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Made in ca
Dakka Veteran





yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)

The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.


Please tell me that what I am thinking of is possible...

This message was edited 1 time. Last update was at 2011/10/21 02:19:59


8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Regular Dakkanaut






Vhalyar wrote:
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)

The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.


Please tell me that what I am thinking of is possible...


Muhahahahahaha

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.

And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.

With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Dakka Veteran






yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.

And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.

With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.



with it always stationary people disembarked should be able to charge?

This message was edited 1 time. Last update was at 2011/10/21 02:40:29


 
   
Made in us
Dakka Veteran





TCWarRoom wrote:
Omegus wrote:
G. Whitenbeard wrote:Glad to see that you want to support the game and the company that makes it (as well as writes your beloved fluff).

They've received plenty of my money in the last 17 years. The game is crap and the company is full of corporate shills, I could care less about supporting them any further. My interest in the fluff is as much nostalgia as anything else. I don't really feel like dropping $30 (or whatever they charge for their rags these days) to satisfy my morbid curiosity about what facepalm-inducing drivel Ward produced this time.

Anyway, this is way off topic. Back to our regularly scheduled programming, Tomb Kings in Spaaaace!


These posts blow my mind. Go away then? Why be here?


Because the "GW Rage" is the Modus Operendi of this site.

They wouldn't know what to do if they weren't biting the hand that feeds them.

"Worglock is not wrong..." - Legoburner

Total Finecast Models purchased: 30.
Models with issues: 2
Models made good by Customer Service: 2
Finecast is... Fine... Get over it. 
   
Made in us
Loyal Necron Lychguard






South Dakota

yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.

And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.

With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.



This I like! Necrons are the rule breakers! Not only are we the army that brings our models back from the dead and reduce the effectiveness of our opponents armor, we also get to mess with the Reserves rule. Between Deathmarks, Nemesor Zahndrekh, and the Monolith all playing with the Reserves rule. I'm loving it!

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Myrmidon Officer





NC

Vhalyar wrote:
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)

The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.


Please tell me that what I am thinking of is possible...
That combo is really not that much different than the Eldar Night Spinner alone. I guess it's cool for Necrons to get it, but nothing gamebreaking.
   
Made in us
Regular Dakkanaut






Absolutionis wrote:
Vhalyar wrote:
yakface wrote:Harbinger of Transmorgification Cryptek base weapon is actually the Tremorstave (which causes enemy units hit by it to count as moving through difficult terrain in their next movement phase)

The no-brainer for anyone taking a C'Tan is the power that makes all difficult terrain on the table dangerous for the enemy army.


Please tell me that what I am thinking of is possible...
That combo is really not that much different than the Eldar Night Spinner alone. I guess it's cool for Necrons to get it, but nothing gamebreaking.


does the night spinner make it dangerous?

   
Made in ph
Nihilistic Necron Lord




The best State-Texas

yakface wrote:
Oop, I take back about what I said about the Monolith, it can be used to pull ANY (non-vehicle) unit out of reserves through its portal...so I guess as long as you have at least one Monolith on the table, its not so bad to have your Night Scythes destroyed with embarked troops as you can just pull them through the Monolith portal out of Reserve at the start of your next movement phase.

And I also don't know where I got the 18" range limitation on the Monolith Portal...it is any (non-vehicle) unit on the table that is not locked in combat.

With that in mind, I do think the positives of having a Monolith in your force have shot way up especially if you're taking any Night Scythes as well.




This is Fantastic. Thanks Yak, that sure makes it a lot less painful. It's a good way to teleport your Assault units/rapidfire units around the map to rough up the enemy as well.

Monolith is still very very useful, just not invulnerable anymore. I think most Armies will still be taking at least one of these.

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





It just makes a unit hit by the monofilament wires move as if in dangerous terrain for their next movement phase, but if they don't move that turn then the penalty goes away.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Yes. And it persists until you move the unit.

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 au
Twisted Trueborn with Blaster



Sydney, Australia

For the next move they make.

