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![[Post New]](/s/i/i.gif) 2012/07/11 16:41:13
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Proud Triarch Praetorian
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I know a guy who'll let me use them as axes XD
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/07/11 16:42:46
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Pile of Necron Spare Parts
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Lychguards with warscythes are not a good option? i like the +2 S and the AP1, but initiative and wounds doesnt seem to help these poor guys.
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![[Post New]](/s/i/i.gif) 2012/07/11 16:59:01
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Proud Triarch Praetorian
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Which is why they need the invuns from the Shield. Even nerfed, Power Weapons still go through
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/07/11 17:02:26
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Fell Caller - Child of Bragg
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TheAzathoth wrote:Lychguards with warscythes are not a good option? i like the +2 S and the AP1, but initiative and wounds doesnt seem to help these poor guys.
They're good for very specific purposes, like tearing up vehicles. The problem is the necron codex has so many better options for taking out a parking lot. Sword/shield is the superior loadout, with added Court Lords/Overlords if you need the warscythe.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2012/07/11 17:02:55
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Pile of Necron Spare Parts
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but are they really worth their 40 pts each? sorry for so many questions, im new and i just bought a pack of lych/praetors, and i want to make sure that i build the right ones haha.
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![[Post New]](/s/i/i.gif) 2012/07/11 17:05:20
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Fell Caller - Child of Bragg
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TheAzathoth wrote:but are they really worth their 40 pts each? sorry for so many questions, im new and i just bought a pack of lych/praetors, and i want to make sure that i build the right ones haha.
It depends what you want to do with them. They're not going to hold off an ork horde all by themselves, but they'll certainly clean up the contents of a scoring unit's transport quickly and efficiently.
You can't just ask "is this unit good" without some idea of what you need the unit to accomplish.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2012/07/11 19:42:33
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Loyal Necron Lychguard
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skoffs wrote:Anpu-adom wrote:skoffs wrote:Speaking of Deathstars, how's Royal Court Disco Inferno looking now at the 2000 point level? 8 Lords all armed to the teeth, 5 Crypteks of all the various flavors, lead by potentially 4 to 5 ICs? Is there anything that can stop that?
First off, I think he's talking about a double force chart game: Royal Court #1: 5 Lords + 5 Crypteks From Royal Court #2: +1 Lord From Royal Court #3: +1 Lord From Royal Court #4: +1 Lord Total 8 Lords and 5 Crypteks... however the rules don't say that Royal Court members can 'join a Royal Court'... only squads of Deathmarks, Lychguard, Immortals, and Warriors.
oh son of a bitch. Yes, that is how I had thought I might be able to get away with it... without realizing that nowhere in the codex does it say anything about Court members being able to join other Royal Courts. *sigh* Well, at least I might be able to field 4 RCDIs, then? (that's still pretty tough to deal with, right?) The real problem with a deathstar for us is that we don't have any 2 wound infantry models to form the unit around. If lychguard or Court Lords had 2 wounds we'd be set. We just can't allocate wounds effectively like a squad of nob bikers or paladins. The strength of Necrons is going to be shooting and flyers. We need to focus on those things. I'm really afraid that Necrons were written so strong because we don't have the ally options of the other top 5th edition codexes.
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This message was edited 1 time. Last update was at 2012/07/11 19:46:51
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![[Post New]](/s/i/i.gif) 2012/07/11 19:58:15
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Swift Swooping Hawk
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Kinda lame they update the codex without updating the FAQ. So now we're going to HAVE to buy the POS iPad in order to play 40k properly? Come on GW...
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This message was edited 1 time. Last update was at 2012/07/11 19:58:29
"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2012/07/11 20:03:33
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Lord of the Fleet
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Gangrel767 wrote:Kinda lame they update the codex without updating the FAQ. So now we're going to HAVE to buy the POS iPad in order to play 40k properly? Come on GW...
Yes lets jump to conclusions after only one day
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![[Post New]](/s/i/i.gif) 2012/07/11 20:08:04
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Swift Swooping Hawk
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I'm not jumping to conclusions, several people just reported they updated the codex. and they did not update the FAQs.. I just checked.
