Not much choices there. You need some AT and more than 1 unit. Options are basically destroyers, DDA, H.destroyers and doom scythes. No DDA's, destroyers need the stratagem so 1 unit. Either triple flyers or heavy destroyers or both.
I would be taking 3x3 heavy destroyers models withstanding. Need to buy those sooner or later. With CA19 point costs those are pretty good and more than viable replavement of flyer wing that loses lots of it's use with death of one which are super soft to begin with.
tneva82 wrote: Not much choices there. You need some AT and more than 1 unit. Options are basically destroyers, DDA, H.destroyers and doom scythes. No DDA's, destroyers need the stratagem so 1 unit. Either triple flyers or heavy destroyers or both.
I would be taking 3x3 heavy destroyers models withstanding. Need to buy those sooner or later. With CA19 point costs those are pretty good and more than viable replavement of flyer wing that loses lots of it's use with death of one which are super soft to begin with.
Yeah basically this. We have other AT options, they just suck.
I'd go with 9 Heavy destroyers. Since their points drop, I think they've become a competitive choice. Doom Scythes are expensive and lacklustre. Doomsday Arks really are carrying our codex at the moment in my opinion, I can't imagine taking a serious list without three of them.
Split it into 4 groups,
2 groups have 1 overlord, 2 teslamortals, 1 of the Heavy destroyer squads and one of the triarch stalkers
3rd group has the last overlord with the veil of darkness, 2 teslamortals and the last heavy destroyer squad. Potentially deceiver parts of this group up into a good position, then veil of darkness the overlord and remaining infantry to join.
Sounds like a nice casual list, i like it. With 60 teslamortals a cryptek could be useful. It would put pressure on your opponent to wipe out an entire unit of them, possibly overshooting, leaving other units unharmed, or with minor damage.
Split it into 4 groups,
2 groups have 1 overlord, 2 teslamortals, 1 of the Heavy destroyer squads and one of the triarch stalkers
3rd group has the last overlord with the veil of darkness, 2 teslamortals and the last heavy destroyer squad. Potentially deceiver parts of this group up into a good position, then veil of darkness the overlord and remaining infantry to join.
Final group is the deceiver with the scarabs.
Interesting list. The main thing that strikes me is that this looks like an ideal Mephrit list, since basically none of the other dynasties benefit you all that much, and this much Ap-1 tesla at half range will seriously dissuade anyone from coming near you. Also you can deceiver a couple of units up to get some early hurt down.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
Split it into 4 groups,
2 groups have 1 overlord, 2 teslamortals, 1 of the Heavy destroyer squads and one of the triarch stalkers
3rd group has the last overlord with the veil of darkness, 2 teslamortals and the last heavy destroyer squad. Potentially deceiver parts of this group up into a good position, then veil of darkness the overlord and remaining infantry to join.
Final group is the deceiver with the scarabs.
Interesting list. The main thing that strikes me is that this looks like an ideal Mephrit list, since basically none of the other dynasties benefit you all that much, and this much Ap-1 tesla at half range will seriously dissuade anyone from coming near you. Also you can deceiver a couple of units up to get some early hurt down.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
I'd suggest Sautehk, give your tesla the ability to proc on 4+
Exploding on 4s is nice (and gives you something to burn the CP on), but I feel like you get diminishing returns after the first +1 to hit. Also feels like a waste to go Sautekh and not bring the stormlord (though points, I know). Also the list falls apart vs 2+ saves (or marines in cover). I think Mephrit sneaks it for me, but both work.
If you are going Sautekh, swap an overlord for a normal lord. You'll already have +1 to hit on priority targets, but reroll 1s to wound is great and you can get all 60 immortals benefiting from it in theory.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
If you have 10 RP rolls you can burn 10CP for command rerolls. RP is at the start of your turn, its not during a phase, you arent limited by strategic discipline.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
If you have 10 RP rolls you can burn 10CP for command rerolls. RP is at the start of your turn, its not during a phase, you arent limited by strategic discipline.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
If you have 10 RP rolls you can burn 10CP for command rerolls. RP is at the start of your turn, its not during a phase, you arent limited by strategic discipline.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
If you have 10 RP rolls you can burn 10CP for command rerolls. RP is at the start of your turn, its not during a phase, you arent limited by strategic discipline.
No
He is correct though why on earth you would be wishing to rr 10 RP's is another thing. Unless it's some hyper rare case you are just wasting good CP for worthless gain. Even necrons can use 15 CP for better than that.
On the flip side, I can't see what this list is going to spend it's CP on beyond command rerolls, certainly don't see it burning through 15CP.
If you have 10 RP rolls you can burn 10CP for command rerolls. RP is at the start of your turn, its not during a phase, you arent limited by strategic discipline.
No
He is correct though why on earth you would be wishing to rr 10 RP's is another thing. Unless it's some hyper rare case you are just wasting good CP for worthless gain. Even necrons can use 15 CP for better than that.
Arachnofiend wrote: It occurs to me that the "staff of light" portion might actually still be the Eldritch Lance or a new thing; it isn't exactly the same as either weapon.
I doubt he'll be cheap, more than an Overlord surely. The question is if he's worth it, people paid a lot of points for Guilliman after all.
His weapon looks similar to the old weapons on Pariahs. I'm hoping that we get some pariah models, not because I liked the old ones (bleh) but because our rules probably aren't getting fixed any time soon. Maybe some new models will help.
I'm not huge on fluff, but from what I remember, it seems like szeras was involved heavily with the Pariah project during the "old cron" days. Maybe we'll see that expanded a little more.
If anything, I'm hoping we get a decent build-a-dynasty list of abilities, but I'm not holding my breath.
Automatically Appended Next Post: After Chapter approved came out, the Annihilation barge's cost dropped to 90 points (103 with Tesla Cannon, 110 with Gauss cannon).
It doesn't seem like it's ever received much play. Is it just because it competes with the DDark in the heavy slot?
I would think that maybe, just maybe, the 8 shots of str 7 tesla might make it worth a try. No AP hurts it, but they don't degrade, move well, and aren't super expensive.
I haven't had much luck getting games in this year, so I'm purely speculating. Just throwing it out there to see what everyone has to say.
I've had great luck running a pair of Mephrit Annibarges, hunting down medium targets and melting hordes
it is legit just because they compete with DDAs that most of the time they arent really worth it
However, with the shift from triple D-Scythe + Triple D-Ark into a horde of Heavy Destroyers, I can see me putting mine on the table again to replace what I am now lacking in the "upfield gun boat" portion of the DDA kit.
i know I'm a minority when it comes to floating about making use of the S8 profile and gunning down infantry with the flayers as a matter of course, so seeing as how I am now gonna be not having the arks, using barges to hunt infantry that my immortals dont want to get toop near seems like my next best thing.
IHateNids wrote: I've had great luck running a pair of Mephrit Annibarges, hunting down medium targets and melting hordes
it is legit just because they compete with DDAs that most of the time they arent really worth it
However, with the shift from triple D-Scythe + Triple D-Ark into a horde of Heavy Destroyers, I can see me putting mine on the table again to replace what I am now lacking in the "upfield gun boat" portion of the DDA kit.
i know I'm a minority when it comes to floating about making use of the S8 profile and gunning down infantry with the flayers as a matter of course, so seeing as how I am now gonna be not having the arks, using barges to hunt infantry that my immortals dont want to get toop near seems like my next best thing.
Yeah, I would think that with the Heavy D's coming into play there will be other options. I'm just curious about how the annibarge does against better saves. You're pumping out a good number of shots with the 8 Tesla rounds (plus whatever under slung gun you use) so I wonder if the volume of fire would be good enough to help deal with how many 2+ saves there are floating around.
IHateNids wrote: I've had great luck running a pair of Mephrit Annibarges, hunting down medium targets and melting hordes
it is legit just because they compete with DDAs that most of the time they arent really worth it
However, with the shift from triple D-Scythe + Triple D-Ark into a horde of Heavy Destroyers, I can see me putting mine on the table again to replace what I am now lacking in the "upfield gun boat" portion of the DDA kit.
i know I'm a minority when it comes to floating about making use of the S8 profile and gunning down infantry with the flayers as a matter of course, so seeing as how I am now gonna be not having the arks, using barges to hunt infantry that my immortals dont want to get toop near seems like my next best thing.
Yeah, I would think that with the Heavy D's coming into play there will be other options. I'm just curious about how the annibarge does against better saves. You're pumping out a good number of shots with the 8 Tesla rounds (plus whatever under slung gun you use) so I wonder if the volume of fire would be good enough to help deal with how many 2+ saves there are floating around.
The way 8th was designed, having just-not-high-enough Strength with no AP and damage 1, has arguably been the least favourable weapons configuration.
The targets for which no-AP is good enough, S5 tesla does the job just aswell, and we're alerady covered in that department.
Covering for lack of DD's midfield gunboat properties might be a niche.
It's an awesome model, might work for casual games against non-power-armour armies. Sautekh + Gauss cannon could help it proc tesla on 5+ and move-and-fire without heavy weapons penalty on the gauss cannon.
IHateNids wrote: I've had great luck running a pair of Mephrit Annibarges, hunting down medium targets and melting hordes
it is legit just because they compete with DDAs that most of the time they arent really worth it
However, with the shift from triple D-Scythe + Triple D-Ark into a horde of Heavy Destroyers, I can see me putting mine on the table again to replace what I am now lacking in the "upfield gun boat" portion of the DDA kit.
i know I'm a minority when it comes to floating about making use of the S8 profile and gunning down infantry with the flayers as a matter of course, so seeing as how I am now gonna be not having the arks, using barges to hunt infantry that my immortals dont want to get toop near seems like my next best thing.
Yeah, I would think that with the Heavy D's coming into play there will be other options. I'm just curious about how the annibarge does against better saves. You're pumping out a good number of shots with the 8 Tesla rounds (plus whatever under slung gun you use) so I wonder if the volume of fire would be good enough to help deal with how many 2+ saves there are floating around.
The way 8th was designed, having just-not-high-enough Strength with no AP and damage 1, has arguably been the least favourable weapons configuration.
The targets for which no-AP is good enough, S5 tesla does the job just aswell, and we're alerady covered in that department.
Covering for lack of DD's midfield gunboat properties might be a niche.
It's an awesome model, might work for casual games against non-power-armour armies. Sautekh + Gauss cannon could help it proc tesla on 5+ and move-and-fire without heavy weapons penalty on the gauss cannon.
If you look at the Indexes of 8th, there was a moderate amount of Toughness 7, low armor (I.e., 3+ and 4+) monsters/vehicles which in theory would be the usual target for the ABarge. You can see the design intention there.
Of course, those targets turned out not to be played in any prevalent fashion and Armor Saves throughout moved lower and lower.
This meant that the same profile that in 6th was too cheap at the same cost, is now still not particularly great despite technically getting better (double the shots instead of twinlinked).
Automatically Appended Next Post: In fairness, although the modern QS is better than 6th/7th, at the time, the QS Rule also made it unkillable versus certain army load outs.
IHateNids wrote: Yeah, the fact they add to the QS wall is another thing they have going for them.
I reckon if people played "normal" (read - non-Leviathan and non-Custodians) Dreadnoughts, they might have better targets
I do think that Tesla Destructors aren't great. Base AP1 would fix a lot of their issue I think. AP optional & 2D would be sweet
I'd maybe go the other route and just double their number of shots again. 16 Str 7 Ap 0 Tesla shots would make them into savage little mobile gunboats vs infantry, while the extra shots would also mean more gets through vs light armour.
IHateNids wrote: Yeah, the fact they add to the QS wall is another thing they have going for them.
I reckon if people played "normal" (read - non-Leviathan and non-Custodians) Dreadnoughts, they might have better targets
I do think that Tesla Destructors aren't great. Base AP1 would fix a lot of their issue I think. AP optional & 2D would be sweet
I'd maybe go the other route and just double their number of shots again. 16 Str 7 Ap 0 Tesla shots would make them into savage little mobile gunboats vs infantry, while the extra shots would also mean more gets through vs light armour.
Unfortunately, as you correctly stated, their preferred targets are T6 and have a low armor save. Basically themselves. On everything else either the S7 is wasted as Immortals or Tomb Blades are equally good, or the Save prevents them from being efficient....
I've always wondered why the Tesla Destructor couldn't have str 8, but that's something for another thread.
I'd like to try a list with Heavy destroyers to sub for DDarks and then use the Annibarges for volume of fire along with the Triarch stalker and the Particle Shredder. I'm not 100% sold on the Triarch stalker, but I play casual games only.
I think that (maybe) without the Heavy Gauss Cannon the stalker isn't as tempting a target, but I could be way off.
in 5th & 6th they made the target they shot at count as Twin-Linked
Re-rolling Scatter with the old DDA made Stalkers hilarious levels of OP, irrespective of their loadout.
Thanks to that fact, Stalkers have become pretty much "Pair or Bust", because people know to target them first
They're very good for their cost, but like a lot of our codex, they arent good enough against what's across the table 9 times out of 10
I think most things are "pair or bust" if they're killy units or help increase damage. As soon as someone sees something you have do high or decent damage to their army, they tend to zero in on it. You'll need redundancy or someone will just focus fire and wipe them. However, if they're blasting my stalker(s), that's firepower not directed at my Heavy D's or annibarges. Also, I'm not proposing this in a tournament setting.
Just as an example, (not proposing this as a list) if I took 6-9 heavy destroyers, 3 annibarges, and 2 stalkers I think it would cause target priority confusion. The biggest failing I've seen in my opponents has been poor target priority and the harder I can make it for them to choose, the better. If you focus on any single unit, the others will be operating under less pressure. It's not a perfect strategy, it doesn't solve every problem/situation, but it's something to consider.
I also think that taking warriors with this setup will be beneficial. The larger unit size makes them harder to wipe. Either my opponent will have to focus more firepower to kill them or they'll divide it among the armor/warriors and I'll have a better chance of reanimation. Just spit-balling.
Since I don't do tournaments and play casually, I think this approach would work fairly well.
IHateNids wrote: I could see Destructors getting an extra two shots per barrel tbf
would indirectly buff the flyers as well, which is never bad
From a game designers perspective, it really wouldn't make sense, I'd argue, to fix a weapon by just making it more of what is not working for it in the first place.
Give it something useful, and then balance its point cost. Ie AP or more damage.
Just as an example, (not proposing this as a list) if I took 6-9 heavy destroyers, 3 annibarges, and 2 stalkers I think it would cause target priority confusion. The biggest failing I've seen in my opponents has been poor target priority and the harder I can make it for them to choose, the better. If you focus on any single unit, the others will be operating under less pressure. It's not a perfect strategy, it doesn't solve every problem/situation, but it's something to consider.
I dont see any target priority confusion there. Your heavy destroyers would be targeted by anything that has S6+ and two or three fixed damage, maybe even D3 or D6, because they dont have QS. Whereas annibarges and stalkers would be targeted by something that has S7+ and 1 or 2 fixed damage, or D3, because QS is pretty much useless there, against 1 or 2 damage.
in 5th & 6th they made the target they shot at count as Twin-Linked
Re-rolling Scatter with the old DDA made Stalkers hilarious levels of OP, irrespective of their loadout.
