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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.

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Made in nz
Raging Ravener





Noisy_Marine wrote:

Automatically Appended Next Post:
The Metal Tide wrote:I think its sad that we didn't see quantum shielding on the monolith. I would happily put 30-60 points onto the monolith to have it AV16 all round until the first penetration.


Not sure if serious?


I was being seroius. Because of the down grade of the monolith living metal it doesn't survive as well as it did. It is still AV14 and not to be taken lightly but I just thought it would have added a bonus to the monolith to be able to survive against things such as melta guns and the like.

May Your Souls Be Sacrificed As Penance To The True Machine God
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Made in au
Storm Trooper with Maglight






I've not been able to actually read it myself, but from 10:00am until 10:00pm yesterday I was having parts read out to me.

So leaving mechanics aside, we were expecting bad fluff, given the author, but I really like the way that they've incorporated what necrons used to be like and what they used to do, and moved it forward from there for the new codex to be an extension of the story, rather than overwrite the history completely.

Oh, and giving the necrons more depth but still allowing for your traditional 1110010101100 type army.

And the story about the letter to the inquisitor. Three people have read that out to me in the last twenty-four hours, some of them multiple times. Hilarious.

I'm saying that the codex is probably good (and I might get to read it now my partner's at work) because all the necron players who were getting so disinterested and disheartened by having to wait over a decade for it aren't cracking the proverbial and complaining they've waited for so long for trash, but are excited about the game again and pouring over models and the codex.

This message was edited 1 time. Last update was at 2011/11/06 00:13:09


-Cadian Commander

able to snatch defeat from the jaws of the surest victories.


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Made in au
Malicious Mandrake





I think it's a pretty good dex. Stormscarabspam will put the hurt on parking lot IG, that's for darn sure.

*Click*  
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

What I love about it is how much it's going to change the Meta; This book looks like it was made to fight elite and msu armies; and we all know how many necron armies are going to be 'reawakening' at every grand tournament in the world...


Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

The Metal Tide wrote:
Noisy_Marine wrote:

Automatically Appended Next Post:
The Metal Tide wrote:I think its sad that we didn't see quantum shielding on the monolith. I would happily put 30-60 points onto the monolith to have it AV16 all round until the first penetration.


Not sure if serious?


I was being seroius. Because of the down grade of the monolith living metal it doesn't survive as well as it did. It is still AV14 and not to be taken lightly but I just thought it would have added a bonus to the monolith to be able to survive against things such as melta guns and the like.


Yeah but with AV16 Strength 10 couldn't even pen it. You'd need a melta gun or monstrous creature and a really good roll.
   
Made in us
Regular Dakkanaut




Shadelkan wrote:So, what do you fine ladies and gents think of the new Necron Codex? I've read a few threads, but most of them are only hating on the fluff or Matt Ward. What do you fellows think of the codex in general? Does it have a chance in 5th ed? Expectations met or surpassed or not? Let me and anyone else reading know.


The Necrons will be a really nasty army if people buck the trend and not take multiple small units of Warriors or Immortals. Repair Protocols only work if there's one model still standing, and since Warriors have a +4 save and regardless of Immortals Toughness 5, they will get wiped out in squads of five or less.

Scarabs are scary. Canoptek Wraiths are flat out destructive to any small sized squads w/ their Rending and ++3 Save. Liche Guard aren't that great imo if you pour low strength, high AP shots into them. They die quite fast like Terminators.

This message was edited 1 time. Last update was at 2011/11/06 02:41:18


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Made in us
Automated Rubric Marine of Tzeentch






Random musings from a Necron player from a while back:

-SCs are mostly pretty good. Even the few that don't do much at least have the balancing factor of being cheap(in points). The only one who looks dumb is The Diviner because he really does not do much for his cost.

-Very cool wargear to kit your HQs to the teeth!

-(Regular)Lords/Crypteks joining units similar to SW Wolfguard=BLOODYEPICWINOVER9000!!!!

-Not sure if I'd take many warriors. The lower cost does not really offset the worse save IMHO.

-Not sure why you'd gauss blasters on immortals. Why are they Rapid Fire?

-Command Barge does not seem to add much to the army, but the other transports are great.

-Elites generally seem a little meh except for the Stalkers and gimmicky C'Tan. The Lychguard shields only bounce AP3 or better shooting since you have to use your best save in 40k.

-FA all look pretty good except for poor Destroyers. They lost 12" of range, -1S, and -1 shot. They got AP3, but they are reduced from "The bane of infantry/light vehicles" to "I hope those marines are dumb enough to come out of cover." I love that Heavy Destroyers are FA though!

-Monoliths are cool. Lots some things, gained some things.