I do not have an iPad and I won't be owning one, probably ever, so unless they update the FAQs more often (and really, who is against that?), the people with iPads and inflated costed codexs are going to get a cleaner ruleset. It just doesn't seem right.
I think it's a poor poor business model.
p.s. I don't want to hi-jack the thread any more than i just did to complain about this, but it just seems silly that a company which does everything it can to space out the FAQ updates, will update an electronic document. It just makes no sense, other than they want you to buy this new toy.
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This message was edited 1 time. Last update was at 2012/07/11 20:11:13
"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2012/07/11 20:09:15
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Decrepit Dakkanaut
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Let's think positively and assume that they are currently working on FAQ v.1.1 and decided to leak a bit info in the digital codex.
...and let's be extremely positive and hope for Heavy Destroyers getting Skyfire and Interceptor!
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![[Post New]](/s/i/i.gif) 2012/07/11 20:22:59
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Rotting Sorcerer of Nurgle
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Sigvatr wrote:Let's think positively and assume that they are currently working on FAQ v.1.1 and decided to leak a bit info in the digital codex.
...and let's be extremely positive and hope for Heavy Destroyers getting Skyfire and Interceptor!
Bingo. I'm sure they'll be releasing updates to many of the FAQs within the next few weeks.
I'm sure they've found (or people have found) mannnnnyyyyy things requiring updates already. Remember, they're updating something like 15 FAQs at a TIME with this new edition. Can't be that simple!
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![[Post New]](/s/i/i.gif) 2012/07/11 21:42:41
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Lord of the Fleet
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Gangrel767 wrote:I'm not jumping to conclusions, several people just reported they updated the codex. and they did not update the FAQs.. I just checked.
That is true, but you are jumping to conclusions that GW will not update their FAQs
Are they sluggish? Yes. Efficiency is not GW's forte. But that is far from "iPad users will have direct access to exclusive rules for several weeks" if that was what you are getting at. And if anyone has access to the internet, then I bet they'll have access to forums where people have ipad codexes anyways
As a side note I do not own the digital copies, nor do I ever intend to
Anyways back to necron stuff!
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![[Post New]](/s/i/i.gif) 2012/07/12 01:24:08
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Longtime Dakkanaut
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buddha wrote:Gangrel767 wrote:Use Hyperphase Swords as Power Axes, and viola Lychguard are viable again. The Initiative loss is nothing to worried about with Necrons.
I don't think it's a TFG argument at all and makes sense RAW. However, we got a stealth update in the digital codex which specifically lists HPSs as AP3 powerswords unfortunately.
And they are still perfectly viable as Sword and Board, just bring Warscythe/ MSS Lord/Overlords with them for your anti-term needs. MeQ (and worse) is still the most prolific armor save in the game, not 2+...
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![[Post New]](/s/i/i.gif) 2012/07/12 05:00:50
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Swift Swooping Hawk
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Oh, I'm not worried about them, just voicing the options which were there until GW updated the online codex.
I quite like Sword and Board anyways. Necrons tarpit other armies deathstars and throw our CC guys against the softer stuff (which is where deathstars shine anyway)
They're still Ideal for eliminating most enemy troop choices.... but then again so are so many other thing in that codex.
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This message was edited 1 time. Last update was at 2012/07/12 05:01:43
"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2012/07/12 07:01:20
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Tail-spinning Tomb Blade Pilot
New York, USA
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Speaking of CC, has any necron player found a way to make Obyron worth it? Outside of challenges, he's not worth his points unless he teleports everyturn. His Counter-blow only works on misses against HIM, not his unit, so nobody every swing at him so I dont get my bonus attacks ;(
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"Surrender and Die."
"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood
W-L-D
6-1-3 |
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![[Post New]](/s/i/i.gif) 2012/07/12 07:09:22
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Nihilistic Necron Lord
The best State-Texas
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Exalted Pariah wrote:Speaking of CC, has any necron player found a way to make Obyron worth it? Outside of challenges, he's not worth his points unless he teleports everyturn. His Counter-blow only works on misses against HIM, not his unit, so nobody every swing at him so I dont get my bonus attacks ;(
I honesty think that our Generic HQ choices are better than any of our special characters.