Thanks to that fact, Stalkers have become pretty much "Pair or Bust", because people know to target them first
They're very good for their cost, but like a lot of our codex, they arent good enough against what's across the table 9 times out of 10
I think most things are "pair or bust" if they're killy units or help increase damage. As soon as someone sees something you have do high or decent damage to their army, they tend to zero in on it. You'll need redundancy or someone will just focus fire and wipe them. However, if they're blasting my stalker(s), that's firepower not directed at my Heavy D's or annibarges. Also, I'm not proposing this in a tournament setting.
Just as an example, (not proposing this as a list) if I took 6-9 heavy destroyers, 3 annibarges, and 2 stalkers I think it would cause target priority confusion. The biggest failing I've seen in my opponents has been poor target priority and the harder I can make it for them to choose, the better. If you focus on any single unit, the others will be operating under less pressure. It's not a perfect strategy, it doesn't solve every problem/situation, but it's something to consider.
I also think that taking warriors with this setup will be beneficial. The larger unit size makes them harder to wipe. Either my opponent will have to focus more firepower to kill them or they'll divide it among the armor/warriors and I'll have a better chance of reanimation. Just spit-balling.
Since I don't do tournaments and play casually, I think this approach would work fairly well.
Another interesting (and psychological) possible benefit in this setup could be the following; normally an enemy would focus down a big warrior blob to avoid them RP'ing. For this he has anti-infantry weapons en mass, and then in the end if he is just a couple of shots shy of whiping the unit, he will chip in with some heavier AT weapons to knock down the last few models (I see this almost every time I play).
If you field lots of juicy targets for AT, that's where people tend to start. I know I do. In my shooting phase I typically strive to make the bigger guns work first, ie DDAs, let them dig in to as much untouched pristine enemy meat as possible, and then perhaps reach for cheapere weapons if I need to finish things off.
With the above setup I suspect he'll grab all his las cannons and battle cannons to throw at the HDs and stalkers and flyers, perhaps that would save a few infantry units to live another day and RP one more turn.
EDIT: Now that being said, RP isn't what wins us games, so this isn't a strat I'd play into in a tournament
IHateNids wrote: I could see Destructors getting an extra two shots per barrel tbf
would indirectly buff the flyers as well, which is never bad
From a game designers perspective, it really wouldn't make sense, I'd argue, to fix a weapon by just making it more of what is not working for it in the first place.
Give it something useful, and then balance its point cost. Ie AP or more damage.
Oh, no, you misunderstand me.
This is not what I want to happen.
This is what I can see GW doing. Because RoF fixes everything......
I understand the points about target priority and such, I am merely stating that Stalkers are argueably the worst case of reputation we have at the minute, because the other big thing that was bonkers in older editions was Wraiths, but Wraiths are still as good as they were, if not better.
IHateNids wrote: This is what I can see GW doing. Because RoF fixes everything......
Well di it enough and it actually kind of does. Double ROF is superior to -1 in virtually every scenario. Targets that have high save AND constant reroll for save being exception.
vs 2+ save -1 doubles # of casualties, same as ROF doubling. And any save worse than that -1 doesn't double casualties like doubling ROF does. And any save better than 2+ the -1 is irrelevant.
So if I had to pick between double ROF or -1 it's easy. Double ROF.
And dam2 is worse than double ROF as well. Dam2 doesn't neccessarily make you better even vs w2 models. If you have double ROF you get double past saves than you did which is again same as d2. One SOB player confused buzz saws as "primaris" killers due to dam2. Well flails are just as good eventhough they also wound on 3+ vs saw 2+ and have lower save modifier because they have triple the attacks. ROF actually does solve lots of things. Flails are so good on penitent engines because they throw down tons of dice. 8th ed is edition of quantity over quality. Provided ROF is boosted enough it does fix everything. You can make tesla destructor supreme necron titan killer if you give sufficient high ROF. Albeit at that point the ROF would be ridiculous enough it will basically overkill ork boyz mobs
The idea I'm putting forward is to have the heavier Tesla guns exploding on 5+ instead of the standard 6+. Then you could use the Sautekh strat and have them exploding on 4+. It makes sense to me that these bigger Tesla weapons should be pulling off their bonus better than the standard guns.
elook wrote: The idea I'm putting forward is to have the heavier Tesla guns exploding on 5+ instead of the standard 6+. Then you could use the Sautekh strat and have them exploding on 4+. It makes sense to me that these bigger Tesla weapons should be pulling off their bonus better than the standard guns.
You should put that in the proposed rules section.
IHateNids wrote: Yeah, the fact they add to the QS wall is another thing they have going for them.
I reckon if people played "normal" (read - non-Leviathan and non-Custodians) Dreadnoughts, they might have better targets
I do think that Tesla Destructors aren't great. Base AP1 would fix a lot of their issue I think. AP optional & 2D would be sweet
Um no. The S7 is part of the problem. They'd be absolutely garbage at gunning down T7 Dreads.
I would like to point out wounding on 5s is so much worse than moving on 4s....
still not a guaranteed Kill like our other heavy weapons, but gotta be worth something.
They're still piss poor when you land 6 or so hits and then just 3 wound. When it comes to that, the difference of 1 less wound is honestly negligible at that point. They don't have a good target that's big, period.
MrPieChee wrote: Strength 8 or damage 2 seem the most popular choices for buffs.
Would be nice if they got a bonus Vs flyers to follow the fluff. A range of 36” would probably also make sense, although maybe not needed.
I think when our new codex swings around that tesla will change to natural 6s, which is both a buff and a nerf, but it'd help against flyers for sure. It's ludicrous that our anti-air vehicle, the Obelisk, is loaded up with tesla weaponry that will never trigger vs it's targets.
MrPieChee wrote: Strength 8 or damage 2 seem the most popular choices for buffs.
Would be nice if they got a bonus Vs flyers to follow the fluff. A range of 36” would probably also make sense, although maybe not needed.
I think when our new codex swings around that tesla will change to natural 6s, which is both a buff and a nerf, but it'd help against flyers for sure. It's ludicrous that our anti-air vehicle, the Obelisk, is loaded up with tesla weaponry that will never trigger vs it's targets.[/q]
Please god no. Getting hit with that kind of nerf will cement our bottom-feeder status.
Please god no. Getting hit with that kind of nerf will cement our bottom-feeder status.
Yeah it's a double-edged sword, but I don't think our top-tier lists are spamming tesla anymore as it is. Regardless, this is the way the wind is blowing. Most other rules that trigger on 6s have changed to natural 6s.
If they make that change, but also improve the rest of our gakky rules then I'm fine with it. Anyway that's some far off speculation.
The only way Tesla is likely to change is if we get a new book. And I don't think that'll be the only change, so thinking it alone will make necrons bottom tier is a little ridiculous.
If we're talking new codex then Tesla should just become rapid fire 2 or 3, and Gauss blasters assault 2. Rapid fire is a perfect fit for Tesla since arcs of electricity are going to ground themselves at longer range. Sure if that's the only change it'll annoy lots of power gamers that have loads of Tesla immortals, but again, it's not a change that could/would happen in isolation!
Nah, Ass2 makes more sense than RF2; because the lightning grounds itself, you don't need to aim, so you can fire from the hip while advancing.
Gauss doesn't need more shots, it'd be better and more interesting for it to get a little bit of it's "oomph" back. Like To Wound Rolls of an unmodified 6 get AP-5. But that's more getting to rulescrafting than tactics.
Gwyn chan 'r Gwyll wrote: Nah, Ass2 makes more sense than RF2; because the lightning grounds itself, you don't need to aim, so you can fire from the hip while advancing.
I thnk you said that slightly backwards? I am saying I'm fine if they dont change Tesla
Gauss doesn't need more shots, it'd be better and more interesting for it to get a little bit of it's "oomph" back. Like To Wound Rolls of an unmodified 6 get AP-5. But that's more getting to rulescrafting than tactics.
I want Guass to not be automatically inferior. Giving them RF2 means that they have the same minimum damage output at long range, where Tesla can still pop on 6s for extra, and then getting close to them means they'll really really hurt (plus makes Mephrit better)
Maybe damage 2 on a wound roll of a 6 for all gaus weapons, but flat damage 2 all the time is just more power creep. I mean, I get it, with stalker bolters out in the wild, but those are clearly an error themselves.
Red Corsair wrote: Maybe damage 2 on a wound roll of a 6 for all gaus weapons, but flat damage 2 all the time is just more power creep. I mean, I get it, with stalker bolters out in the wild, but those are clearly an error themselves.
Honestly most "On a 6" solutions for Gauss still wouldn't particularly serve to replicate the old benefit of being able to wear down vehicles and monsters with supplementary infantry fire to make up for our very sparse dedicated anti-big weapons.
It doesn't help that Warscythes also lost most of their oomph. I mean yeah, relying on footslogging combat infantry for anti-tank work is niche, but combining the lack of armourbane and all the extra wounds monsters have now... It's one less tool.
changemod wrote: Honestly most "On a 6" solutions for Gauss still wouldn't particularly serve to replicate the old benefit of being able to wear down vehicles and monsters with supplementary infantry fire to make up for our very sparse dedicated anti-big weapons.
Could we perhaps take a page from the nightbringer and voidreaper?
Have gauss weapons always wound on a 2+ against vehicles, and follow normal strength vs toughness for non-vehicles.
Would this bring gauss too far above tesla? I think it further solidfies the anti-vehicle vs anti-horde nature of the 2.
edit: added quote to clarify what post is responding to.
IanVanCheese wrote: I'd say the obvious fix for Gauss is to make it D2, since it's the anti-elite infantry option and most elite infantry is rocking 2 wounds now.
Sorry I should say, I meant Immortal Gauss Blasters specifically, not Gauss Flayers.
I floated the idea of all gauss doing MW in addition on a 6 to wound, but loads of people cried that it would be OP (despite the maths showing that it would be fine). I understand though, people hate MW because they're almost impossible to block, so it takes player interaction out of the game.
IanVanCheese wrote: I'd say the obvious fix for Gauss is to make it D2, since it's the anti-elite infantry option and most elite infantry is rocking 2 wounds now.
Sorry I should say, I meant Immortal Gauss Blasters specifically, not Gauss Flayers.
I floated the idea of all gauss doing MW in addition on a 6 to wound, but loads of people cried that it would be OP (despite the maths showing that it would be fine). I understand though, people hate MW because they're almost impossible to block, so it takes player interaction out of the game.
Who the gak is crying about that? The echo chamber has always said fishing for 6s is a gakky strategy to begin with.
IanVanCheese wrote: I'd say the obvious fix for Gauss is to make it D2, since it's the anti-elite infantry option and most elite infantry is rocking 2 wounds now.
Sorry I should say, I meant Immortal Gauss Blasters specifically, not Gauss Flayers.
I floated the idea of all gauss doing MW in addition on a 6 to wound, but loads of people cried that it would be OP (despite the maths showing that it would be fine). I understand though, people hate MW because they're almost impossible to block, so it takes player interaction out of the game.
Who the gak is crying about that? The echo chamber has always said fishing for 6s is a gakky strategy to begin with.
Given that’s the major strength of Possessed bombs, it can’t be that gakky.
IanVanCheese wrote: I'd say the obvious fix for Gauss is to make it D2, since it's the anti-elite infantry option and most elite infantry is rocking 2 wounds now.
Sorry I should say, I meant Immortal Gauss Blasters specifically, not Gauss Flayers.
I floated the idea of all gauss doing MW in addition on a 6 to wound, but loads of people cried that it would be OP (despite the maths showing that it would be fine). I understand though, people hate MW because they're almost impossible to block, so it takes player interaction out of the game.
Who the gak is crying about that? The echo chamber has always said fishing for 6s is a gakky strategy to begin with.
Red Corsair wrote: Maybe damage 2 on a wound roll of a 6 for all gaus weapons, but flat damage 2 all the time is just more power creep. I mean, I get it, with stalker bolters out in the wild, but those are clearly an error themselves.
Stalkers aren't bad though because they are Heavy 1
Not in a vacuum no. But taken in context of full rerolls and exploding hits with doctrines sprinkled in for that extra pop and they are filthy.
Same can easily happen with necrons, +1 to hit here, +1 to hit there, rerolls etc and suddenly you have something that's out of control. But, that's kind of a tangent and a pet peeve of mine that applies to the game in general (too many rerolls, auras being too prolific etc) so I'll leave it there.
Maybe so, but really if it's exploding on wounds, that's the most important part to have your rerolls and bonuses on. Almost everything Necrons have is on the hit roll with the exception of lords giving reroll 1s to wound...until you get to destroyers. I think that is going to be the biggest issue with trying to Give gauss weapons a boost and maintain that flavor across the range. You make a good unit into a crazy good unit while bringing other units up to par. I think that until we get a rewrite, gauss needs to be addressed by changing the stat lines on the weapons that are lack luster rather than giving a special rule that applies to all gauss based guns.
Thrule’s angry starlight glinted on burnished metal, glinted in cruel, lens-like eyes,
Sounds very much like a load of humans being affected by an aura like the old Pariahs used to emit...
That's what I thought too, but I don't want to get my hopes up. Besides.....I don't think Pariahs, if released, would even be very good considering the lackluster rule they gave to Szeras. That's just my opinion though.
I hope not. That ability is 99.9% useless. Psykers move, and can advance, before the psychic phase, moving out of its range . 30/180 psychic powers are 9" or less. And even if a double is rolled, there still is the command reroll.
I reckon we will get that deny a psychic power on 4+ for 1cp.
p5freak wrote: I hope not. That ability is 99.9% useless. Psykers move, and can advance, before the psychic phase, moving out of its range . 30/180 psychic powers are 9" or less. And even if a double is rolled, there still is the command reroll.
I reckon we will get that deny a psychic power on 4+ for 1cp.
Strictly speaking, the ability is not 99.9% useless.
Without CP cost, it increases the chance of perils (before re-roll abilities) from 2/36 to 6/36: a 3-fold increase in initial likelihood. If it bleeds off CP from the opponent to enable re-rolls, that's a net benefit.
Note that for armies that have Psychic Power re-roll abilities, those are typically relied upon to mitigate failure chance--if they use it to avoid this, that's also a net benefit.
Thereafter, analysis moves to likelihood of the ability being within the 9" bubble. We simply cannot evaluate that without seeing more of Szera's statline and other abilities (if any).
In principle, we can say it is nearly certain to have no effect on Turn 1 if we go Second, and it is unlikely to have any effect on Turn 1 if we go First.
Further in principle, we can say that any units which have a movement speed greater than 9" are likely to be able to avoid the bubble--though whether this affects downstream impacts around strategic positioning is a Tactical consideration (i.e., if they elect to move away from Szeras which hinders their ability to capture an Objective marker--we can't realistically evaluate that mathematically in a vacuum). Similarly, any Psychers with movement greater than 18" (e.g., Hemlocks) are nearly certain to be able to avoid the bubble. Everything else, however, have reasonable prospects of being caught within the bubble. If we imagine that they will default to within 1.1" from Szeras following our movement, and where movement for infantry psychers is typically 6", they have a high likelihood of escaping in the movement phase only if they Run.
Etc.
