel the cat
alspal8me wrote:I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.
Erm... you mean "Fury", right? Because, uh, it's a very different thing. I think the 20-Warrior blob works best with the Pirate Ship tactic: you put 10 Warriors inside the boat, and keep ten behind the boat-wall, so that the unit can hold an objective as well as dish out a huge amount of firepower. Nobody is going to charge into 20 rapid-fire Gauss shots just to assault the Ark, because even after the Ark is gone the assaulting unit will get shot again. EDIT: typos
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Post by: tetrisphreak
azazel the cat wrote:alspal8me wrote:I see the 10 warrior "Pirate ship of Furry" being quite common and effective as azazel mentioned.
Erm... you mean "Fury", right? Because, uh, it's a very different thing.
I think the 20-Warrior blob works best with the Pirate Ship tactic: you put 10 Warriors inside the boat, and keep ten behind the boat-wall, so that the unit can hold an objective as well as dish out a huge amount of firepower. Nobody is going to charge into 20 rapid-fire Gauss shots just to assault the Ark, because even after the Ark is gone the assaulting unit will get shot again.
EDIT: typos
Except you can't do that with a 20 man blob - the entire unit must be able to embark or nobody can.
With the scoring rules being that you must be disembarked to score objectives, I can see Warriors gaining favor over immortals with their ability to repair with RP rolls as well as ghost arks replenishing the squads that camp on objectives.
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Post by: azazel the cat
tetrisphreak wrote:Except you can't do that with a 20 man blob - the entire unit must be able to embark or nobody can.
Since when? Did I miss something?
11268
Post by: nosferatu1001
Since ever. 3rd ed onwards
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