-Doomscythes and Doomsday Arks don't look that great. The Ark's killer shot is a blast, so not much use against tanks and the Doomscythe is screaming, "SHOOT ME FIRST!" as he races toward the enemy.

-Annihilation Barge is awesome for it's low cost! Telsa weapons all the way!

-Alot of the Necron anti-tank seems pretty vulnerable to return fire.

-Quite a bit of interesting and questioning stuff. Hopefully some of the 6th Ed rumors are correct since quite a few things in this book would make more sense. Like paying for Stealth on the C'Tan, or Gauss Blasters suddenly turning into Rapid Fire.
   
Made in us
Willing Inquisitorial Excruciator






Utah

Got to say I love the new fluff. A lot of tragedy and horror mixed together. I really like the theme of each of these powerful lords slowly going insane in their own unique ways, the the subtle effect the silent kings last commands and thoughts have on the remaining lords.

I love the new rules too. Lots of options, lots of neat tactics too try.

While I really like the new models, I like the new paint schemes even more. While the old terminator look was good, it was boring to paint. The new paint schemes really get my creative juices flowing though. The copper/patina one especially sucked me in. In 2 short weeks necrons have gone from my least favorite army to one of my favorites. Good times.

My Armies: 1347 1500 1500
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Made in us
Banelord Titan Princeps of Khorne




Noctis Labyrinthus

I think it has a good, pretty varied assortment of new options and improvements on a lot of old options. Some of the new units look pretty good and fun to play. From a gameplay and crunch perspective, looks solid to me.

I didn't care for the majority of the fluff, personally.
   
Made in us
2nd Lieutenant




San Jose, California

Deadshot wrote:I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


Actually the Scarabs have 4 attacks base + 1 for charging, so 15 hits on an immobile vehicle. But you need to roll a 4+ for Entropic Strike to work, so those 15 hits will remove 7-8 points on average.

The Tachyon Arrow does require a hit roll to do its thing so on average you'll miss 1/3 of the time with it.

This message was edited 1 time. Last update was at 2011/11/06 04:58:08


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Made in us
Regular Dakkanaut




Deadshot wrote:I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


If a squad of 3 scrabs makes it to an IG vehicle you deserve to have it wrecked.
   
Made in ca
Possessed Khorne Marine Covered in Spikes




Kelowna BC

it's really bright and fresh and looks like a lot of fun to play. i gave the codex a quick read this afternoon and liked a lot of what i saw, and saw lots of room for combinations.

there's almost too many elite chioces, and many of them are great. scarabs and flayed one spams look liek a viable group of units to run in tandem, and they're considerably cheaper than the other elite slot choices. it could be a lot of fun.

quantum shields are going to be amazing for strong positional players; essentially giving vehicles AV13 front and sides.

modelwise, there's some very foxy units. preatorians, deathmarks, overlords. the vehicles look pretty cool, too. really looking forward to second and third wave of models.

all in all, i'd say this codex is a fething triumph considering how long necrons have been waiting for it.
   
Made in us
Dakka Veteran






haroon wrote:
Deadshot wrote:I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


If a squad of 3 scrabs makes it to an IG vehicle you deserve to have it wrecked.


You will have a turn or three of night fight, large number of scarabs, multiple "must kill now" threats and the scarabs move 6 - fleet - charge 12 for a 18+d6 threat range......
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

lazarian wrote:
haroon wrote:
Deadshot wrote:I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


If a squad of 3 scrabs makes it to an IG vehicle you deserve to have it wrecked.


You will have a turn or three of night fight, large number of scarabs, multiple "must kill now" threats and the scarabs move 6 - fleet - charge 12 for a 18+d6 threat range......



But if you play IG, you can bring so many Searchlights and pie plates that any Scarabs on the board should be baked at 350 Degrees into Scarab Pie in about a turn or two.

IMO, If I played Guard, I would put Scarabs and Doomsday Ark as target Priority #1.


 
   
Made in us
Daemonic Dreadnought






AL

Other than the fluff about Necrons using the Webway rather than FTL travel (which I am deeming as WRONG!!!!!!! Necrons still travel via FTL travel no matter what the Codex says, Inertia-less drive and intergalactic teleportation all the way!), not too shabby, Overall I give it a B+

Gods? There are no gods. Merely existences, obstacles to overcome.

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Dakka Veteran






Iur_tae_mont wrote:
lazarian wrote:
haroon wrote:
Deadshot wrote:I think that Entropic Touch is little OP. I mean, an immobilsed vehicle will die to swarms of Scarabs in no time. 3 Bases have 4 attacksish on the charge, with auto hits. -15 AV please! Or you are now just a wreck.

And the Tachenary Arrow or whatever is the what I call a " Pick a Target to die Weapon".

If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


If a squad of 3 scrabs makes it to an IG vehicle you deserve to have it wrecked.