I'm not trying to be pedantic here, but this isn't a 99.9% useless ability--saying it is, in a Competitive Tactics thread is a disservice to the community.
Note, I am not commenting at all on hypothetical Pariahs with a further hypothetical chance of their receiving this known/spoiled ability. I hate wishlisting like this because it has a high likelihood of disappointment even when the Actual outcome is a net positive. Why do that to ourselves?
It's one of those abilities that appear inconsequential in theory but come into effect only when put into the context of the actual layout of the gaming board.
Being able to move out of range is nice and all, but that might also take you out of range for you own abilities to cover certain units, away from objectives etc. It will force tough decisions on your opponent from time to time, without a reliable tangible benefit. I understand that this is probably not a quality many people would value over more immediate and replicable effects, but I personally really enjoy it and I would wish for more abilities to follow this approach.
If Pariahs have the same ability, it becomes less useless because we can in theory flood the board with them. But as it stands, yeah its a gimmick that will rarely come up.
BertBert wrote: It's one of those abilities that appear inconsequential in theory but come into effect only when put into the context of the actual layout of the gaming board.
Being able to move out of range is nice and all, but that might also take you out of range for you own abilities to cover certain units, away from objectives etc. It will force tough decisions on your opponent from time to time, without a reliable tangible benefit. I understand that this is probably not a quality many people would value over more immediate and replicable effects, but I personally really enjoy it and I would wish for more abilities to follow this approach.
Yeah if that libby dread or mephiston wants to move over 9" of my units it's benefit already. And of course grey knights not coming close means their melee abilities are wasted. I think I can find use for that.
Ork psykers meanwhile will have very few safe results for them that will either not result in peril or failed casting.
Even if within 9" of Szeras a double roll is still needed. BA psykers can cast their unleash rage and wings of sanguinius outside of 9". Good luck getting within 9" of an ork psyker when there are 30 boys around him.
I'm hoping Szeras has an additional ability or a new stratagem to help boost this previewed ability. Let's say something like 'Change the value of any die by 1 when psychic powers are manifested within 9" of this model'
Something like this could be used to make psykers peril or fail their tests. Just saying, there could be more rules round the corner to counter psychic.
Hi there, long time lurker and newbye Necron collector, I ve read some bits here and there and went thru the codex, 1st page and 4chan.
I know I might sound naive and PA might shake things a bit, but I was wondering, would a C´tan spam list be possible? including a Vault and all 3 C´tan, in order to spam MW; scarabs to screen and a bunch of immortals to clear hordes and enemy screen. Maybe a couple of arks or a score of tomb blades might help to show up consintency on the board.
I have been playing ork as a shooting army for the last 2 years with modest success and I would like to move to a more shooty list with a lesser model count and maybe a bit more challenging with how you move and show your presence on the board.
Thanks for this great thread and active community !
Emicrania wrote: Hi there, long time lurker and newbye Necron collector, I ve read some bits here and there and went thru the codex, 1st page and 4chan.
I know I might sound naive and PA might shake things a bit, but I was wondering, would a C´tan spam list be possible? including a Vault and all 3 C´tan, in order to spam MW; scarabs to screen and a bunch of immortals to clear hordes and enemy screen. Maybe a couple of arks or a score of tomb blades might help to show up consintency on the board.
I have been playing ork as a shooting army for the last 2 years with modest success and I would like to move to a more shooty list with a lesser model count and maybe a bit more challenging with how you move and show your presence on the board.
Thanks for this great thread and active community !
Its possible. You could in a list take 1 nightbringer, 1 deceiver, 3 transcendant ctan, and a t-vault.
You'd need to find the right spot to put them all. I'd also suggest getting a big blob of something like scarabs to screen all your expensive ctan vs smites and vs shooting.
Otherwise, yeah, destroyers and tomb blades might be a good fit for something so aggressive.
Emicrania wrote: Hi there, long time lurker and newbye Necron collector, I ve read some bits here and there and went thru the codex, 1st page and 4chan.
I know I might sound naive and PA might shake things a bit, but I was wondering, would a C´tan spam list be possible? including a Vault and all 3 C´tan, in order to spam MW; scarabs to screen and a bunch of immortals to clear hordes and enemy screen. Maybe a couple of arks or a score of tomb blades might help to show up consintency on the board.
I have been playing ork as a shooting army for the last 2 years with modest success and I would like to move to a more shooty list with a lesser model count and maybe a bit more challenging with how you move and show your presence on the board.
Thanks for this great thread and active community !
Necrons are not the God awful things some make them out to be but I certainly wouldn't say no to a buff or two. I haven't played them much recently, because it just takes so much focus now to kind of master armies against the shifting meta, so i find myself wading upstream to get games in with some of my forces, Necrons being one of them. I play on Tabletop Simulator so maybe I will play a couple games with them and see where we are at. This Covid thing is seriously making life no fun tho. Games on TTS take so much longer.
I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
Jancoran wrote: Necrons are not the God awful things some make them out to be but I certainly wouldn't say no to a buff or two. I haven't played them much recently, because it just takes so much focus now to kind of master armies against the shifting meta, so i find myself wading upstream to get games in with some of my forces, Necrons being one of them. I play on Tabletop Simulator so maybe I will play a couple games with them and see where we are at. This Covid thing is seriously making life no fun tho. Games on TTS take so much longer.
We aren’t straight up godawful but we do have some painful gaps. I’m hoping the custom dynasty rules include a decent durability buffing one so we can feel a bit more like we used to, but plugging the anti-vehicle/monster gap would take either the introduction of new units or a significant overhaul of gauss.
Jancoran wrote: Necrons are not the God awful things some make them out to be but I certainly wouldn't say no to a buff or two. I haven't played them much recently, because it just takes so much focus now to kind of master armies against the shifting meta, so i find myself wading upstream to get games in with some of my forces, Necrons being one of them. I play on Tabletop Simulator so maybe I will play a couple games with them and see where we are at. This Covid thing is seriously making life no fun tho. Games on TTS take so much longer.
We aren’t straight up godawful but we do have some painful gaps. I’m hoping the custom dynasty rules include a decent durability buffing one so we can feel a bit more like we used to, but plugging the anti-vehicle/monster gap would take either the introduction of new units or a significant overhaul of gauss.
See I really don't feel like we have many gaps in our ability to kill things, we're just too brittle. Sure DDAs are a bit swingy, but between them, destroyers and heavy destroyers, I think we have enough big guns to blow most armored lists off the table, if onyl we could survive a few turns of firepower.
We struggle most with hold board presence. Our troops are too expensive and weak to be brought in the numbers we'd need to hold the center of the table. We're also quite slow.
Jancoran wrote: Necrons are not the God awful things some make them out to be but I certainly wouldn't say no to a buff or two. I haven't played them much recently, because it just takes so much focus now to kind of master armies against the shifting meta, so i find myself wading upstream to get games in with some of my forces, Necrons being one of them. I play on Tabletop Simulator so maybe I will play a couple games with them and see where we are at. This Covid thing is seriously making life no fun tho. Games on TTS take so much longer.
We aren’t straight up godawful but we do have some painful gaps. I’m hoping the custom dynasty rules include a decent durability buffing one so we can feel a bit more like we used to, but plugging the anti-vehicle/monster gap would take either the introduction of new units or a significant overhaul of gauss.
See I really don't feel like we have many gaps in our ability to kill things, we're just too brittle. Sure DDAs are a bit swingy, but between them, destroyers and heavy destroyers, I think we have enough big guns to blow most armored lists off the table, if onyl we could survive a few turns of firepower.
We struggle most with hold board presence. Our troops are too expensive and weak to be brought in the numbers we'd need to hold the center of the table. We're also quite slow.
We need resilience more than we need more guns.
Giving for example warriors back some of their ability to threaten vehicles, that they had in 7th, might perhaps add some interesting dyamics here though.
It would mean that even if we struggle with keeping models inthe game, what models remain for later game rounds, are still scary enough to make up for their dwindling numbers. Every list wouldn't have to hug 3 DDAs to have a fighting chance, could perhaps field 2x20 warriors instead for daded variety, body count but still maintained AT threat.
The difficulty is that Warriors exist to be buffed by characters. Warriors with a Cryptek invulnerability field are a bit harder to remove. Annoying part of that is that Crypteks are VERY easy to remove. Eliminators especially, but all snipers make Necrons sad.
IanVanCheese wrote: I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
Worse? Sisters of Silence. Theres literally one build for them. One. My buddy is trying to learn them. A braver man I've never known. But he's really good and he scores well in his losses. Lol.
I think Imperial KNights in general suffer right now.
Dark Angels perpetually it seems.
Tyranids are "ok" but Necrons kinda have their number. Too much withering firepower for bugs to handle while the Wraiths and Swarms just interminable tie them up.
I'd take Necrons over those choices.
I mean we could even venture into some of the Chaos Marine stuff while we're at it... Models are cool tho. Death gaurd can be real good, and some niche builds will give necrons hell, but i wouldnt call that an unfair fight in MOST of those matchups.
So... I dunno.
Automatically Appended Next Post:
Gwyn chan 'r Gwyll wrote: The difficulty is that Warriors exist to be buffed by characters. Warriors with a Cryptek invulnerability field are a bit harder to remove. Annoying part of that is that Crypteks are VERY easy to remove. Eliminators especially, but all snipers make Necrons sad.
Yeah Sniper are an issue for the Necrons for sure and none worse than Raven Guard in round one.
IanVanCheese wrote: I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
Worse? Sisters of Silence. Theres literally one build for them. One. My buddy is trying to learn them. A braver man I've never known. But he's really good and he scores well in his losses. Lol.
I think Imperial KNights in general suffer right now.
Dark Angels perpetually it seems.
Tyranids are "ok" but Necrons kinda have their number. Too much withering firepower for bugs to handle while the Wraiths and Swarms just interminable tie them up.
I'd take Necrons over those choices.
I mean we could even venture into some of the Chaos Marine stuff while we're at it... Models are cool tho. Death gaurd can be real good, and some niche builds will give necrons hell, but i wouldnt call that an unfair fight in MOST of those matchups.
So... I dunno.
Automatically Appended Next Post:
Gwyn chan 'r Gwyll wrote: The difficulty is that Warriors exist to be buffed by characters. Warriors with a Cryptek invulnerability field are a bit harder to remove. Annoying part of that is that Crypteks are VERY easy to remove. Eliminators especially, but all snipers make Necrons sad.
Yeah Sniper are an issue for the Necrons for sure and none worse than Raven Guard in round one.
Sisters of Silence are not a real faction, come on now.
Sure, we have tyranids number. But in the grand scheme of balance, they're probably on par with us (they beat some armies that beat us).
Dark Angels are marines. Even the worst marines are head and shoulders above us, even if we have an OK match up against them (again, balance across the whole game, Dark Angels will beat more factions than we will).
Knights maybe, but they can be souped with a whole manner of excellent armies and they're a rough match up for us by themselves too.
I think when we're scraping the barrel of sisters of silence trying to find worse factions than us, it's a pretty good sign that we're one of the worst factions lol.
IanVanCheese wrote: I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
GSC, and Harlequins (even after the update) for sure, like not even a debate.
With Sisters, Demons, Militarum Tempestus, custodes, Death Guard, T-Sons and Space Wolves as contenders for the victim awards. Most of these armies appear better then they are because of soup, but an army should be judged on its own IMO.
Edit: IMO the biggest issue with Necrons is how bland they have become. Like my Beloved Dark Eldar a ton of the flavor was gutted from the units. Several options are just shadows of what they were, and I don't even mean competitively necessarily. I would just like the flavor back and for some of the more aggregious units like spyders, FO, deathmarks and crypteks to get redone.
In regard to durability, that's not an Necron exclusive issue, it's an 8th edition problem that every army is wary of at this point. Every army is begging for buffs year on year until the lethality is just stupid. Core game needs to fix rerolls and terrain and add some sort of fog of war mechanic.
Yeah I'll take more flavour over power gaming for sure.
I'm hoping crypteks are getting some spice back with the new update, something akin to chaplain abilities but to bring back the old powers they used to have.
I agree that the game as whole need to be altered to fix durability, but a band-aid to help the necrons wouldn't go amiss in the meantime.
It occurs to me that re-rolls are the bane of this edition. I think that's because they wanted the game to be more lethal (they succeeded), which theoretically would encourage us to put more models on the table. But that just exacerbates the problem of lopsided games, and makes games take too long.
Perhaps a limitation on rerolls in the new edition would be a good thing, but it would hurt a lot of units, specifically buffing characters, which they want to sell lots of due to better profit per model.
With Sisters, Demons, Militarum Tempestus, custodes, Death Guard, T-Sons and Space Wolves as contenders for the victim awards. Most of these armies appear better then they are because of soup, but an army should be judged on its own IMO.
Sisters have been showing nice results before lockdowns.
Though this is 8th. Soup is name of the game. If faction isn't getting mono bonus it should be considered as part of soup rather than artificial restrictions.
IanVanCheese wrote: I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
Worse? Sisters of Silence. Theres literally one build for them. One. My buddy is trying to learn them. A braver man I've never known. But he's really good and he scores well in his losses. Lol.
I think Imperial KNights in general suffer right now.
Dark Angels perpetually it seems.
Tyranids are "ok" but Necrons kinda have their number. Too much withering firepower for bugs to handle while the Wraiths and Swarms just interminable tie them up.
I'd take Necrons over those choices.
I mean we could even venture into some of the Chaos Marine stuff while we're at it... Models are cool tho. Death gaurd can be real good, and some niche builds will give necrons hell, but i wouldnt call that an unfair fight in MOST of those matchups.
So... I dunno.
Automatically Appended Next Post:
Gwyn chan 'r Gwyll wrote: The difficulty is that Warriors exist to be buffed by characters. Warriors with a Cryptek invulnerability field are a bit harder to remove. Annoying part of that is that Crypteks are VERY easy to remove. Eliminators especially, but all snipers make Necrons sad.
Yeah Sniper are an issue for the Necrons for sure and none worse than Raven Guard in round one.
Sisters of Silence are not a real faction, come on now.
Sure, we have tyranids number. But in the grand scheme of balance, they're probably on par with us (they beat some armies that beat us).
Dark Angels are marines. Even the worst marines are head and shoulders above us, even if we have an OK match up against them (again, balance across the whole game, Dark Angels will beat more factions than we will).
Knights maybe, but they can be souped with a whole manner of excellent armies and they're a rough match up for us by themselves too.
I think when we're scraping the barrel of sisters of silence trying to find worse factions than us, it's a pretty good sign that we're one of the worst factions lol.
Luckily, that might all be about to change.
Well i dont share that appraisal. Sisters of Silence are certainly bad but they are a faction.
Tyranids are definitely not better. I don't think Tyranids are bad, because I play a guy who does serious work with his and its not even a truly meta list, though its developing into one that is closer. Necrons will still whoop them. They destroy an entire gaunt squad per round. A simple halo and the Genestealers are f'd. I dunno. I have a higher opinion of Tyranids.
I REALLY dont think Dark Angels have much that I think is insurmountable but i will totally agre that they are marines and are very tough, and you will absolutely have to play well but I call that a pick em game unlesss they are just not playing a typical Dark Angel list. Which could happen.
