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Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

My first thought was "Nice, blatantly related to Tomb Kings now." Followed quickly by "uh-oh, I did not like as much of that as I had hoped."

Then I read the bit about the monolith portal and laughed thinking about a Mawlock trying to eat a Monolith, missing and being eaten by the Monolith.

I think it is a neat change, it at least makes them more fun to talk about.

Unfortunately it is change that costs me two opponents who do not agree with the changes. So it is something of a wash for me. Moot, you might say.

And no, I do not think I have even heard of a 40k tourney that so much as discouraged characters in the US.
They probably happen, but not all that commonly.

This message was edited 2 times. Last update was at 2011/10/19 02:41:33


"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Therion, I think you're overreacting and being unrealisti:

I've never been to a major tourney that disallows named characters, must be a Euro thing.

Warscythes, etc. are entirely realistic. I've lost more vehicles to power klaws and fists than I have to ranged firepower.

Like all Necron lists since the dawn of time, you have to support your units. Take the stormlord and keep nightfight going and your AV11 walker is still AV11, but your opponent won't be able to hit the damn thing til its up close. Besides that, there are plenty of effective AT vehicles w/ low AV: Pirahnas w/ fusion blaster, devildogs (or was it bane wolves?), Dreadnoughts, etc.

I do use a 250 point carnifex w/ scytals as antitank, don't knock it. Besides, do you even know what the abilities it can take can do?

If Heavy Destroyers come in units of three and you're worried about losing res protocols, then heres a crazy idea: KEEP THEM IN COVER/LIMIT LOS! What a concept, keeping a unit with enough range to cover 1/2 of a standard table at a time, not to mention an extremely mobile unit at that, in the backfield so you can hit what you want to hit and your opponent hast to work to get at them.

Would you like some whine with your cheese? Or perhaps some cheese with your whine? Wraiths are not Nob Bikers or TWC, this is true, but that doesn't mean they are an ineffective unit.

Once again I direct you to the concept of a cover save and limitng enemy line of sight so that your scarabs don't get totally wrecked.

How is a Monolith at all different from a Land Raider? Rumor has it its even cheaper than a Land Raider now, and it has a way better weapon. Besides that, I direct you again to the Stormlords Night Fight ability, if you're really that concerned about an AV14 vehicle getting taken out.

Again, I direct you to like EVERYTHING you can do to mitigate the weaknesses of the Doomsday Ark, just based off fo what we have been told thus far.

The only good weapon in your opinion is a 4 shot S7 AP- gun with exploding 6's? Riiiigggghhhttt....

The Death Ray is the only thing I agree with you about.

And finally, you do know you have 2 HQ slots, right? You CAN take the Stormlord and something other than a Stormlord in the same list...

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Freaky Flayed One






I really think one to two solar pulses are going to be nasty especially in spearhead. You can give nightfight to your opponent while you pound them with your long range AT or swing around with scarabs.
   
Made in us
Fresh-Faced New User




Memphis/Cookeville

YakFace, can the monolith fire its big blast, gaus flaux arc and use the portal if it has not moved?

curious if heavy destroyers are going to be worth it and how well scarab swarms are going to work in practice.

I am going to have fun just trying out the different combinations necrons will have.

This message was edited 1 time. Last update was at 2011/10/19 03:12:05


 
   
Made in us
Bloodthirsty Bloodletter




Odessa, TX, USA

If I recall correctly, I believe the Monolith is categorized as a 'Heavy Skimmer', meaning it only moves Combat Speed but counts as being Stationary. So I would think it could, but I may be wrong. Someone correct me if that is the case.
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

There are really a lot of questions being asked here, that have been answered on the front page.

I wonder though, Do Wraiths have Fleet? That'd make a pretty big difference in Charge range.

And Therion, you should read the Codex, before you go acting like you've been hit by the Doomsday Ark. Things on paper preform better, or worse than they appear all the time on the tabletop. Let's get the points cost of things before we go completely insane.

Thanks again Yak for the Continued influx of Information. I know I"m foaming at my mouth until I can get my hands on the Codex!


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in au
Frenzied Juggernaut





Australia

lol at the people whinging about the army being underpowered/lacking ranged AT and such.

Books not out yet peoples, in case this has been forgotten.

I like the sound of a lot of the weapons that have been discussed, will make necrons interesting to play, hooray for variety.

Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in us
Huge Hierodule





Louisiana

So, unless deep-striking prevents the monolith from benefiting from the 'heavy skimmer' rule, you can hypothetically deep strike in roughly 12-18" away from your intended target(s) (to best avoid mishap where possible) then fire off a s8 ap3 large blast, 12 s5 ap4 gauss shots (all at presumably separate targets or combining a couple here and a couple there), after having teleported a unit of immortals or warriors to rapid fire yet another target (or if you scooted a touch too close to a unit, suck 'em through the door instead. laughter ensues.)

that's quite a punch at 200 points. plus it's AV14. Sure melta/lance will take it down, but you've alpha struck with it and potentially killed said melta/lance threat(s) nearest your ziggurat of doom.


I think monoliths while different, aren't nerfed at all. We will see if i still feel that way after reading the codex and fielding them. I only have 2, my third heavy will most likely be a doomsday cannon at first, then i'll try out a doom scythe when (if?) the model gets released.

Then wait till 6th when flyers get universal special rules that make them harder to shoot/assault like in apoc. Then vendettas will be impossible to deal with...

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Irked Necron Immortal






This kind of sucks, I have 10 destroyers and 3 heavy destroyers. And 3 monoliths. You did not want to play against me before the codex creep.
   
Made in us
Been Around the Block





I just want to say thanks to Yak for giving us all this info even when some people seem ungrateful, it truly makes my day every time I see any new little but of info you drop on us.

As for Necrons competitive level I guarantee we wont even know how good they are on November 5th, I have a feeling its going to be like Dark Eldar where everyone places them middle tier and then all of a sudden they just start winning tourneys.

My own personal speculation, people are seriously underestimating being able to force night fighting on your opponent and then being able to shoot as normal in your turn. Also AV10 spam works, AV11 spam works, and AV 12 spam works, yet AV13 spam that can drop to 11 is garbage?
   
Made in us
Huge Hierodule





Louisiana

Zachilles wrote:I just want to say thanks to Yak for giving us all this info even when some people seem ungrateful, it truly makes my day every time I see any new little but of info you drop on us.

As for Necrons competitive level I guarantee we wont even know how good they are on November 5th, I have a feeling its going to be like Dark Eldar where everyone places them middle tier and then all of a sudden they just start winning tourneys.

My own personal speculation, people are seriously underestimating being able to force night fighting on your opponent and then being able to shoot as normal in your turn. Also AV10 spam works, AV11 spam works, and AV 12 spam works, yet AV13 spam that can drop to 11 is garbage?


To put some salt on the spam quote - AV 11/12/10 spam all carry some sort of long-ranged AT weapon, so games with those become dances of death, cat-and-mouse, etc (venoms being an exception, they are an amazing anti-infantry boat but the guys inside usually have s8 ap2 weaponry). The points costs are all 70-75 points for transports or less. Ghost arks are rumored to be 120+ points, and while their rumored rules fit the theme of the army (resiliency and resurrection of troops) the anti-tank and long-range aspects of the guns are lacking (although Gauss can glance any vehicle on 6s). We will see if spamming these expensive (comparatively) skimmer tanks is a viable tactic, though I imagine the crypteks that can lead 9-man squads of warriors will be the key to having a strong shooting component in the vehicles themselves. I wonder if any cryptek wargear confers a coversave to the unit it is with?

If these squad leaders/crypteks are as useful and utilitarian as everyone says, I hope they get 5-man multi-part kits akin to space wolf troop boxes, or grey knight boxes. I also hope they're easily magnetiseable.

It is good to be a necron player. I am counting the days to November 5th.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

peebzguy wrote:
chaos0xomega wrote:
peebzguy wrote:
yakface wrote:Ressurrection Protocols returns the model to play with a single wound ... so Scarabs can come back as well now.


This is so full of win. My 90 scarab swarm just became infinitely more doused with awesomesauce.


What makes you think you can take 90 in the new book


I haven't read anything that says otherwise



Then you need to read the front page again

I'll give you a Hint, it's the part with the FOC.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

3 scarabs to a base. 30 bases. i see no issue here.

He said a 90 scarab swarm, not 90 scarab swarms..

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Battleship Captain





Perth

+1

If the points costs we've been seeing for Necron transports is roughly correct, then we'll see Necron vehicle spam like we do Eldar vehicle spam - 6-9 vehicles rather than 8-12+ as you do with SM/SW/BA/DE/GK/OMG/ROFLCOPTER/BBQ...

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
Made in us
Freaky Flayed One




Ascalam wrote:3 scarabs to a base. 30 bases. i see no issue here.