You will have a turn or three of night fight, large number of scarabs, multiple "must kill now" threats and the scarabs move 6 - fleet - charge 12 for a 18+d6 threat range......



But if you play IG, you can bring so many Searchlights and pie plates that any Scarabs on the board should be baked at 350 Degrees into Scarab Pie in about a turn or two.

IMO, If I played Guard, I would put Scarabs and Doomsday Ark as target Priority #1.


Im not saying Guard is in an auto lose situation however there is only so much firepower that can brought to bear here. 30 fearless bases with spiders spamming more. Bases can be flat shielded from fire via hiding behind vehicles and not to mention there are other threats that can waste a guard parking lot in short order means that its a tense match. Furthermore in a tourney situation an ideal army for wasting scarabs struggles against other armies (drop pod spam, other guard lists, venomspam, ect), causing you to make difficult choices. Today in games i was wasting multiple vehicles with one swarm unit charge. As little as 3 or so out of a 10 man base vaporize transports (entropic drops, then you roll for very easy pens with str 3).

Where this gets dicey is that the scarb swarms, command barges and Doomscythes all kill multiple vehicles a turn (swarms charge more than one, barge does a drive by followed by lord disembarking and charging another while the doom just eats a hellish line. This can be countered and held in check in a one on one match, but in a tourney the guard player will be hard pressed looking at the ease of melta vets vs pie plates and see that there are only so many points.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Well, I haven't read the fluff myself but I was told that apparently, opne of the Named Overlords has a Primarch is stasis? Is that true?

As for tactics, Stormscarabspam will indeed sort this trend of parking lot and Mech heavy lists out.

I have came up with a good tactic for Grey Knights. it is a very gambly tactic, with lots to lose, but if it works can be devastating.

So, Crons have Int 2 across the board. I decided to take cheap units of Strike Squads and Purgator Incinerator Squads.(this was a proxy test game), and 2 Libbies with Warp Rift.


I place the Libbies in reserve, and place all my squads in a corner with only 1 point of entry, near my board edge.

When his guys all wander over, I pop out the two Libbies from my board edge. And, because they are removed, not killed, they don't get Reanimation Protocals.

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Made in de
Longtime Dakkanaut




West Midlands (UK)

Deadshot wrote:Well, I haven't read the fluff myself but I was told that apparently, opne of the Named Overlords has a Primarch is stasis? Is that true?


It is perhaps implied

Trazyn the Infinite is first and foremost a collector of stuff.

His "collection" includes, among other fun stuff "a giant of a man clad in baroque power armour, his face contorted in a permanent scream"

Make of it what you will.

Trazyn's letter to Valeria is also hilarious. One of my favorite SC's ever already.

   
Made in us
Stealthy Warhound Titan Princeps






Zweischneid wrote:
Deadshot wrote:Well, I haven't read the fluff myself but I was told that apparently, opne of the Named Overlords has a Primarch is stasis? Is that true?


It is perhaps implied

Trazyn the Infinite is first and foremost a collector of stuff.

His "collection" includes, among other fun stuff "a giant of a man clad in baroque power armour, his face contorted in a permanent scream"

Make of it what you will.

Trazyn's letter to Valeria is also hilarious. One of my favorite SC's ever already.


I could actually imagine Trazyn giving Valeria a tour of his galleries, in exchange for some more troops... and I can picture the inquisition forking over a regiment of troopers just to give her the chance
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Is that the GK Inquisitor with the Dagger of Midnight and the Trap thing?

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Made in de
Longtime Dakkanaut




West Midlands (UK)

Deadshot wrote:Is that the GK Inquisitor with the Dagger of Midnight and the Trap thing?


The Hyperstone Maze, exactly. You got a story of Valeria leading a force to Solmenace and the battle she fought there. Later you get the "Necron-PoV" in Trazyns description. Brilliantly done.

The book is (like GKs) filled to the brim with all those little cross-codex and even in-the-Codex cross-references and easter eggs. There's one story in the historical account telling you of an engagement of Silver Skulls and some other Marine Chapters taking out a Tomb World. Later you read the entry for Orikan the Diviner (who didn't even appear in the original) and get an entirely new spin on it.

Shoot me if you like, but Mat Ward's books are to me still far and wide the best contemporary reads in 40K. Better than most BL stuff infact. Fantastic stuff.

This message was edited 1 time. Last update was at 2011/11/06 10:46:03


   
Made in pl
Gimlet-Eyed Inquisitorial Acolyte





Warsaw

I can't wait to use some Tomb Blades on the field, such a cool, cheap and multi-purpose unit.