Knights are bad. No buffing can save them. Cant even recall the last time i didnt school a Knight list... They are cool loooooooking?
My only point is that we dont qualify for the bottom. I didn't say it was the top. It's floating i nthe middle of the lower tier somewhere. My friend Devin does a great job of sterring ecrons nd I dont struggle much with them which leads me to think that this is a little overblown but i also condedd that my recent game schedule has not allowed me time to practice recently with them so perhaps i would feel differently now. Like i said i might pull them out and test my mettle today with them. I use a fairly atypical list for Necrons which fits my own proclivities as a player which is something you always have to consider too. Sometimes its just that people aren't very flexible in what they are willing to play. Ive found plenty of people here that certainly dont like unorthodox ideas so it could be as simple as a certain pattern being too familiar to people.
I just encountered this. I was exhorted to look into Celestians (not to be confused with St. Celestine) who have been terrible since time began. Now they are one of the most points efficient killers I've seen. They should average 20 dead MEQ (or 10 Primaris) without any gear. Just them. 100 points. THAT is efficient. So in a larger army that allows for the CP, they are absolutely terrifying. Takes out entire ork mobs, takes out entire Primaris units... and God help you if you are T3. Yet its not a unit that gets ANY press.
IanVanCheese wrote: I mean sure, we can play and win with Necrons, but I struggle to think of a worse faction than us?
Maybe tyranids? Maybe. So yeah, we need buffs. Many of them.
Also on a funny note, anyone else remember the huge arguments we had in this thread about whether our new model was going to be Szeras or Szerak? Looks like everyone's a winner lol.
Worse? Sisters of Silence. Theres literally one build for them. One. My buddy is trying to learn them. A braver man I've never known. But he's really good and he scores well in his losses. Lol.
I think Imperial KNights in general suffer right now.
Dark Angels perpetually it seems.
Tyranids are "ok" but Necrons kinda have their number. Too much withering firepower for bugs to handle while the Wraiths and Swarms just interminable tie them up.
I'd take Necrons over those choices.
I mean we could even venture into some of the Chaos Marine stuff while we're at it... Models are cool tho. Death gaurd can be real good, and some niche builds will give necrons hell, but i wouldnt call that an unfair fight in MOST of those matchups.
So... I dunno.
Automatically Appended Next Post:
Gwyn chan 'r Gwyll wrote: The difficulty is that Warriors exist to be buffed by characters. Warriors with a Cryptek invulnerability field are a bit harder to remove. Annoying part of that is that Crypteks are VERY easy to remove. Eliminators especially, but all snipers make Necrons sad.
Yeah Sniper are an issue for the Necrons for sure and none worse than Raven Guard in round one.
Sisters of Silence are not a real faction, come on now.
Sure, we have tyranids number. But in the grand scheme of balance, they're probably on par with us (they beat some armies that beat us).
Dark Angels are marines. Even the worst marines are head and shoulders above us, even if we have an OK match up against them (again, balance across the whole game, Dark Angels will beat more factions than we will).
Knights maybe, but they can be souped with a whole manner of excellent armies and they're a rough match up for us by themselves too.
I think when we're scraping the barrel of sisters of silence trying to find worse factions than us, it's a pretty good sign that we're one of the worst factions lol.
Luckily, that might all be about to change.
Well i dont share that appraisal. Sisters of Silence are certainly bad but they are a faction.
Tyranids are definitely not better. I don't think Tyranids are bad, because I play a guy who does serious work with his and its not even a truly meta list, though its developing into one that is closer. Necrons will still whoop them. They destroy an entire gaunt squad per round. A simple halo and the Genestealers are f'd. I dunno. I have a higher opinion of Tyranids.
I REALLY dont think Dark Angels have much that I think is insurmountable but i will totally agre that they are marines and are very tough, and you will absolutely have to play well but I call that a pick em game unlesss they are just not playing a typical Dark Angel list. Which could happen.
Knights are bad. No buffing can save them. Cant even recall the last time i didnt school a Knight list... They are cool loooooooking?
My only point is that we dont qualify for the bottom. I didn't say it was the top. It's floating i nthe middle of the lower tier somewhere. My friend Devin does a great job of sterring ecrons nd I dont struggle much with them which leads me to think that this is a little overblown but i also condedd that my recent game schedule has not allowed me time to practice recently with them so perhaps i would feel differently now. Like i said i might pull them out and test my mettle today with them. I use a fairly atypical list for Necrons which fits my own proclivities as a player which is something you always have to consider too. Sometimes its just that people aren't very flexible in what they are willing to play. Ive found plenty of people here that certainly dont like unorthodox ideas so it could be as simple as a certain pattern being too familiar to people.
I just encountered this. I was exhorted to look into Celestians (not to be confused with St. Celestine) who have been terrible since time began. Now they are one of the most points efficient killers I've seen. They should average 20 dead MEQ (or 10 Primaris) without any gear. Just them. 100 points. THAT is efficient. So in a larger army that allows for the CP, they are absolutely terrifying. Takes out entire ork mobs, takes out entire Primaris units... and God help you if you are T3. Yet its not a unit that gets ANY press.
So this same thing happens to other armies.
Off topic but yeah, I've been eyeing up Celestians for sure. The only downside is that they take up an elite slot which is usually filled with imagifiers, but they're beasts (and they can protect your Imagifiers if you're running them, which is added hotness).
Not the worst no, but we've been consistently bad for this entire edition and along with tyranids we're the biggest major faction to suck so much. It's hard to feel bad for dark angels not being top tier when a million other marine variants exist.
punisher357 wrote: Does anyone have experience with the WL trait that makes units immune to morale? How effective was it?
Those of you that have experience using said WL trait, how much of an impact do you think army wide morale immunity would have?
Immortal Pride is great for warrior blobs, but situational otherwise. Our leadership is so high that it only really comes into play with 10 man immortal squads that have lost 7+ models.
Hyperlogical Strategist or Thrall of the Silent King are my go to choices usually.
MrPieChee wrote: In summary, if Necrons had army wide immunity to morale it would make our worst unit better and make little difference elsewhere...
I think you can frame this either as a negative or a positive.
You can either say it the way you did, or...
"Necron's already possess high Leadership and their RP mechanic forces the opponent to focus on inefficiently eliminating entire units; such that morale is either not a problem or does not arise in the first place--making morale immunity unnecessary."
Immortal Pride looks good on paper but, as others have said, it doesn't do much in practice because the main unit it's helpful for is Warriors, who aren't very good. Also, as the edition as evolved even removing 20 T4 4+/5++ save models in one turn isn't that difficult for a lot of armies anyway. I usually use Thrall of the Silent King on a CCB (Add Lightning Field for extra lols!). I guess if Necrons get a strat to double up on WL traits we might see it more, but there are probably better options even then.
Just my 2p, but I have yet to leave army creation without Hyperlogical Strategist
With the exception of a couple meme builds for friendly shiggles games, I haven't ever been able to justify anything else. It's kinda annoying, because I would really like to try something else, but the options make it hard.
I never leave home without Immortal Pride. I usually run x20 warriors and 2x10 Immortals, or 3x10 Immortals. I make my opponents commit to wiping them out fully, or they skip the morale phase, run out of LOS, and start regenerating.
My 5+ rolls to regain command points are absolutely atrocious. I think in the 4-5 games i've used Hyperlogical Stratagist....I've regained maybe 1 command point. Its let me down every time i've used it.
You could roughly compare Immortal Pride with spending 2CP for auto-pass morale.
If Hyperlogical Strategist nets you 4-6 CP, well that's three turns worth of autopass morale Warlord Trait.. for one unit each turn
In games where moral rolls aren't important, you lose out. If you dont need to pass more than 2-3 moral rolls in a game, at worst, to play to the strengths of your strategy, then perhaps HS covers
everything IP would have given you.
torblind wrote: You could roughly compare Immortal Pride with spending 2CP for auto-pass morale.
If Hyperlogical Strategist nets you 4-6 CP, well that's three turns worth of autopass morale Warlord Trait.. for one unit each turn
In games where moral rolls aren't important, you lose out. If you dont need to pass more than 2-3 moral rolls in a game, at worst, to play to the strengths of your strategy, then perhaps HS covers
everything IP would have given you.
Theoretically you're correct, but the problem I have with IP is that wiping units out fully is just good play in 40k in general and against Necrons it's an even better idea. Combined with the increase in lethality in 8th that means big blobs of Warriors tend to either get shot off the board in one turn or left alone until they can be dealt with in one turn. Under those conditions I've never really seen IP work often enough to be worth it.
It sounds like, in most cases and most people's experience, morale doesn't cause a unit to be lost. It's wiped out and denied reanimation by the opponent's firepower.
I wonder if morale or immunity to it is negligible specifically because players aren't using ghost arks and warriors. I'll have to play test games using warriors, ghost arks, and a house rule making Necrons immune to morale. Maybe I can get some useful information to share.
I haven't used my 60 Warriors at all yet in 8th.
Been too focused on not being forced to take them and being able to run Scarabs, Spyders, Sentry Pylons, all the fun things I couldn't run because of the old FOC and mandatory Warriors.
I was always a fan of warriors and ghost arks. I liked throwing all those dice! Changes to the game, weapons, transport, etc....well the current codex doesn't really make them much fun.
Sadly, the codex overall lacks synergy. I know that it was supposedly play tested but I find that hard to believe. I definitely resent Front Line for their role in it, but that's just my own opinion.
It doesn't make much sense to me how things interact with each other. Seems to be haphazardly thrown together.
iGuy91 wrote: I never leave home without Immortal Pride. I usually run x20 warriors and 2x10 Immortals, or 3x10 Immortals. I make my opponents commit to wiping them out fully, or they skip the morale phase, run out of LOS, and start regenerating.
My 5+ rolls to regain command points are absolutely atrocious. I think in the 4-5 games i've used Hyperlogical Stratagist....I've regained maybe 1 command point. Its let me down every time i've used it.
They focus fire them anyway. And it's not like necron infantry is hard to remove in one go except wraiths who don't have rp except with inefficient stratagem
iGuy91 wrote: I never leave home without Immortal Pride. I usually run x20 warriors and 2x10 Immortals, or 3x10 Immortals. I make my opponents commit to wiping them out fully, or they skip the morale phase, run out of LOS, and start regenerating.
My 5+ rolls to regain command points are absolutely atrocious. I think in the 4-5 games i've used Hyperlogical Stratagist....I've regained maybe 1 command point. Its let me down every time i've used it.
They focus fire them anyway. And it's not like necron infantry is hard to remove in one go except wraiths who don't have rp except with inefficient stratagem
It can be mitigated by playing with LOS rules from ITC, area terrain, and for the warriors a chronometron cryptek nearby. You just pull casualties until the squad is out of los. And they never roll a save worse than a 5+
Just wanted to throw some tin foil out there. The large guy has the spines on his back, if you look at the codex so does the one infantry model but not the others. The models look to be, from left to right, Immortal, Warrior, Lynch Guard (he has the axe in hand)
MoonlightSonata wrote: Hmm! Most of these new necron models and aesthetics look like god awful gak!
I like that their faces don't look like 60's aliens any more.
I'm also curious about that gauss pistol thingy.
Perhaps we get weapon options throughout? Would be awesome regardless how rules turn out to be
Automatically Appended Next Post: That spider thingy looks like he has a gauss shooter cc combo weapon. Didn't the Pariahs have that back in the days? (Before my time)
I don't like the new sculpts. Way too rounded, not nearly boxy enough. I do like the new 3 legged, 3 armed lord thing, and the 3 legged double handed sword wielding critter in the video. Maybe HtH destroyers without fly? They seem to imply speed in the video.
Well guys, this thread is gonna be lit the feth up this Summer/Fall season. Spotted all manner of leaks today including the new boxset and all models are new sculpts.
Blndmage wrote: I'm really not a fan of the new look.
They're making them too human. Tomb Kings in space.
Bring back the lovecraftian cosmic horror!
I have no idea what could give you the impression that the new models are more human than the old ones. The new walkers are right out of War of the Worlds.
The warriors are only minor changes to their previous designs - mostly in the heads and the power rods on the guns. Otherwise its the same design they've had since they've gone plastic.
17 Warriors with mixed weapons (right unit is cut off so may be a full 10man)
3 Crabby Stabbies (CC Destroyers, yes?) with a Crabby Stabby Daddy and a floaty scarab
1 Immortal support character
1 Walker Construct
1 Overlord
2 Swarmy Scarab swarms
1 Cryptek with 2 retinue
I'm so happy with this, beyond my wildest expectations of what we'd be getting. Loving the look of everything, especially the stabby destroyers and weird war of the worlds thingys.
I'm not sure I like the three armed lord.
How does it fight? I don't understand how it can move its gun arm into firing position without the sword arm getting in the way.
CthuluIsSpy wrote: I'm not sure I like the three armed lord.
How does it fight? I don't understand how it can move its gun arm into firing position without the sword arm getting in the way.
Really ? We get a ton of new models, a new codex, new general rules, and thats what you think about ??
CthuluIsSpy wrote: I'm not sure I like the three armed lord.
How does it fight? I don't understand how it can move its gun arm into firing position without the sword arm getting in the way.
That's the sort of thing you can't take issue with in 40k
This is Necrons general. Discussing tactics is useless anyway when there are few tournaments because of corona and 9th + PA dropping soon. Now let's get back on the topic of discussing leaked images of models we don't know any rules for. I agree with some of the other posters that the new direction isn't great. I just wanted more HQs to choose from, but the tall walker is pretty cool as far as I can see with the blurry images and I'm a sucker for the pokémon C'tan so I'll have to get the new Silent King.
CthuluIsSpy wrote: I'm not sure I like the three armed lord. How does it fight? I don't understand how it can move its gun arm into firing position without the sword arm getting in the way.
Really ? We get a ton of new models, a new codex, new general rules, and thats what you think about ??
Yes, I do appreciate we get new models and a codex. That doesn't mean I can't critique the new models. If the arm was coming out the back or had its own socket instead of apparently sharing it with the sword arm it would look better, imo. Still looks more necron and better than the 5th ed vehicles though.
I do like the Skorpekh destroyers. I don't find the 3 legged look too egregious, although four legs probably would have looked better.
I'm guessing from the guy in the bottom left of that picture that there will be a new destroyer/heavy destroyer kit. I'm guessing the destroyer lord goes bye bye and is replaced with that three-legged dude. What happens to flayed ones? The most logical thing would be to add an alternate build to the warriors kit. They need to be plastic and come in groups of 10.
The front corner of the front monolith has two melee models which are probably flayed ones, or something in a kit with them - no flesh has people in other threads doubting they are FO...
Egyptian Space Zombie wrote: I'm guessing from the guy in the bottom left of that picture that there will be a new destroyer/heavy destroyer kit. I'm guessing the destroyer lord goes bye bye and is replaced with that three-legged dude. What happens to flayed ones? The most logical thing would be to add an alternate build to the warriors kit. They need to be plastic and come in groups of 10.