EDIT: Ninja'd

This message was edited 1 time. Last update was at 2011/10/21 02:54:00


Heamonculus army - almost 500 points (more in the mail). none painted.
Wych army - in the mail
DT:90S++G++MB+IPw40k056D+A++/areWD337 R+++T(T)DM+

On Scarabs: "Cry Havoc and let slip the Evil Roombas of Death!" - Philld77

On Landraiders: "Not really a transport though so much as it is a tank with a chauffeur's license" - Nictolopy 
   
Made in us
Fell Caller - Child of Bragg







Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.

I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.

I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.

Over 350 points of painted Trolls and Cyriss 
   
Made in ca
Dakka Veteran





masterofstuff1 wrote:does the night spinner make it dangerous?


It does, but no one would ever take a Night Spinner because it's stuck in the crowded Heavy Support slot for Eldars.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in au
Twisted Trueborn with Blaster



Sydney, Australia

I'd hope not. That would be a bland army. And surely that wouldn't be the best competitive list either.

EDIT: that was directed at Ostrakon.

PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser

This message was edited 1 time. Last update was at 2011/10/21 02:57:12


Heamonculus army - almost 500 points (more in the mail). none painted.
Wych army - in the mail
DT:90S++G++MB+IPw40k056D+A++/areWD337 R+++T(T)DM+

On Scarabs: "Cry Havoc and let slip the Evil Roombas of Death!" - Philld77

On Landraiders: "Not really a transport though so much as it is a tank with a chauffeur's license" - Nictolopy 
   
Made in us
Myrmidon Officer





NC

Dr. Delorean wrote:It just makes a unit hit by the monofilament wires move as if in dangerous terrain for their next movement phase, but if they don't move that turn then the penalty goes away.

Actually, it's the next time they move. The enemy can stand still for several turns and then decide to move and they'll be affected by the Monofilament web.
Official Rules here: http://www.games-workshop.com/gws/content/article.jsp?aId=15100016a

Either way, it's a shootable difficult+dangerous terrain-launcher akin to this Necron combo. Nothing revolutionary nor gamebreaking, but fun nonetheless.
   
Made in au
Twisted Trueborn with Blaster



Sydney, Australia

Also, off-topic, but related to the codex. Will their be a new ranking system for Necron (you know the one underneath our names)? And if their is will their be any way that we can see these, as we won't be able to decrease our rank?

Heamonculus army - almost 500 points (more in the mail). none painted.
Wych army - in the mail
DT:90S++G++MB+IPw40k056D+A++/areWD337 R+++T(T)DM+

On Scarabs: "Cry Havoc and let slip the Evil Roombas of Death!" - Philld77

On Landraiders: "Not really a transport though so much as it is a tank with a chauffeur's license" - Nictolopy 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.

I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.

I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.


The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.


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





Good grief, it's better than I thought then.

Re: lychguard, I'll be using them with the dispersion shields as back line guardians of my Warrior objective-campers. Maybe it's an expensive way of doing things, but they look damn badass so I'm trying anything I can to shoehorn them in anywhere I can.
   
Made in ca
Dakka Veteran





You can always stick a Cryptek with Veil of Darkness in your lychguards if you want to move them around on foot faster.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Fell Caller - Child of Bragg







Sasori wrote:
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.

I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.

I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.


The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.



Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.

I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Dakka Veteran




Sasori wrote:Monolith is still very very useful, just not invulnerable anymore. I think most Armies will still be taking at least one of these.


Agreed. There are enough combinations here to still have quite a bit of fun with a Monolith... MAYBE even 2; though I doubt that list would be very competitive until we get to see the whole codex.

Side note: I'm actually glad they lost their invulnerability. Does anyone else still have the old apoc and other books that have pictures of large, beautiful armies of Necrons charging the enemy while the Monoliths are in the back? Usually tagged with a note that says "Monoliths support the Necron forces from the rear". When, in the last 10 years, have you ever seen a Monolith in the REAR of an army

Nice to see them going to that original support role and off of the front line
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Ostrakon wrote:
Sasori wrote:
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.

I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.

I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.


The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.



Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.

I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.


I think it's going to come down to putting enough Threats on the table, to screw up target priority. While it's quite possible the Night Scythe won't survive, you can at least move flat out and give it that Cover save.