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![[Post New]](/s/i/i.gif) 2012/07/12 08:05:12
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Longtime Dakkanaut
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Oby's pretty salty in CC, as most weapons either strike after him or bounce off his save.
That being said I tend to agree with Sasori hear (although I still like my Imo list). For a few points over Oby you can have a DLord that buffs a squad with Preferred Enemy and Res Orb, has a Semp Weave, and is much faster/more versatile.
Nemesor and Trazyn are still buzzing in my 6th edition head, and Orikan gets a bit more interesting now that people can't null deploy you.
But DLords and Barge Lords are just solid contributors.
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![[Post New]](/s/i/i.gif) 2012/07/12 15:43:08
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Proud Triarch Praetorian
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Oby does have a Semp Weave as standard, and his ability is vs him or is unit. Throwing him headlong into a IG Blob with 5 Swordguard will wreck face. 15 Attacks from Lychguard (shields to return any Plasma Overwatch shots) + 4 attacks for Oby's charge + 6 for Oby's ability (as more than six are guaranteed to miss) = 25 3+ to hit 2+ to wound power hits = one most-dead blob
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/07/13 01:00:16
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Pile of Necron Spare Parts
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Is it a good idea to take the 2+ and the 3++ for the overlord? or thats too much?
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![[Post New]](/s/i/i.gif) 2012/07/13 03:08:02
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Loyal Necron Lychguard
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TheAzathoth wrote:Is it a good idea to take the 2+ and the 3++ for the overlord? or thats too much?
Take them both, and throw in a Cryptek with a Chronometron (or two!) and you have a mini-Fateweaver unit.
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![[Post New]](/s/i/i.gif) 2012/07/13 03:33:39
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Irked Necron Immortal
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You could have a respectable "Deathstar" using Lychguard and Royal Court. 10 man Lychguard unit, armed with your choice of boards or scythes. 4 Overlords packed with all the close combat bling (SW, MSS, WS, PS), 3 bringing Stormteks with Lightning Fields/Ether Crystals, the last bringing another Lord with an Orb. Granted, that unit runs real close to 1500 points, and you still need a way to get them across the board, but it would be super killy!
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DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place |
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![[Post New]](/s/i/i.gif) 2012/07/13 04:45:34
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Fireknife Shas'el
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Is it just me, or does the Tesseract Labyrinth seem to be a far better buy for Necron lords now? It works really well as a counter-charge piece of equipment, especially against single-model units like MCs. Combined with a Stormtek with Lightning Field, (and MSS) you could kill a Hive Tyrant in a single round of combat after it takes lightning hits, then the MSS makes it hit itself, then it gets sucked into the Tesseract.
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![[Post New]](/s/i/i.gif) 2012/07/13 04:50:29
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Longtime Dakkanaut
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McNinja wrote:Is it just me, or does the Tesseract Labyrinth seem to be a far better buy for Necron lords now? It works really well as a counter-charge piece of equipment, especially against single-model units like MCs. Combined with a Stormtek with Lightning Field, (and MSS) you could kill a Hive Tyrant in a single round of combat after it takes lightning hits, then the MSS makes it hit itself, then it gets sucked into the Tesseract.
I haven't looked at the rules in while, it's ICs and MCs only right? Not normal charters. I've always shied away from it because it seemed to situational, but I definitely think 6th warrants a second look.
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![[Post New]](/s/i/i.gif) 2012/07/13 05:20:12
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Fireknife Shas'el
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ShadarLogoth wrote:McNinja wrote:Is it just me, or does the Tesseract Labyrinth seem to be a far better buy for Necron lords now? It works really well as a counter-charge piece of equipment, especially against single-model units like MCs. Combined with a Stormtek with Lightning Field, (and MSS) you could kill a Hive Tyrant in a single round of combat after it takes lightning hits, then the MSS makes it hit itself, then it gets sucked into the Tesseract.
I haven't looked at the rules in while, it's ICs and MCs only right? Not normal charters. I've always shied away from it because it seemed to situational, but I definitely think 6th warrants a second look.
Nope, it says characters or monstrous creature in BC. Definitely more worth it in 6th.
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![[Post New]](/s/i/i.gif) 2012/07/13 12:08:11
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Infiltrating Broodlord
The Faye
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Does anyone else think the Night scythes rules still aren't properly explained.