If destroyer lord goes away to be replaced by 3 legged he better get good buffs to compensate for the nerf the 3 legs are
Egyptian Space Zombie wrote: I'm guessing from the guy in the bottom left of that picture that there will be a new destroyer/heavy destroyer kit. I'm guessing the destroyer lord goes bye bye and is replaced with that three-legged dude. What happens to flayed ones? The most logical thing would be to add an alternate build to the warriors kit. They need to be plastic and come in groups of 10.
If destroyer lord goes away to be replaced by 3 legged he better get good buffs to compensate for the nerf the 3 legs are
Unless the three legged version is just as fast as the flying version and has some jumping rule to simulate flight.
The Skorpekh looked pretty agile in the trailer, so maybe Daddy Skorpekh is just as fast.
I doubt it's got fly keyword which is if anything going to go up in importance in 9th by the look of it. There's difference between jumping and flying.
Hopefully with the new codex they actually make the obelisk viable, I know the monolith isn't great but the obelisk is such a weak vehicle for us.
You pay the points for a lord of war that struggles to kill anything with a half decent save so it'll be interesting to see if they have modified the Tesla weaponry on it
maybe haywire type rule as its it an electrical based attack or make the gravity pulse able to affect all unit types as gravity pulse should affect land units aswell but its smaller area that you have to specify. I know they haven't said anything about it but thought I'd point out another weak unit in our codex
Aza'Gorod wrote: Hopefully with the new codex they actually make the obelisk viable, I know the monolith isn't great but the obelisk is such a weak vehicle for us.
You pay the points for a lord of war that struggles to kill anything with a half decent save so it'll be interesting to see if they have modified the Tesla weaponry on it maybe haywire type rule as its it an electrical based attack or make the gravity pulse able to affect all unit types as gravity pulse should affect land units aswell but its smaller area that you have to specify. I know they haven't said anything about it but thought I'd point out another weak unit in our codex
The obelisk was voted worst unit in the game, beating out the monolith, servitors and a wide variety of other terrible models.
I for one would love to see a point reduction on the Seraptek, so it can fit in a list more comfortably, based on its fragile nature.
Well, going just by what we know for sure, I'm thinking how it effects existing necron rules and tactics.
We know for certain that warriors get a new weapon option that is shorter ranged but more effective in that range. We can guess it might get more shots that a gauss flayer. We don't know if it will have different S, AP or Dam.
Even if it just gets more shots it means the VoD, the deceiver, night scythes and monoliths become better because anything that gets the gauss reaper warriors in range will now be more effective. Likewise MWBD is now more powerful than before.
Nephrekh's ability to make a longer advance move will be more effective if these weapons, which we can assume but aren't sure of yet, are assault 2.
Of course if they are"just" assault 2 and have the same stats otherwise as flayers they're no better than flayers at 12" so it's quite possible they will have something else to be an improvement. extra ap? A new special rule? Possible.
So just one change, a new warrior gun that is more effective at shorter range, affects anything that improves shooting or speeds up warrior movement to get them close enough to use it.
And that's just one small bit of what's coming. Thins are already looking good for the necrons.
Right so GW just had their live Q&A today going over some of the new stuff for the new edition. One of the biggest things I took away is the overhaul to the Command Point system. As it is now you have to fill out detachments to unlock additional CP. What the live Q&A went over is CP pools will be based on the size of the game e.g. 1000pts, 2000pts and everyone will start with the same amount of CP. We've always been starved for CP during 8th, I feel this alone will go a long way for list building and what options we have to bring to the table.
Tauris_Blazestar wrote: Right so GW just had their live Q&A today going over some of the new stuff for the new edition. One of the biggest things I took away is the overhaul to the Command Point system. As it is now you have to fill out detachments to unlock additional CP. What the live Q&A went over is CP pools will be based on the size of the game e.g. 1000pts, 2000pts and everyone will start with the same amount of CP. We've always been starved for CP during 8th, I feel this alone will go a long way for list building and what options we have to bring to the table.
This was already revealed on saturday. But yeh that's nice help. Might have to pay for extra detachments to mix dynasties(not sure on that. Different codexes for sure) though.
Another big one is modifiers are capped at +1/-1 and you always hit on 6's. No more +2 to hit so MWBD+sautekh stratagem to get 4+ tesla(assuming tesla isn't unmodified 6's in new codex to begin with)
Monsters will shoot out of melee just like tanks so maybe it's actually vehicle/monster keyword thing?
Hiding in 2nd floor is no protection from monsters/vehicles anymore. The big walker will kill stuff on 2nd floor in melee.
In fairness, we were starved for CP because our Troops are sub-par as of Late Stage 8th Ed.
I would have loved to bring large Brigades of troops supplemented by other detachments/units--but that wasn't competitively viable in any reasonable way.
sieGermans wrote: In fairness, we were starved for CP because our Troops are sub-par as of Late Stage 8th Ed.
I would have loved to bring large Brigades of troops supplemented by other detachments/units--but that wasn't competitively viable in any reasonable way.
Not just that. Also HQ tax and that necron troops needs to be full sized or they give up plenty of their bonuses. When even min sized squad costs about 2 units worth of other faction and loses bunch of abilities it pays for being min sized while other faction works just fine it's hard to get 6/9 troops needed.
Necron troops could be worth their points but when 1 costs 150 as cheapest it's hard to fit in 6...Especially when troops aren't the expensive part of the army.
If they were better for their points, or brought functionality which we otherwise needed to spend points on elsewhere (for other units) then the CP starvation wouldn't be as much an issue.
CKO wrote: Questions about the Silent King do you want him to be like Magnus a beast by himself or do you want him to be a buff god like Jimmy G?
Definitely more buffer than personally buff.
I do want him to be a good combatant, but I'd rather he be a LEADER than a duelist.
I am greedy I want it all my guy made GODS work for him unlike the puny Emperor! My guy is on par with the EMPEROR! Ctan powers are a must since there seems to be one struggling in the picture thus he is being powered by a freaking star god! At least 4-7 attacks since 2 bodyguards and a lord equals 7 attacks last time I checked. Most importantly this guy buffs should be 2 my will be done rules a turn and a cryptek plus 1 to reanimation protocals within 12 inches and he deserves a 4++ and quantom shielding, I mean please GW don't ruin this for me!
CKO wrote: Questions about the Silent King do you want him to be like Magnus a beast by himself or do you want him to be a buff god like Jimmy G?
Definitely more buffer than personally buff.
I do want him to be a good combatant, but I'd rather he be a LEADER than a duelist.
I am greedy I want it all my guy made GODS work for him unlike the puny Emperor! My guy is on par with the EMPEROR! Ctan powers are a must since there seems to be one struggling in the picture thus he is being powered by a freaking star god! At least 4-7 attacks since 2 bodyguards and a lord equals 7 attacks last time I checked. Most importantly this guy buffs should be 2 my will be done rules a turn and a cryptek plus 1 to reanimation protocals within 12 inches and he deserves a 4++ and quantom shielding, I mean please GW don't ruin this for me!
How many points do you think that'd all be?
Most of all, I don't want him to be ESSENTIAL. He should be a good unit, but not a crutch.
He has a floating death chair with orbiting shields, two lesser lords and a trapped C'tan. If he doesn't have some personal buffness as a model you'd have to wonder what all that's for.
As a subset of the huge model isolated to just the guy his buff auras should probably be more important than his direct ability to hit things with a pointy stick though, yes.
I wonder if that new Ctan model is a multi-model kit. The two on the GW webstore right now are both finecast, would be a neat way to give a new model and sweep them out by replacing them with a multi-kit model in plastic.
That would basically just leave Necrons with old leaders in finecast - assuming flayed ones are being replaced with something.
Overread wrote: I wonder if that new Ctan model is a multi-model kit. The two on the GW webstore right now are both finecast, would be a neat way to give a new model and sweep them out by replacing them with a multi-kit model in plastic.
That would basically just leave Necrons with old leaders in finecast - assuming flayed ones are being replaced with something.
I'm hoping the make the NB and deceiver plastic (as I really hate finecast). With the new C'Tan a lot of people think it's the void dragon and from the Lore I've read and the model it does kind of fit. Either way a new C'Tan is nice but in the Lore the void dragon imbued necron warriors with the power of lightning which sensing on how they do it could have some cool effects in CC
A multi-build c'tan would be amazing. My best guess is that it's the nightbringer reimagined though, at least the build we've seen.
Flayed ones going bye bye would be sad, but if it's the price we pay for all this goodness then so be it.
I'm now trying to decide whether to go with a new paint scheme for my new shiny boys. My current force is just silver, even the vehicles. It's painted OK< but it's so tough to make the big vehicles look good when they're just one big blob of metallics.
Reluctant to paint anything until we get the new codex, but god knows when that will be.
With the desire to replace Finecast it does put a lot of those special characters in a weird spot. The range is already getting a massive update with several new units. Surely they couldn't be replacing 6 or so character models too?
Bosskelot wrote: With the desire to replace Finecast it does put a lot of those special characters in a weird spot. The range is already getting a massive update with several new units. Surely they couldn't be replacing 6 or so character models too?
Well, Szeras is effectively (if not actually) replaced. I don't see why Orikan can't be.
IHateNids wrote: One thought I did have is that it might be a model for Orikan Empowered?
Orikan kinda has the tail and Staff thing going on?
I would prefer it to be the Dragon, but it's a fun thing one of my friends mentioned
You thought wrong. That model has the size of mortarion, lord of change, bloodthirster. Its not gonna be orikan empowered, looks more like the void dragon.
IHateNids wrote: One thought I did have is that it might be a model for Orikan Empowered?
Orikan kinda has the tail and Staff thing going on?
I would prefer it to be the Dragon, but it's a fun thing one of my friends mentioned
You thought wrong. That model has the size of mortarion, lord of change, bloodthirster. Its not gonna be orikan empowered, looks more like the void dragon.
Orikan's empowered stats are those of a C'Tan shard--so I'm not sure what you're distinguishing, here.
With regards to characters, I think they'll be replaced through 9th editions version of psychic awakening. The new range is focused on a new dynasty (presumably the Szerachan dynasty, the dudes that the Silent King took with him when he left the galaxy). It wouldn't make sense for them to remake characters from other dynasties in this wave.
I also really doubt that's Orikan. It's a C'tan, the only question is which one (or if it's just one).
IHateNids wrote: One thought I did have is that it might be a model for Orikan Empowered?
Orikan kinda has the tail and Staff thing going on?
I would prefer it to be the Dragon, but it's a fun thing one of my friends mentioned
You thought wrong. That model has the size of mortarion, lord of change, bloodthirster. Its not gonna be orikan empowered, looks more like the void dragon.
Orikan's empowered stats are those of a C'Tan shard--so I'm not sure what you're distinguishing, here.
IHateNids wrote: One thought I did have is that it might be a model for Orikan Empowered?
Orikan kinda has the tail and Staff thing going on?
I would prefer it to be the Dragon, but it's a fun thing one of my friends mentioned
You thought wrong. That model has the size of mortarion, lord of change, bloodthirster. Its not gonna be orikan empowered, looks more like the void dragon.
Orikan's empowered stats are those of a C'Tan shard--so I'm not sure what you're distinguishing, here.
IHateNids wrote: One thought I did have is that it might be a model for Orikan Empowered?
Orikan kinda has the tail and Staff thing going on?
I would prefer it to be the Dragon, but it's a fun thing one of my friends mentioned
You thought wrong. That model has the size of mortarion, lord of change, bloodthirster. Its not gonna be orikan empowered, looks more like the void dragon.
Orikan's empowered stats are those of a C'Tan shard--so I'm not sure what you're distinguishing, here.
The wings make it look like the void dragon.
I agree. I think it's more likely it is the Void Dragon. But it isn't impossible it could be Orikan instead.
Assuming they're strength 4 like normal destroyers, that puts them at Str 6. So these guys are going to shred elite infantry, but anti-armour might be a stretch. Impossible to tell how they'll function without all the context of 9th though.
Supposedly there are going to be 3 destroyer variants. The Skorpekh, Locust (might have heard it wrong?), and another Destroyer type.
The Locust are the originals, while the Skorpekh are close combat, and the third we don't have info on.
I wonder if the big destroyer in the bottom of the released image is a new type of destroyer? I hope it's just a re-make of the original. That would mean there's another new model kit we haven't seen.
I know GW raised prices and it bothers me, but I also know I'll be buying everything as soon as it releases.
Eh, price hikes likely won't affect us. New models were always coming in at new prices, and most of the hikes are on old stuff. our old stuff is being replaced.
Where'd this three destroyer types rumour come from?
IanVanCheese wrote: Eh, price hikes likely won't affect us. New models were always coming in at new prices, and most of the hikes are on old stuff. our old stuff is being replaced.
Where'd this three destroyer types rumour come from?
The GW twitch stream
Hm I really wanted S8 to get back some of our ability to mow down vehicles that we lost going from 7th to 8th
It's reasonable to think that the Skorptekh will be Str 5 base to be honest, considering that Lychguard are. So Str 7 seems likely. Hopefully there will be some dynasty traits and strats to buff them if we need them to handle some anti-tank duties.
OK cool, maybe the third type will be the heavy destroyer, or that weird dude that people spotted hiding behind the monolith. he looked like he was on crab legs, right?
IanVanCheese wrote: It's reasonable to think that the Skorptekh will be Str 5 base to be honest, considering that Lychguard are. So Str 7 seems likely. Hopefully there will be some dynasty traits and strats to buff them if we need them to handle some anti-tank duties.
OK cool, maybe the third type will be the heavy destroyer, or that weird dude that people spotted hiding behind the monolith. he looked like he was on crab legs, right?
Yes, it'd a likely candidate.
We already have a S+1 strat, so in that sense they're all set. Unless you have two units in cc same turn
It’s interesting how much they’re fleshing out the destroyer cult, it’s quite cool. I hope the old Destroyers, the locust ones, get an update to their models, they’re really crude now compared to all these new models, especially with the updated heavy destroyer.
Tiberius501 wrote: It’s interesting how much they’re fleshing out the destroyer cult, it’s quite cool. I hope the old Destroyers, the locust ones, get an update to their models, they’re really crude now compared to all these new models, especially with the updated heavy destroyer.
It's safe to assume, everything else with green rods is getting a redo. I'd guess the heavy destroyer will be a dual build with the normal destroyers.
sieGermans wrote: Candidly, a Strength 4 base (with +2) would also make them symmetrical with existing Destroyer shooting profile of Strength 6.
Whether that's to be retained, however, is certainly an open question.
.. if we also get that reroll everything strat for them in cc then things would be interesting
Agreed. Note also that this addresses the 7th Ed. incoherence of a melee Destroyer Lord having no Destroyer cult compatriots to cleave into battle with.
MrPieChee wrote: Since no one's said it yet: hyperphase reap-blades.... What a terrible name!
Yeah, its a dumb name, and I don't like how it looks either.
The weapon itself looks fine, but the hands being welded to it looks odd.
I actually think the other weapon options look better and more natural.
I’ve pretty much accepted that GW are gonna name everything terribly. It feels sort of like they’ve got a random name generator that pumps out a verb then a noun and then the designers roll with whatever they combine.
The new destroyers, assuming the have 10 inch movement, and the infantry keyword. 3 attacks base, with 3 weapon options.