He said a 90 scarab swarm, not 90 scarab swarms..


Thank you Ascalam. For those who don't get it - 3 scarabs per swarm base, up to 10 per swarm, that's 30 "scarabs" per swarm, times 3 swarms... = 90, amiright?


 
   
Made in au
Frenzied Juggernaut





Australia

I wonder if any cryptek wargear confers a coversave to the unit it is with?


Surely if orks can smash together a forcefield necrons would have something like that yea?


Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in us
Fresh-Faced New User




Memphis/Cookeville

tetrisphreak wrote:So, unless deep-striking prevents the monolith from benefiting from the 'heavy skimmer' rule, you can hypothetically deep strike in roughly 12-18" away from your intended target(s) (to best avoid mishap where possible) then fire off a s8 ap3 large blast, 12 s5 ap4 gauss shots (all at presumably separate targets or combining a couple here and a couple there), after having teleported a unit of immortals or warriors to rapid fire yet another target (or if you scooted a touch too close to a unit, suck 'em through the door instead. laughter ensues.)

that's quite a punch at 200 points. plus it's AV14. Sure melta/lance will take it down, but you've alpha struck with it and potentially killed said melta/lance threat(s) nearest your ziggurat of doom.
.


My thoughts exactly, it might retain the power matrix rule where if it fired the patricle whip it can not use the teleporter

This message was edited 1 time. Last update was at 2011/10/19 04:27:28


 
   
Made in us
Been Around the Block





tetrisphreak wrote:
Zachilles wrote:I just want to say thanks to Yak for giving us all this info even when some people seem ungrateful, it truly makes my day every time I see any new little but of info you drop on us.

As for Necrons competitive level I guarantee we wont even know how good they are on November 5th, I have a feeling its going to be like Dark Eldar where everyone places them middle tier and then all of a sudden they just start winning tourneys.

My own personal speculation, people are seriously underestimating being able to force night fighting on your opponent and then being able to shoot as normal in your turn. Also AV10 spam works, AV11 spam works, and AV 12 spam works, yet AV13 spam that can drop to 11 is garbage?


To put some salt on the spam quote - AV 11/12/10 spam all carry some sort of long-ranged AT weapon, so games with those become dances of death, cat-and-mouse, etc (venoms being an exception, they are an amazing anti-infantry boat but the guys inside usually have s8 ap2 weaponry). The points costs are all 70-75 points for transports or less. Ghost arks are rumored to be 120+ points, and while their rumored rules fit the theme of the army (resiliency and resurrection of troops) the anti-tank and long-range aspects of the guns are lacking (although Gauss can glance any vehicle on 6s). We will see if spamming these expensive (comparatively) skimmer tanks is a viable tactic, though I imagine the crypteks that can lead 9-man squads of warriors will be the key to having a strong shooting component in the vehicles themselves. I wonder if any cryptek wargear confers a coversave to the unit it is with?

If these squad leaders/crypteks are as useful and utilitarian as everyone says, I hope they get 5-man multi-part kits akin to space wolf troop boxes, or grey knight boxes. I also hope they're easily magnetiseable.

It is good to be a necron player. I am counting the days to November 5th.


Thank you for such a well thought out reply. My initial thought for ghost barges is a min squad with a cryptek with either the 36" S8 gun or the unlimited range S6 gun that reduces armor on hits that Yak spoke about, if the whole squad including the barge comes in around 200 I think you might see a lot of squads like that popping up
   
Made in ca
Pile of Necron Spare Parts






First off Yakface, just wanna say thanks. Your rumours have kept my interest in the game alive even though I don't spend nearly as much time playing the game as I'd like to.

Now, I have a more general question for you: having (presumably) seen the codex in its entirety, does the army 'feel' good? Is it overpowered? Broken? Balanced?

I know most people are going to want to know "Can Necrons kill X now?" or "Do Necrons still suck at Y?", but my question is "do you think the Necrons as a whole will be able to play in a fun and balanced manner?".

 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

peebzguy wrote:
Ascalam wrote:3 scarabs to a base. 30 bases. i see no issue here.

He said a 90 scarab swarm, not 90 scarab swarms..


Thank you Ascalam. For those who don't get it - 3 scarabs per swarm base, up to 10 per swarm, that's 30 "scarabs" per swarm, times 3 swarms... = 90, amiright?