You can take Destroyer Lords, that is likely the only Jump Pack you can take, in which case the Lord can't get an Invul either. I feel the Praetorians are going to be rather Lackluster with their I2, and lack of an Invul. Means you can only send them against Targets that have none, or a very limited amount of power weapons.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Fresh-Faced New User





Sasori wrote:
Ostrakon wrote:
Sasori wrote:
Ostrakon wrote:Okay, so if the only transport the lychguard can take is the night scythe, what's the point in the unit at all? I guess I can see disembarking and hoping the shield bounces off whatever is going to shoot at them.

I wonder if it will turn out to be a valid strategy to hide a unit of praetorians behind a ghost ark.

I'm kind of hoping that my list doesn't end up looking like 30 warriors in arks and 30 scarabs at 1500 points.


The Lycheguard have a 3+/4++ if you take the shields, they should survive a round of shooting fairly easy. If you take a Rez Orb lord with them, it boosts their Reanimation Protocol to 4+ as well, making them VERY survivable. That Rule is a major blow to the Night Scythe though, that's for sure. At least it can be somewhat mitigated by the monolith.



Yeah, I suppose that with basically the equivalent of a double 4++ due to a res orb, that could work. I also suppose deep striking a monolith in and pumping them out of the portal. Actually, since they do seem rather likely to survive a turn, maybe VoDing them in with a cryptek could work.

I really want to find a way to use the lychguard because I like the models so much. I wonder if a Lord can take a jump-pack or whatever the Praetorians call it so I can take a similar approach with the praetorians (although they'd need to stay in cover since it doesn't look like they can't get an invuln save.


I think it's going to come down to putting enough Threats on the table, to screw up target priority. While it's quite possible the Night Scythe won't survive, you can at least move flat out and give it that Cover save.

You can take Destroyer Lords, that is likely the only Jump Pack you can take, in which case the Lord can't get an Invul either. I feel the Praetorians are going to be rather Lackluster with their I2, and lack of an Invul. Means you can only send them against Targets that have none, or a very limited amount of power weapons.


Wasn't there a rumour that Praetorians could get a 3++

 
   
Made in us
Discriminating Deathmark Assassin






The Praetorians are jump infantry. They have...things on their back. Is there any indication in the fluff about what those are? Are they really Necron jump pack equivalents, or are they like the Warp Spider packs?
The Necron law-enforcers flying around with jetpacks? Not cool. Teleporting out of nowhere to judge and execute? Freaking awesome.
   
Made in ca
Dakka Veteran





Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser

Tell me about it

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in ca
Regular Dakkanaut





time to start building more sprue crons
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Praxiss wrote:Regarding the Tomb Blades. Yakface said they are essentially warriors riding jetbikes. Kind of reminds me of the old destroyer models....



I've mostly just been skimming the thread and reading Yak's posts as I don't want to read a dozen pages of posts a day, but this picture caught my eye. Who's stuff is that or where is that picture from? I ask not for the Necrons in it, but for the carpet under them. Same stuff I use for my photo backgrounds and I've never seen anyone else using it before.

 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Nightbringer's Chosen wrote:The Praetorians are jump infantry. They have...things on their back. Is there any indication in the fluff about what those are? Are they really Necron jump pack equivalents, or are they like the Warp Spider packs?
The Necron law-enforcers flying around with jetpacks? Not cool. Teleporting out of nowhere to judge and execute? Freaking awesome.


They are mentioned in the fluff as being 'gravity displacement packs' (although its not a named piece of gear or anything) and the fluff basically says that Praetorians rarely fight in the initial wave of combat but instead use their packs to hover above the fray and watch carefully for where their intercession will have the most impact, but also to observe the foe looking for truly honorable foes.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Twisted Trueborn with Blaster



Sydney, Australia

Lame. I reckon they would be cooler teleporting rather than hovering.

*Random guardsmen* I can relax. Theres no fighting here. I'll just sit back and watch the front line fight it out...
*Random Praetorian appears* *Guardsmen is cut to pieces, guardsmen behind him scream and run for their lives*

Heamonculus army - almost 500 points (more in the mail). none painted.
Wych army - in the mail
DT:90S++G++MB+IPw40k056D+A++/areWD337 R+++T(T)DM+

On Scarabs: "Cry Havoc and let slip the Evil Roombas of Death!" - Philld77

On Landraiders: "Not really a transport though so much as it is a tank with a chauffeur's license" - Nictolopy 
   
 
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