How would you use them in a list? Give a VoD to a Destroyer lord, and teleport them into threat range? It feels as if we're still stepping on the toes of the Wraiths, which would probably pair well with them as a distraction carnifex to draw fire?
The new destroyers, assuming the have 10 inch movement, and the infantry keyword. 3 attacks base, with 3 weapon options.
How would you use them in a list? Give a VoD to a Destroyer lord, and teleport them into threat range? It feels as if we're still stepping on the toes of the Wraiths, which would probably pair well with them as a distraction carnifex to draw fire?
Thoughts?
A lot will depend on how terrain works in 9th. Assuming they're infantry, and infantry still get to do things like ignore walls of ruins when moving, they might be OK just running up through cover. 10"+D6 Advance then another 10" in their next turn is around 22-24" of movement before the charge roll, which gives them a decent amount of table coverage. I'm assuming/hoping 9th won't be a case of charge first turn or die to withering return fire but I can see them being very resilient to small arms fire and a Necron army with a bunch of Wraiths and regular Destroyers will have quite a lot of threat saturation of relatively high Toughness infantry that are all either fast or threatening from range. I prefer using the VoD on shooting units to take an advantageous position early, usually in cover.
It's impossible to know. If they're basically destroyers on legs, then with those stats they'd be wraiths that trade toughness for damage output.
With new emphasis on cover, they could be a phenomenal counter charge unit to hide in the middle of the board. Our firepower is typically mdi range, which leaves us worryingly close to our foes. having a unit of these ready to maul anything that comes near could be great.
We don't know much for now, other than that reap-blades is an awful name.
If these wonky balanced tripod destroyers are slower than the flying ones it raises a lot of questions as to why on earth they’d mod themselves to be worse at getting into melee than their shooty pals.
changemod wrote: If these wonky balanced tripod destroyers are slower than the flying ones it raises a lot of questions as to why on earth they’d mod themselves to be worse at getting into melee than their shooty pals.
Presumably they'll get a melee rule to replace the Repulsor Platform rule, which only benefits shooting.
Someone mentioned before that the canoptek plasmacyte gets its name from the plasmacyte which is a part of the immune system that makes antibodies when it detects a threat so maybe it will have the ability to make some kind of scarabs or cause mortal wounds?
punisher357 wrote: Did anyone notice that the model everyone refers to as the heavy destroyer has 3 arms?
I'm ok with that
Not a complaint. I also don't think thevgiant gun he has is gauss. It looks just like the enmitic annihilator the skorpekh destroyer lord has, except larger.
punisher357 wrote: Did anyone notice that the model everyone refers to as the heavy destroyer has 3 arms?
I'm ok with that
Not a complaint. I also don't think thevgiant gun he has is gauss. It looks just like the enmitic annihilator the skorpekh destroyer lord has, except larger.
Would be cool if the heavy destroyer had multiple weapon options, but that official pic GW put out labelled him as "all the gauss", so who knows.
Super dubious about these, given that they say hyperphase reap-blades have a -1 to hit built in, which the preview made no mention of.
Other thoughts:
Gauss reapers are wayyyyy better than flayers. Hell, they're better than Gauss blasters.
Skorptekh destroyers look decent, their viability depends on strats and dynasty traits. Rerolling RP after killing a unit is cool.
Canoptek Stalker (presumably the smaller of the war of the worlds walkers) - not great. Gives an inv save and spreads auras, but without character rule it'll just die super quickly. Maybe decent if new cover makes it hideable.
Immortal Overseer - poop. Moral isn't a huge issue for us. Might see some limited use as a filler HQ, since assuming he'd be dirt cheap with those stats.
Super dubious about these, given that they say hyperphase reap-blades have a -1 to hit built in, which the preview made no mention of.
Other thoughts:
Gauss reapers are wayyyyy better than flayers. Hell, they're better than Gauss blasters.
Skorptekh destroyers look decent, their viability depends on strats and dynasty traits. Rerolling RP after killing a unit is cool.
Canoptek Stalker (presumably the smaller of the war of the worlds walkers) - not great. Gives an inv save and spreads auras, but without character rule it'll just die super quickly. Maybe decent if new cover makes it hideable.
Immortal Overseer - poop. Moral isn't a huge issue for us. Might see some limited use as a filler HQ, since assuming he'd be dirt cheap with those stats.
Yeah I agree I hope these rumours are false. As those models are pretty underwhelming.
Surely the walker is T 6 with a few more wounds and would shielding otherwise it'll get obliterated and yeah morale isn't a problem for us.
Reapers are good but at 18 inch range it would feasibly give a primaris unit at least 2/3 full turns of shooting for us to get in range
And I also hope that's not the only use for the plasmacyte, rerolling 1 is nice but will you enemy give you chance to do so
Its fake, there are typos you dont see in GW rules. It says canopteck re-reoll, and enamy. And hyperphase reap blades now list the -1 to hit, which wasnt there a few hours ago.
tneva82 wrote: Typoes hardly proof since those aren't photos of actual rule so somebody would be writing them anyway. Typo would have come somebody typing from book.
The lack of -1 to hit is bigger tell.
Why would you write them down when just taking a photo with your smartphone is much faster ? If you dont have your smartphone at hand you wouldnt be able to remember everything and write it down later.
Reapers are good but at 18 inch range it would feasibly give a primaris unit at least 2/3 full turns of shooting for us to get in range
Yeah 18" range is boo, but if we still have the VOD, then 20 warriors rocking them is a pretty great use of it. Also the new monolith might not suck, in which case eternity gate is back on the menu.
Again though, this reads like a bunch of educated guesses, not a real leak.
tneva82 wrote: Typoes hardly proof since those aren't photos of actual rule so somebody would be writing them anyway. Typo would have come somebody typing from book.
The lack of -1 to hit is bigger tell.
Why would you write them down when just taking a photo with your smartphone is much faster ? If you dont have your smartphone at hand you wouldnt be able to remember everything and write it down later.
Good question. But what was shown is clearly not photos of actual pages. Note how column stat name and values don't line up. Clearly its somebody typing down and in this process typos come just fine even without being fake. So back to -1 hit being bigger tell it's fake than typoes.
Leakers rarely are logical though. If they were once in a while we would get non blurry pictures...
Which actually brings one reason to your why if this was real. "leak" comes from gw themselves like those blurry photos come
Those are reasonable stats though, right? Buys warriors 6" extra distance and ups strength, which is great (flayers really need to be in 12" for rapid fire)
You could deceiver in one flayer unit at 12" and two units of these guys at 18" for example.
torblind wrote: Those are reasonable stats though, right? Buys warriors 6" extra distance and ups strength, which is great (flayers really need to be in 12" for rapid fire)
You could deceiver in one flayer unit at 12" and two units of these guys at 18" for example.
The stats for the walker are far from reasonable. Its stats are almost identical to a destroyer except 1 higher S, A and 2 extra W.
For its size it should be a bit tougher then that otherwise it's a target
I'm sure there is more to it. Maybe those rules are incomplete ? Plus, remember that besides unit stats, the armie and subfactions might get new rules or a revision of the ones existing.
I don't really mind the gauss 18" range. I play nephrek. Movement isn't a problem. Plus, it's an assault weapon. It matches my style of play. As for Primaris, remember they are getting a raise in point cost. Who knows if we'll see as many of them in this edition.
Khornate25 wrote: I'm sure there is more to it. Maybe those rules are incomplete ? Plus, remember that besides unit stats, the armie and subfactions might get new rules or a revision of the ones existing.
I don't really mind the gauss 18" range. I play nephrek. Movement isn't a problem. Plus, it's an assault weapon. It matches my style of play. As for Primaris, remember they are getting a raise in point cost. Who knows if we'll see as many of them in this edition.
A 17% raise.
While Cultists (a worse unit) got a 50% increase.
I would not be optimistic about them pointing stuff correctly.
Khornate25 wrote: I'm sure there is more to it. Maybe those rules are incomplete ? Plus, remember that besides unit stats, the armie and subfactions might get new rules or a revision of the ones existing.
I don't really mind the gauss 18" range. I play nephrek. Movement isn't a problem. Plus, it's an assault weapon. It matches my style of play. As for Primaris, remember they are getting a raise in point cost. Who knows if we'll see as many of them in this edition.
I don't think anyone is complaining about the Gauss reaper stats, they're fantastic.
But yeah, if those are the stats for that canoptek thing, then it better have some other things that keep it alive. There are also some rumoured rules for the SK floating about on reddit. Again, enormous pinch of salt but these actually look reasonable.
Spoiler:
SILENT KING
2 Pillars each have a tesla sphere and can cast 1 c'tan power each. Otherwise have their own stat-lines and can intercept shots at SK. BS3, T6, 8w, 4++
Silent king has:
M10, WS2, BS2, S7, T7, W16, A4, LD10 3+/4++
Didn't get much on his weapons, all I got was "has two profiles, for shooting and combat. Deals mortal wounds on 6s to wound"
Auras:
- Grants reroll 1s to hit and wound with ranged attacks for infantry
- fearless aura
- +1 to reanimation protocols aura or you may reroll 1s, chosen before RP are rolled
- heals d3 wounds each turn per pillar alive.
Also grants an additional command point at the beginning of the command phase.
340 points
Again, could very well be fakey fakey nonsense, but something about that rings very plausible to me. And at first glance.... not terrible. Like I could see some use for him.
torblind wrote: Those are reasonable stats though, right? Buys warriors 6" extra distance and ups strength, which is great (flayers really need to be in 12" for rapid fire)
You could deceiver in one flayer unit at 12" and two units of these guys at 18" for example.
The stats for the walker are far from reasonable. Its stats are almost identical to a destroyer except 1 higher S, A and 2 extra W.
For its size it should be a bit tougher then that otherwise it's a target
Aren't the walkers basically melee destroyer? Makes sense they have destroyerish stats. And of course the more you have stats the more pricey. 100 pts per model for melee unit is expensive.
torblind wrote: Those are reasonable stats though, right? Buys warriors 6" extra distance and ups strength, which is great (flayers really need to be in 12" for rapid fire)
You could deceiver in one flayer unit at 12" and two units of these guys at 18" for example.
The stats for the walker are far from reasonable. Its stats are almost identical to a destroyer except 1 higher S, A and 2 extra W.
For its size it should be a bit tougher then that otherwise it's a target
Aren't the walkers basically melee destroyer? Makes sense they have destroyerish stats. And of course the more you have stats the more pricey. 100 pts per model for melee unit is expensive.
The thing is a tomb spider is T 6 so why not this thing. It's basically a glorified cryptek that can't hide amongst out models going by this rumour.
Its slightly tougher then a cryptek but since its canoptek it wont have any kind of regeneration so T5 5W 3+ 5++. It wouldn't take much too bring this thing down.
The ability to extend aura is nice but with our units being on average range 24 with the majority of the weapons in our codex a smart opponent is just gonna take this thing out turn 1 to stop you spreading your army out and to force you to bunch up around the characters with the abilities you were trying to extend further
Also with the stats given in CC you would, get 2 hits, cause a wound but with only a -1 they'd likely save it but it's only 1 D so would it really matter??
torblind wrote: Those are reasonable stats though, right? Buys warriors 6" extra distance and ups strength, which is great (flayers really need to be in 12" for rapid fire)
You could deceiver in one flayer unit at 12" and two units of these guys at 18" for example.
The stats for the walker are far from reasonable. Its stats are almost identical to a destroyer except 1 higher S, A and 2 extra W.
For its size it should be a bit tougher then that otherwise it's a target
Aren't the walkers basically melee destroyer? Makes sense they have destroyerish stats. And of course the more you have stats the more pricey. 100 pts per model for melee unit is expensive.
He means the tall spindly walkers, not the Skorptekh destroyers. The destroyer stats are fine. It's the war of the worlds looking thing that we're meh about.
Surtr wrote: I'm really no fan of the new 'Big Guns never tire' Eule.
Looks like melee is gonna be even worth in 9th than in 8th...
Eh, it forces them to shoot at the unit that tagged them at least. I think it's fair enough, tanks have been pretty lackluster this edition, outside of those that fly.
GW have said they've made changes to buff melee and we haven't seen any of them yet. We'll see how good melee is once we know how the new cover rules work. but personally I'm OK with these changes. They make it some anti-tank weapons are the best way to kill tanks, not tagging them with cheap chaff.
Yeah great buffs Like that new stratagem against fall back that deals maybe 1 Mortal wound. If you are lucky 2
Automatically Appended Next Post: The only thing GW seems to do to buff melee seems to be the new Terrain. And maybe the new Missions that seem to be focused on more engagments. But it doesn't change the fact that the enemy can still simply fall back and shoot you to death
Surtr wrote: Yeah great buffs Like that new stratagem against fall back that deals maybe 1 Mortal wound. If you are lucky 2
Automatically Appended Next Post: The only thing GW seems to do to buff melee seems to be the new Terrain. And maybe the new Missions that seem to be focused on more engagments. But it doesn't change the fact that the enemy can still simply fall back and shoot you to death
We don't know yet. Small changes have a big effect on how the game plays. Yes that strat blows, but other changes could be much more significant.
You can still wrap and trap units. Tagged vehicles have to clear what has engaged them before they can hit anything else. If they fall back, they can't shoot anything still. I wouldn't see a buff to tanks as a nerf to melee. Both needed buffing and it looks like both will get buffed, we've just not seen everything yet.
Surtr wrote: Yeah great buffs Like that new stratagem against fall back that deals maybe 1 Mortal wound. If you are lucky 2
Automatically Appended Next Post: The only thing GW seems to do to buff melee seems to be the new Terrain. And maybe the new Missions that seem to be focused on more engagments. But it doesn't change the fact that the enemy can still simply fall back and shoot you to death
And so far terrain changes have been what has been commonly used anyway...so no help there either so far.
Surtr wrote: Yeah great buffs Like that new stratagem against fall back that deals maybe 1 Mortal wound. If you are lucky 2
Automatically Appended Next Post: The only thing GW seems to do to buff melee seems to be the new Terrain. And maybe the new Missions that seem to be focused on more engagments. But it doesn't change the fact that the enemy can still simply fall back and shoot you to death
We don't know yet. Small changes have a big effect on how the game plays. Yes that strat blows, but other changes could be much more significant.
You can still wrap and trap units. Tagged vehicles have to clear what has engaged them before they can hit anything else. If they fall back, they can't shoot anything still. I wouldn't see a buff to tanks as a nerf to melee. Both needed buffing and it looks like both will get buffed, we've just not seen everything yet.
So far with GW when there's "there still might be something cunning that helps out" it never pans out. "marine codex 2.0 won't be that bad! Just wait and see! It's fixed somehow!". And then it turns out to be even worse than before.
GW says they buffed melee but...GW says a lot of things. Rarely accurate though. It's marketing speech they say. Who says in marketing speech "melee will suck"?
tneva82 wrote: 25.7 seems to be current rumour for 40k starter set. Separate necron release could be bit later like death guard last time or sob qad
Yeah I doubt we're getting our codex until a little later in the year, maybe august/september. Still, I think we'll have enough new toys to reignite this thread for a while.
p5freak wrote: I hope not. That ability is 99.9% useless. Psykers move, and can advance, before the psychic phase, moving out of its range . 30/180 psychic powers are 9" or less. And even if a double is rolled, there still is the command reroll.