It has 2 problems from what I see.
1 The nightscythe is a transport but there is no way to embark units on it. The only way to do so is to have them deployed inside.
2. From what the rules as they stand, if the Nightsythe is destroyed then the units inside will suffer S10 aP2 wounds then be placed in reserve.
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We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.
Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress |
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![[Post New]](/s/i/i.gif) 2012/07/13 13:15:44
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Regular Dakkanaut
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obsidianaura wrote:Does anyone else think the Night scythes rules still aren't properly explained. It has 2 problems from what I see. 1 The nightscythe is a transport but there is no way to embark units on it. The only way to do so is to have them deployed inside. When I saw the invasion beams, I was a little bummed but mostly excited. For me, it's explained fine, the NS is a drop-off only transport. I would like to be able to put a unit back in, but it's not intended to pick them back up again, which is okay because it still has the best gun the Necrons have access to, so pick the spot on the board that you want the unit, bring it in and drop that unit off the same turn. Now the NS flies around killing things and frustrating your enemy. obsidianaura wrote: 2. From what the rules as they stand, if the Nightsythe is destroyed then the units inside will suffer S10 aP2 wounds then be placed in reserve. Don't feed the trolls. There is a whole 'nother thread that is discussing this very idea. However, this will never be an issue for me, since I don't plan to have a unit inside my NS past the movement phase it enters play (and if my NS gets destroyed before I drop off my guys, that is entirely my fault, even Interceptor type guns fire at the end of my movement, so my unit is out already). My whole purpose for the NS will be to deploy a unit anywhere on the table. With a 36" NS move plus a 6" disembark rule, I can put a unit within rapid fire (12") range of the whole table if my edge is the long edge and most of the table if it's short edge. No reason to go more than 24" in most cases.
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This message was edited 1 time. Last update was at 2012/07/13 13:16:09
DS:70S++G+MB-IPw40k10#+D++++A+/aWD-R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2012/07/13 15:47:21
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Infiltrating Broodlord
The Faye
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I get the feeling that GW didn't intend for it to have a drop off only role as it can carry jetbikes and things.
As for the 2nd issue I just dont want someone arguing it against me :(
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We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.
Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress |
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![[Post New]](/s/i/i.gif) 2012/07/13 15:48:08
Subject: Re:NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Proud Triarch Praetorian
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PrinceOfMadness wrote:You could have a respectable "Deathstar" using Lychguard and Royal Court. 10 man Lychguard unit, armed with your choice of boards or scythes. 4 Overlords packed with all the close combat bling (SW, MSS, WS, PS), 3 bringing Stormteks with Lightning Fields/Ether Crystals, the last bringing another Lord with an Orb.
I'd have 3 Overlords with CC gubbinz (out front to troll the shooting) + Anrakyr (a bit further back with the Lychguard, to give the unit FC and deal with that Tank). Boardguard if you ask me.
Granted, that unit runs real close to 1500 points, and you still need a way to get them across the board, but it would be super killy!
Stick em in a Nightscythe. Problem Solved
@Tye_Informer: Link please?
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/07/13 17:21:25
Subject: NECRONS: What will change for them in 6th? (Flyers?, Scarab Farm?, tactics changes? what else?)
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Pyro Pilot of a Triach Stalker
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McNinja wrote:Is it just me, or does the Tesseract Labyrinth seem to be a far better buy for Necron lords now? It works really well as a counter-charge piece of equipment, especially against single-model units like MCs. Combined with a Stormtek with Lightning Field, (and MSS) you could kill a Hive Tyrant in a single round of combat after it takes lightning hits, then the MSS makes it hit itself, then it gets sucked into the Tesseract.
Tesseract is one of the most undervalued pieces of wargear in my opinion. It's purpose is to kill ICs who have ridiculous re-rollable or super low saves that even a decked out CC overlord would struggle to bring down. My first example is a DE archon with shadowfield. It doesn't matter that I score 3 wounds with my warscythe if he can just save them all, but tesseract levels the playing field. Got an annoying saga of the bear SW character that just won't go down, suck him into oblivion. That's its main use in my view in that it just eliminates any saves an enemy can make which, for the most part, is how ICs survive.
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