But everyone knows that scarabs come four to a base: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440257a&prodId=99120110001


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

But no-one ever does them that way, as they have 3 wounds per base, and you get more swarms out of the box with three

4 to me always looked too crowded. 3 balances the base nicely

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

chaos0xomega wrote:
peebzguy wrote:
Ascalam wrote:3 scarabs to a base. 30 bases. i see no issue here.

He said a 90 scarab swarm, not 90 scarab swarms..


Thank you Ascalam. For those who don't get it - 3 scarabs per swarm base, up to 10 per swarm, that's 30 "scarabs" per swarm, times 3 swarms... = 90, amiright?


But everyone knows that scarabs come four to a base: http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440257a&prodId=99120110001




Ah, I got confused with the wording. I generally think of units as 1, so that's my bad.


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Freaky Flayed One




So forgive me if this info exists elsewhere in the thread, but I was reading through the OP, and Living Metal is said to have a chance to ignore crew shaken/stunned effects. Do you feel like you can go into any more detail with this, Yak?

1000
2500ish 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

GiantSlingshot wrote:So forgive me if this info exists elsewhere in the thread, but I was reading through the OP, and Living Metal is said to have a chance to ignore crew shaken/stunned effects. Do you feel like you can go into any more detail with this, Yak?


Hmm. I read this somewhere, but I could be mistaken. I think it was Shaken on a 2+, and Stunned on a 4+

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

For those who are cheap, on a budget, or not painters/molders I have seen 3 and even 1 scarab to a base. But they really look swarmy with 5 per base. Some of mine have 4 because I used scenic bases and ran out of room.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I have a few with 5, a few with four, most with three, as i find more than three to be too cluttered looking.

I have one base with four of them riddled with holes, going down in flames...

One of them also has a poor Blood Angel being shucked of his armour (and internal organs)..

Scarabs are awesome My favourite unit in the current dex, despite lack of effectiveness. I felt the same way about Tyranid rippers when i played them

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Freaky Flayed One




Sasori wrote:
GiantSlingshot wrote:So forgive me if this info exists elsewhere in the thread, but I was reading through the OP, and Living Metal is said to have a chance to ignore crew shaken/stunned effects. Do you feel like you can go into any more detail with this, Yak?


Hmm. I read this somewhere, but I could be mistaken. I think it was Shaken on a 2+, and Stunned on a 4+


Wow, so, pretty good chance then. Pretty much, glances on any of the necron vehicles are lack-luster, other than popping the Quantum Shielding. So, pretty resilient against any weapon with less than 6 str. Good to keep in mind.

1000
2500ish 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Shame that everyone spams S 8 then, isn't it


We'll see how resilient they are in play. I'm looking forward to trying them out at least..

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Yak, a question. It has been said before that the Necrons have techy powers in lieu of psychic powers however, it seems like most of these powers you have described so far are all just random die rolls successful on a fixed number. My concern is that this seems rather under powered versus psychic abilities that are cast off of high leadership values with few things in the game that counter those abilities. So, do Necrons have any options that increase their abilities to (for lack of a better term)'cast' their tech powers and/or do they have access to equipment that can reasonably counter psychic abilities. Mainly looking for abilities that will help to counter Mephiston and duel lash Chaos armies.

Thanks, appreciate everything you have posted!
   
Made in us
Regular Dakkanaut




Ruler of Chaos wrote:
tetrisphreak wrote:So, unless deep-striking prevents the monolith from benefiting from the 'heavy skimmer' rule, you can hypothetically deep strike in roughly 12-18" away from your intended target(s) (to best avoid mishap where possible) then fire off a s8 ap3 large blast, 12 s5 ap4 gauss shots (all at presumably separate targets or combining a couple here and a couple there), after having teleported a unit of immortals or warriors to rapid fire yet another target (or if you scooted a touch too close to a unit, suck 'em through the door instead. laughter ensues.)

that's quite a punch at 200 points. plus it's AV14. Sure melta/lance will take it down, but you've alpha struck with it and potentially killed said melta/lance threat(s) nearest your ziggurat of doom.
.


My thoughts exactly, it might retain the power matrix rule where if it fired the patricle whip it can not use the teleporter


Purely speculation, but I would think it would make a lot more sense if the Particle Whip wouldn't be involved with teleportation any longer, and instead the new "suck people into the portal" ability would be the thing that conflicts with using the teleporter.

So you'd get the Particle Whip and the Flux Arcs, plus either the teleport or the S test ability. Which would be pretty great, since the Particle Whip needs to be used a lot and the S test is situational at best.
   
 
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