I reckon we will get that deny a psychic power on 4+ for 1cp.
Strictly speaking, the ability is not 99.9% useless.
Without CP cost, it increases the chance of perils (before re-roll abilities) from 2/36 to 6/36: a 3-fold increase in initial likelihood. If it bleeds off CP from the opponent to enable re-rolls, that's a net benefit.
Note that for armies that have Psychic Power re-roll abilities, those are typically relied upon to mitigate failure chance--if they use it to avoid this, that's also a net benefit.
Thereafter, analysis moves to likelihood of the ability being within the 9" bubble. We simply cannot evaluate that without seeing more of Szera's statline and other abilities (if any).
In principle, we can say it is nearly certain to have no effect on Turn 1 if we go Second, and it is unlikely to have any effect on Turn 1 if we go First.
Further in principle, we can say that any units which have a movement speed greater than 9" are likely to be able to avoid the bubble--though whether this affects downstream impacts around strategic positioning is a Tactical consideration (i.e., if they elect to move away from Szeras which hinders their ability to capture an Objective marker--we can't realistically evaluate that mathematically in a vacuum). Similarly, any Psychers with movement greater than 18" (e.g., Hemlocks) are nearly certain to be able to avoid the bubble. Everything else, however, have reasonable prospects of being caught within the bubble. If we imagine that they will default to within 1.1" from Szeras following our movement, and where movement for infantry psychers is typically 6", they have a high likelihood of escaping in the movement phase only if they Run.
Etc.
I'm not trying to be pedantic here, but this isn't a 99.9% useless ability--saying it is, in a Competitive Tactics thread is a disservice to the community.
Note, I am not commenting at all on hypothetical Pariahs with a further hypothetical chance of their receiving this known/spoiled ability. I hate wishlisting like this because it has a high likelihood of disappointment even when the Actual outcome is a net positive. Why do that to ourselves?
Just pointing out that with the newer, smaller boards, Szeras's aura ability is now proportionally better!
p5freak wrote: I hope not. That ability is 99.9% useless. Psykers move, and can advance, before the psychic phase, moving out of its range . 30/180 psychic powers are 9" or less. And even if a double is rolled, there still is the command reroll.
I reckon we will get that deny a psychic power on 4+ for 1cp.
Strictly speaking, the ability is not 99.9% useless.
Without CP cost, it increases the chance of perils (before re-roll abilities) from 2/36 to 6/36: a 3-fold increase in initial likelihood. If it bleeds off CP from the opponent to enable re-rolls, that's a net benefit.
Note that for armies that have Psychic Power re-roll abilities, those are typically relied upon to mitigate failure chance--if they use it to avoid this, that's also a net benefit.
Thereafter, analysis moves to likelihood of the ability being within the 9" bubble. We simply cannot evaluate that without seeing more of Szera's statline and other abilities (if any).
In principle, we can say it is nearly certain to have no effect on Turn 1 if we go Second, and it is unlikely to have any effect on Turn 1 if we go First.
Further in principle, we can say that any units which have a movement speed greater than 9" are likely to be able to avoid the bubble--though whether this affects downstream impacts around strategic positioning is a Tactical consideration (i.e., if they elect to move away from Szeras which hinders their ability to capture an Objective marker--we can't realistically evaluate that mathematically in a vacuum). Similarly, any Psychers with movement greater than 18" (e.g., Hemlocks) are nearly certain to be able to avoid the bubble. Everything else, however, have reasonable prospects of being caught within the bubble. If we imagine that they will default to within 1.1" from Szeras following our movement, and where movement for infantry psychers is typically 6", they have a high likelihood of escaping in the movement phase only if they Run.
Etc.
I'm not trying to be pedantic here, but this isn't a 99.9% useless ability--saying it is, in a Competitive Tactics thread is a disservice to the community.
Note, I am not commenting at all on hypothetical Pariahs with a further hypothetical chance of their receiving this known/spoiled ability. I hate wishlisting like this because it has a high likelihood of disappointment even when the Actual outcome is a net positive. Why do that to ourselves?
Just pointing out that with the newer, smaller boards, Szeras's aura ability is now proportionally better!
This was a very well thought out review, and I enjoyed reading it. I hope I see more stuff like this from you in the future.
tneva82 wrote: 25.7 seems to be current rumour for 40k starter set. Separate necron release could be bit later like death guard last time or sob qad
Yeah I doubt we're getting our codex until a little later in the year, maybe august/september. Still, I think we'll have enough new toys to reignite this thread for a while.
That is my thoughts as well.
PA: Pariah comes out with new Illuminor Szeras model, and new Traits/gear etc. Which, might just be a few weeks from now, as they are trying to make up for lost time due to COVID shutdowns.
9th edition SM/Necron starter with the new Necron units will have a mini index covering just those models. Seems to be July 25thish.
9th edition Full Codex will release incorporating PA: Pariah, 9th Starter kit units and any old model army wide updates. Similar to what happened with CSM.
tneva82 wrote: 25.7 seems to be current rumour for 40k starter set. Separate necron release could be bit later like death guard last time or sob qad
Yeah I doubt we're getting our codex until a little later in the year, maybe august/september. Still, I think we'll have enough new toys to reignite this thread for a while.
That is my thoughts as well.
PA: Pariah comes out with new Illuminor Szeras model, and new Traits/gear etc. Which, might just be a few weeks from now, as they are trying to make up for lost time due to COVID shutdowns.
9th edition SM/Necron starter with the new Necron units will have a mini index covering just those models. Seems to be July 25thish.
9th edition Full Codex will release incorporating PA: Pariah, 9th Starter kit units and any old model army wide updates. Similar to what happened with CSM.
I think to avoid invalidating Pariah completely, they won't actually put everything from it into the Necron codex. Like a few strats or relics will stay exclusive to Pariah to give you a reason to own it still.
I'm hoping we find out the release date this weekend with the box opening. I've got a week to take off work in July, need to know which week lol.
In the meantime, I have some Tomb Blade to magnetize. Pray for me (I just cant get the guns to line up properly, drilling a precise hole into a perfect sphere is hard)
Safe to say those "leaks" were fake based on this preview, too many names don't line up and they described the roles of several models which don't fit the leaked rules.
IanVanCheese wrote: Safe to say those "leaks" were fake based on this preview, too many names don't line up and they described the roles of several models which don't fit the leaked rules.
Hmm, the leaks did call the second weapon option for the Warriors Gauss Reapers. So he may be somewhat in the know, or just made a lucky guess.
The Tomb Stalkers he also mentioned may not be the big dude, but the cheeky bugger in the background of the big image. So the only dude he named wrong is the Royal Warden.
Tiberius501 wrote: Oh man I’m keen. Anyone else legitimately creaming their pants over these new Necrons?
They're awesome No idea if I'm ever going to take them into battle but I'm going to get the box for the marine part anyway and these space robots look too good to sell off.
Tiberius501 wrote: Hmm, the leaks did call the second weapon option for the Warriors Gauss Reapers. So he may be somewhat in the know, or just made a lucky guess.
The Tomb Stalkers he also mentioned may not be the big dude, but the cheeky bugger in the background of the big image. So the only dude he named wrong is the Royal Warden.
Pretty sure they named them in the initial reveal with the cgi trailer, during the stream.
Tiberius501 wrote: Ah you are correct. Okay I have more hope again then that the “leaks“ are false. I too thought they were pretty lame and boring so that’s good.
Yeah, it definitely looks like who ever made the "leak" compiled every piece of info we already had and then added his own rules as it would make them look more authentic
sieGermans wrote: With the new Terrain Rules in mind, isn't our Monolith >5"?
Yeah it is bigger than 5", but that's not how the rule works.
The building needs to be taller than 5", not the unit being hidden. Monolith won't be able to hide behind obscured terrain though, it has over 16 wounds. Hopefully it'll be tough enough that it won't need to.
sieGermans wrote: With the new Terrain Rules in mind, isn't our Monolith >5"?
Yeah it is bigger than 5", but that's not how the rule works.
The building needs to be taller than 5", not the unit being hidden. Monolith won't be able to hide behind obscured terrain though, it has over 16 wounds. Hopefully it'll be tough enough that it won't need to.
I was thinking more about expanded covering capabilities that he Monolith can confer now. Historically it could only block true-LOS or else there was 0 effect.
sieGermans wrote: With the new Terrain Rules in mind, isn't our Monolith >5"?
Yeah it is bigger than 5", but that's not how the rule works.
The building needs to be taller than 5", not the unit being hidden. Monolith won't be able to hide behind obscured terrain though, it has over 16 wounds. Hopefully it'll be tough enough that it won't need to.
I was thinking more about expanded covering capabilities that he Monolith can confer now. Historically it could only block true-LOS or else there was 0 effect.
Yeah but the obscuring rules only applies to buildings, not vehicles. It doesn't instantly block LOS because it's taller than 5". It'll be interesting to see how it's modeled with regards to LOS under it. Technically it's a flying unit, so you can always see under it, but given how low it sits, that's dumb as hell.
I was thinking more about expanded covering capabilities that he Monolith can confer now. Historically it could only block true-LOS or else there was 0 effect.
I would love to see necron player trying to convince opponent that obscured terrain trait applies to monolith. It's not even trait that applies to every terrain piece but rather to those defined as such by players.
I was thinking more about expanded covering capabilities that he Monolith can confer now. Historically it could only block true-LOS or else there was 0 effect.
I would love to see necron player trying to convince opponent that obscured terrain trait applies to monolith. It's not even trait that applies to every terrain piece but rather to those defined as such by players.
I don't think "convince" is the right word here (unless that's how you play--no judgment).
I think it's more about trying to clarify, given the new rules around obscuring/LoS, how to treat large models and infantry hiding/stuck 'behind' them. Particularly in Casual games where some degree of reasonableness is mutually applied to all the game decisions and interactions.
Mixzremixzd wrote: Rules for the Canoptek Reanimator, taken from the WHC site:
Excellent start. Buffs to RP with a chunky aura which means you should still be able to hide him behind terrain. Also the wording makes me think maybe RP won't be limited to a single phase. maybe res orbs or something can be triggered later in the turn?
Mixzremixzd wrote: Rules for the Canoptek Reanimator, taken from the WHC site:
Excellent start. Buffs to RP with a chunky aura which means you should still be able to hide him behind terrain. Also the wording makes me think maybe RP won't be limited to a single phase. maybe res orbs or something can be triggered later in the turn?
Excitement levels be rising.
It's not an Aura. (Well, given GW's poor writing, it might count as one, but...)
Mixzremixzd wrote: Rules for the Canoptek Reanimator, taken from the WHC site:
Excellent start. Buffs to RP with a chunky aura which means you should still be able to hide him behind terrain. Also the wording makes me think maybe RP won't be limited to a single phase. maybe res orbs or something can be triggered later in the turn?
Excitement levels be rising.
It's not an Aura. (Well, given GW's poor writing, it might count as one, but...)
It targets a single unit.
yeah but you know what I mean, it has a decent range is the important thing. I'm glad it's not an aura tbh, they're restrictive and force boring play generally. 9" but you gotta pick a unit is a great tool that still leaves some tactical choice in who you buff.
At any rate, this is a good sign. Sensible rule that is a. looks good and b. not overpowered.
Edit: also, the wording of this does imply some changes to RP. It says "until the beginning of your next command phase" and mentions "while he is within 9". Both of these imply that it doesn't happen during the command phase/beginning of movement phase like it currently does.
JNAProductions wrote: It's not an Aura. (Well, given GW's poor writing, it might count as one, but...)
It targets a single unit.
Unless the aura ability definition changes in 9th, its an aura ability.
Aura Abilities
Some units – usually
Characters – have
abilities that affect certain
models within a given
range.
I wonder how many points this reanimator will be. Usually those repair/heal/ressurect units arent worth their points. Like the canoptek spyder is useless for spawning scarabs. Just bring more scarabs, instead of the spider.
A couple of people are guessing that it could be the beginning of a lot of auras being culled and made to unit targeting instead. Would be a pretty welcome change imo. Some things could stay as auras, to show significance and leadership. But a lot of auras being made to unit targeting would help cut down castles dramatically and make things more tactical.
Of course, this guess is based purely on a single rule so honestly nothing is pointing to this yet. But is a nice thought.
Yeah, I'm hoping either it's a widespread downscale of auras, or else it's because RP is being made stronger, so the units that buff it need to kept in check.
IanVanCheese wrote: Yeah, I'm hoping either it's a widespread downscale of auras, or else it's because RP is being made stronger, so the units that buff it need to kept in check.
The Obscuring rule ist rly badly written...
A model on a piece of terrain with obscuring can be targetted. But it can't target anything. Cause to target anything it has to shoot over/through a Terrain with obscuring. The one or Stands on...
Mixzremixzd wrote: Rules for the Canoptek Reanimator, taken from the WHC site:
Excellent start. Buffs to RP with a chunky aura which means you should still be able to hide him behind terrain. Also the wording makes me think maybe RP won't be limited to a single phase. maybe res orbs or something can be triggered later in the turn?
Excitement levels be rising.
It's not an Aura. (Well, given GW's poor writing, it might count as one, but...)
It targets a single unit.
yeah but you know what I mean, it has a decent range is the important thing. I'm glad it's not an aura tbh, they're restrictive and force boring play generally. 9" but you gotta pick a unit is a great tool that still leaves some tactical choice in who you buff.
At any rate, this is a good sign. Sensible rule that is a. looks good and b. not overpowered.
Edit: also, the wording of this does imply some changes to RP. It says "until the beginning of your next command phase" and mentions "while he is within 9". Both of these imply that it doesn't happen during the command phase/beginning of movement phase like it currently does.
The wording on this doesn’t seem to bar stacking the +1s?
JNAProductions wrote: It's not an Aura. (Well, given GW's poor writing, it might count as one, but...)
It targets a single unit.
Unless the aura ability definition changes in 9th, its an aura ability.
Aura Abilities
Some units – usually
Characters – have
abilities that affect certain
models within a given
range.
I wonder how many points this reanimator will be. Usually those repair/heal/ressurect units arent worth their points. Like the canoptek spyder is useless for spawning scarabs. Just bring more scarabs, instead of the spider.
It might count as an Aura under GW's rules, but it doesn't count for the normal usage of it in this sense.
MWBD is an Aura under the rules, but it's most certainly not an aura like that the Lord has.
What an odd article. It says 'What the new edition means for Necrons' and then simply repeats some of the basic rules they've already shown for 9th, and then shows some of the rules from the 8th edition codex which remain unchanged... wtf? Not sure about a 14" gun on a slow-moving infantry unit either, especially when 12" flamers are starting to creep in elsewhere. Showing the unchanged Deceiver ability and unchanged Mephrit is just... weird.
The death ray is blast now which isn't mentioned in the stats listed which is nice.
Also glad to see that it looks like we are keeping the deceiver and nightbringer. Makes me think more and more that the new one might be the void dragon.
I agree the reaper stats are really weird as it means if we VOD we can't rapid fire, but 14 inch str 5 AP-2 is still pretty good, also with mephrit of we can get within 7 AP-3 will be nasty, hopefully the monolith and nightscythe have been improved
I do get that mephrit might not seem great as its already ap -2 but I'm hoping for improved manouverabilty from the night scythe and monolith (maybe the deceiver as well depending on how it will work in conjunction with the monolith
Twilight Pathways wrote: What an odd article. It says 'What the new edition means for Necrons' and then simply repeats some of the basic rules they've already shown for 9th, and then shows some of the rules from the 8th edition codex which remain unchanged... wtf? Not sure about a 14" gun on a slow-moving infantry unit either, especially when 12" flamers are starting to creep in elsewhere. Showing the unchanged Deceiver ability and unchanged Mephrit is just... weird.
The canoptek reanimation beam isn’t restricted to Infantry, either. That’s pretty different for Wraiths/etc. in 9th.
Twilight Pathways wrote: What an odd article. It says 'What the new edition means for Necrons' and then simply repeats some of the basic rules they've already shown for 9th, and then shows some of the rules from the 8th edition codex which remain unchanged... wtf? Not sure about a 14" gun on a slow-moving infantry unit either, especially when 12" flamers are starting to creep in elsewhere. Showing the unchanged Deceiver ability and unchanged Mephrit is just... weird.
This wasn't a preview for the 9th edition dex or Pariah. It is just a lowdown on how the current dex is going to operate with 9th edition rules.
Not a rules question, but a kit question. And a pretty daft one.
Got me a pair of Tesseract Vault kits, with the intent of making one of each.
But, looking at the instructions before beginning construction, they recommend superglue the ‘doors’ sections to the central bit on the Tesseract Vault.
Got me a pair of Tesseract Vault kits, with the intent of making one of each.
But, looking at the instructions before beginning construction, they recommend superglue the ‘doors’ sections to the central bit on the Tesseract Vault.
Is.....is that really necessary?
Doors?
Note, I magnetized mine, but its a fairly flimsy kit, if I were glueing it I'd put glue everywhere.
I've assembled mine as a dissassemblable TVault (for transport purposes). So, it's not fully modular.
However, where the horizontal beams attach to the central pillar: those don't need glue to stay in. Likewise, where these horizontal beams and curved spine connectors attach to the shells also doesn't need glue to stay in.
I've played 10+ games with these simply push-fit in and its never dissassembled on me and never had a problem.
Twilight Pathways wrote: What an odd article. It says 'What the new edition means for Necrons' and then simply repeats some of the basic rules they've already shown for 9th, and then shows some of the rules from the 8th edition codex which remain unchanged... wtf? Not sure about a 14" gun on a slow-moving infantry unit either, especially when 12" flamers are starting to creep in elsewhere. Showing the unchanged Deceiver ability and unchanged Mephrit is just... weird.
The canoptek reanimation beam isn’t restricted to Infantry, either. That’s pretty different for Wraiths/etc. in 9th.
Not really, the cryptek's current ability doesn't specify infantry either and works on wraiths when you pop the strat to give them RP.
Had game vs necrons and reminded again I need to try to get some more c'tans. I had my hand full of 2 of them in my backrank(deceiver and transcendant c'tan). I did get them but cost basically my best melee unit and melee/shooting celestian block to do it. Plenty of MW's, some melee casualties and had both fo them blow in my face.
As a matter of fact everything that COULD blow up in my face did. Including epic 11" BOOM from the big superheavy walker. Did more damage that way than with regular attacks and basically cleared my left flank with that explosion...Those explosions really hurt for sisters who hate MW's that ignore their defences and have tons of small units generally.
And tomb blades good. Got to get painting rest of what I have of them.
tneva82 wrote: Had game vs necrons and reminded again I need to try to get some more c'tans. I had my hand full of 2 of them in my backrank(deceiver and transcendant c'tan). I did get them but cost basically my best melee unit and melee/shooting celestian block to do it. Plenty of MW's, some melee casualties and had both fo them blow in my face.
As a matter of fact everything that COULD blow up in my face did. Including epic 11" BOOM from the big superheavy walker. Did more damage that way than with regular attacks and basically cleared my left flank with that explosion...Those explosions really hurt for sisters who hate MW's that ignore their defences and have tons of small units generally.
And tomb blades good. Got to get painting rest of what I have of them.
Nice to hear someone is getting a game in, I fear I've had my last game of 8th. We'll see though. I think Necrons have a great matchup against sisters tbh, so not surprised you had trouble.
C'tan are cool if shielded properly, but they're squishy once they can be shot. Tomb Blades are one of those units everyone always raved about, but I never had any to test. Building up a unit of 6 now, magnetising them is a pain but worth it i feel, especially with new edition and codex on the way. Who knows what loadouts will be best.
What does the Seraptekh explode on? Every story I hear about it doing well involves it exploding lol.
4-5 it explodes 2d6 radius, on 6 it blows up 3d6". That thing you want to ram middle of enemy army. Between lt and c'tans blowing i think i suffered 5d3 and 4d6 mortals...
Walker itself flopped hard beside explosion but that was largely dice rolls. With that rolling not much that wouldn't flop. I started, got 8 shots with exorcist, 5 or 6 wounds. He fails 3 saves and i rolled 17 damage. He healed 3, moved and shot. Side guns got 1 or 2 sister. Main gun double 1 for shots. Reroll 1, 4 shots. Hit on 3+ and 1 hit. Anything but 1 to wound and 1...9" charge with cp reroll failed. Then seraphim comes in, 3 damage and exorcist fires. 9 shots, 8 hits, 5 wounds and even with cp reroll 4 in and bye bye. So yeah what can you say...Dreading to think what would have happened with better dice rolling.
And yes necrons have it decent vs sisters. With mostly ap0 or ap3+ guns they basically ignore order bonus of popular valorous heart. Tons of ap0 shots is what you want vs sisters.
A bit of analysis on the new Gauss Reaper for warriors:
My concern when this was first announced was that it was going to be the obvious choice over the Flayer in order to push sales, but I'm pleasantly surprised with how well it's balanced against the Flayer to provide an interesting choice for warriors. I did some maths to compare the two. Which is better depends on the stat line of what you are shooting at and how far away it is.
At 15-24" the Flayer is obviously always better, but anyone who's used warriors knows that they are disappointing outside of rapid fire range, unless you're shooting GEq.
At 13 or 14" the Reaper is better vs all targets. This is a pretty narrow window, but to me essentially extends the range at which Warriors become effective by 2".
At 8-12" the two guns are more closely matched. The Flayer is superior vs GEq, but vs. MEq and TEq they are about even.
At 7" or less the Reaper is always superior, particularly against MEq and TEq.
So the Flayer is more suited to anti horde, the Reaper is more suited to anti elite infantry.
We have Tesla Immortals as an anti horde troop choice, but Gauss Immortals aren't an equivalent anti elite troop, so Reaper Warriors may have a place here. How things will be in 9th is any ones guess, but if we had the option in 8th I reckon 10x Reapers in a Ghost Ark would be the best way to run Warriors (assuming you want to run Warriors). A couple of Arks of them advanced deployed by the Deceiver could actually be quite nasty.
My concern when this was first announced was that it was going to be the obvious choice over the Flayer in order to push sales, but I'm pleasantly surprised with how well it's balanced against the Flayer to provide an interesting choice for warriors.
I did some maths to compare the two. Which is better depends on the stat line of what you are shooting at and how far away it is.
At 15-24" the Flayer is obviously always better, but anyone who's used warriors knows that they are disappointing outside of rapid fire range, unless you're shooting GEq.
At 13 or 14" the Reaper is better vs all targets. This is a pretty narrow window, but to me essentially extends the range at which Warriors become effective by 2".
At 8-12" the two guns are more closely matched. The Flayer is superior vs GEq, but vs. MEq and TEq they are about even.
At 7" or less the Reaper is always superior, particularly against MEq and TEq.
So the Flayer is more suited to anti horde, the Reaper is more suited to anti elite infantry.
We have Tesla Immortals as an anti horde troop choice, but Gauss Immortals aren't an equivalent anti elite troop, so Reaper Warriors may have a place here. How things will be in 9th is any ones guess, but if we had the option in 8th I reckon 10x Reapers in a Ghost Ark would be the best way to run Warriors (assuming you want to run Warriors). A couple of Arks of them advanced deployed by the Deceiver could actually be quite nasty.
Thanks for putting this together, some really interesting stuff there. Maybe they aren't as bad as they first appear. I'm getting two lots of necrons worth from new boxes - I think I'll go 20 of each and see how they go.
I agree that banging them in Ghost Arks is probably the way to go, use them aggressively. Especially with the Deceiver since they'd gain the extra 3" move from disembarking from the arks, and still be able to charge afterwards too. Could be very effective shock troops. And if you don't get first turn, Deceiver the Arks into hiding positions in the mid-field, behind obscuring terrain.
I think people were hoping for the Reaper to make Warriors good, but in order to do that it would have had to be a far better gun than the Flayer.
I was hoping for Reaper Warriors to be equally as bad as Flayer Warriors but different, which is what they are.
Hopefully both options will become good units when our codex drops. New RP rules will be crucial to that.
Uuuh no. That would be horrible way. Gun being so OP compared to option that turns bad unit to good would be bad game design(and obvious cash milking...). It would make it non-option. Don't take gauss flayer period and every warrior model with gauss flayer could just as well be binned.
It's rather surprise it wasn't like that.
But no. Proper fix to warriors is to fix the warriors, not give new weapon that's OP good compared to old gun.
There's plenty of ways warriors COULD be improved if GW wants. But as they are not marines not holding much hope.
My concern when this was first announced was that it was going to be the obvious choice over the Flayer in order to push sales, but I'm pleasantly surprised with how well it's balanced against the Flayer to provide an interesting choice for warriors.
I did some maths to compare the two. Which is better depends on the stat line of what you are shooting at and how far away it is.
At 15-24" the Flayer is obviously always better, but anyone who's used warriors knows that they are disappointing outside of rapid fire range, unless you're shooting GEq.
At 13 or 14" the Reaper is better vs all targets. This is a pretty narrow window, but to me essentially extends the range at which Warriors become effective by 2".
At 8-12" the two guns are more closely matched. The Flayer is superior vs GEq, but vs. MEq and TEq they are about even.
At 7" or less the Reaper is always superior, particularly against MEq and TEq.
So the Flayer is more suited to anti horde, the Reaper is more suited to anti elite infantry.
We have Tesla Immortals as an anti horde troop choice, but Gauss Immortals aren't an equivalent anti elite troop, so Reaper Warriors may have a place here. How things will be in 9th is any ones guess, but if we had the option in 8th I reckon 10x Reapers in a Ghost Ark would be the best way to run Warriors (assuming you want to run Warriors). A couple of Arks of them advanced deployed by the Deceiver could actually be quite nasty.
That's a good analysis, thanks. I think the problem the Reaper has is that it's so short ranged you likely won't get to a point where its mathematical superiority is useful. I think to do a proper analysis you need to consider a unit's overall effectiveness throughout the game with a given loadout. So while the general situations where a Reaper is better than a Flayer seem balanced, I suspect Warriors will much more often be in a position to leverage the advantages of the Flayer.
That's a good analysis, thanks. I think the problem the Reaper has is that it's so short ranged you likely won't get to a point where its mathematical superiority is useful. I think to do a proper analysis you need to consider a unit's overall effectiveness throughout the game with a given loadout. So while the general situations where a Reaper is better than a Flayer seem balanced, I suspect Warriors will much more often be in a position to leverage the advantages of the Flayer.
That's the sort of stuff that can't really be mathed out unfortunately, but it's roughly true to say the the Reaper is better once you are within 14" of the target, so then you have to rely on experience using warriors to tell you how much that matters. I feel like big blobs of 20 marching up the board will be better with Flayers. Whereas units in Ghost Arks or using teleporting tricks will be better with Reapers.
That's a good analysis, thanks. I think the problem the Reaper has is that it's so short ranged you likely won't get to a point where its mathematical superiority is useful. I think to do a proper analysis you need to consider a unit's overall effectiveness throughout the game with a given loadout. So while the general situations where a Reaper is better than a Flayer seem balanced, I suspect Warriors will much more often be in a position to leverage the advantages of the Flayer.
That's the sort of stuff that can't really be mathed out unfortunately, but it's roughly true to say the the Reaper is better once you are within 14" of the target, so then you have to rely on experience using warriors to tell you how much that matters. I feel like big blobs of 20 marching up the board will be better with Flayers. Whereas units in Ghost Arks or using teleporting tricks will be better with Reapers.
Not really. It's better withim 7" and between 12.01 and 14". Between 7.01 and 12"(like say from deep strike) flayer is better vs light infantry, vs basic T4 3+ marines and pretty much spot on vs terminators.
Yeah that's what I said in my earlier post. Hence the "roughly true" in the post you quoted, which it is. The Flayer will be every so slightly better vs MEq at deepstrike range, but if you only get one round of shooting off it won't have been worth it anyway.
Given the ability to walk onto the board to counter-deploy any DZ shennanigans (deep strike/charges/etc.)--the Gauss Reaper is a useful Answer equipment on a squad set up for that purpose.
Likewise, Tomb World arrival can put you within 7" of any chosen targets--though whether that is feasible timing-wise remains to be seen. (E.G., as it stands right now, you have to disembark at the start of movement, so your ability to successfully achieve this tactic depends on a function of (1) your ability to gauge how your Opponent is prioritizing and moving as a result and (2) how many sources of Tomb World transports you have by which to box off the opponent's options in light of (1) above.)
There's probably going to be a month or so of 9th ed where we're using our old codex, during which I expect Ghost Arks to be the only decent way to get Reapers in range. Hopefully our new codex makes tomb world deployment functional and we get lots more options.
sieGermans wrote: Given the ability to walk onto the board to counter-deploy any DZ shennanigans (deep strike/charges/etc.)--the Gauss Reaper is a useful Answer equipment on a squad set up for that purpose.
Likewise, Tomb World arrival can put you within 7" of any chosen targets--though whether that is feasible timing-wise remains to be seen. (E.G., as it stands right now, you have to disembark at the start of movement, so your ability to successfully achieve this tactic depends on a function of (1) your ability to gauge how your Opponent is prioritizing and moving as a result and (2) how many sources of Tomb World transports you have by which to box off the opponent's options in light of (1) above.)
That weird 14" range of the gauss reaper does increase hope that Ghost Arks will become open topped again.
Moosatronic Warrior wrote: There's probably going to be a month or so of 9th ed where we're using our old codex, during which I expect Ghost Arks to be the only decent way to get Reapers in range. Hopefully our new codex makes tomb world deployment functional and we get lots more options.
Well as said above strategic reserve Anything that comes within 20" of your table edge is in range. Anything that comes within 13" of your table edge gets rapid fire surprise from them.
Did a fun 14 minute battle report with the list I talked about a long while ago, with Flayed ones. played it against the new Grey Knights with their crazy new smitiness. Only the 4th in person game since the lock down.
Pariah finally, but the wording of this article worries me. Very much sounds like Szeras is all we're getting - no build your own dynasty, no stratagems etc.
Weirdly all the focus seems to be on the inquisition.
I reckon it’s because our codex is really soon (based on what Stu has been saying) so would be pointless to put stuff in here as it would instantly become redundant.