- For 20 points we get a jet bike with twin-linked weapon and warrior statline (+1T as jet bike)
- Since it's a jet bike we can shoot rapid fire Gauss Blaster after moving 12" to it's full 24" range, AND re-roll misses
- add the Shield Vane for 10 pts, and you get what would be almost like old codex Immortal (roughly same stats and price), but it's a jetbike now!
- add Nebuloscope and you will hit on 2+ AND re-roll misses, so kinda hard to miss your target now...
- add Shadowloom and you get TurboBoost Cover Save on 2+

Awesome choice for smaller point games and doing some chaos in enemy's ranks...



 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I actually am a little jelous of the Destroyers. in the old codex they were T5(6) jetbikes, so Str 10 could ID them and stop WBB. Now, they may be slower as JI, but are tough with T6 standard, so Str 10 can't ID therm and stop RAP.

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Made in se
Ferocious Black Templar Castellan






Sweden

Deadshot wrote:I actually am a little jelous of the Destroyers. in the old codex they were T5(6) jetbikes, so Str 10 could ID them and stop WBB. Now, they may be slower as JI, but are tough with T6 standard, so Str 10 can't ID therm and stop RAP.


Considering how RAP isn't stopped by ID anyway, I don't see why this would be such a big deal...

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Made in de
Longtime Dakkanaut




West Midlands (UK)

Deadshot wrote:I actually am a little jelous of the Destroyers. in the old codex they were T5(6) jetbikes, so Str 10 could ID them and stop WBB. Now, they may be slower as JI, but are tough with T6 standard, so Str 10 can't ID therm and stop RAP.


Destroyers are only T5 (and only 1 wound). You mean the Destroyer Lord? And ID never stops RAP anymore (though unit wiped out does for non-characters).

This message was edited 1 time. Last update was at 2011/11/06 11:07:01


   
Made in gb
Human Auxiliary to the Empire




Wiltshire, UK

From my point of view:

Good stuff;

New units, new models, more variety, more ICs, some choice of decent war gear, and it's stimulated some good discussion.

Bad stuff;

Tomb kings in space stuff (WHY?????), ICs from a vastly superior machine race now have basically human foibles, fundamental change in background

For me, I'll take the new codex and just ignore any silly fluff stuff that doesn't suit, (like non- psychic techno machines using a psychically-based web-way rather than technology based FTP drives for space travel) and have fun with it anyway, which is what it's all about in the end!

Looking forward to my first game with them tonight!

This message was edited 1 time. Last update was at 2011/11/06 11:10:30


 
   
Made in de
Longtime Dakkanaut




West Midlands (UK)

Deadshot wrote:
If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


Is it?

Assuming you shoot it at a juicy target like a Landraider (without cover), it'll hit 2/3 of the time and glance or penetrate 1/2 of the time. That right there means it'll only "work" every 3 games under ideal circumstance (i.e. there is a Landraider worth shooting, not MSU-Razor/Venom-spam, nor is it in cover, etc..). Even on a glance, stuff will only "die" 1/6th of the time and 1/2 of the time on a pen. So you got a slightly over 50% chance to "kill" the Landraider on a pen or glance. So you only kill it every 6th game more or less if you take it every single game (and you face a Landraider without cover every single game). Alternatively, you would need to take 6 Tachyon Arrows to be "sure" the LR is dead (not possible anyhow) which would equal about 180 pts. So, yah, I guess it works if you see lots of Landraiders or other 180+ vehicles. If you run into MSU-spam more often (or even foot-lists), you'll struggle to make back your points on it consistently over many games.

   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Zweischneid wrote:
Deadshot wrote:I actually am a little jelous of the Destroyers. in the old codex they were T5(6) jetbikes, so Str 10 could ID them and stop WBB. Now, they may be slower as JI, but are tough with T6 standard, so Str 10 can't ID therm and stop RAP.


Destroyers are only T5 (and only 1 wound). You mean the Destroyer Lord? And ID never stops RAP anymore (though unit wiped out does for non-characters).



Sorry, Destroyer Lords was what I meant.

I was told RAP can be stopped by ID them. Isd that wrong? if so, how CAN you stop RAP from taking place?


Automatically Appended Next Post:
Zweischneid wrote:
Deadshot wrote:
If you see it it is likely to die.

Str 10, AP 1, Assault 1, Unlimited Range.


Is it?

Assuming you shoot it at a juicy target like a Landraider (without cover), it'll hit 2/3 of the time and glance or penetrate 1/2 of the time. That right there means it'll only "work" every 3 games under ideal circumstance (i.e. there is a Landraider worth shooting, not MSU-Razor/Venom-spam, nor is it in cover, etc..). Even on a glance, stuff will only "die" 1/6th of the time and 1/2 of the time on a pen. So you got a slightly over 50% chance to "kill" the Landraider on a pen or glance. So you only kill it every 6th game more or less if you take it every single game (and you face a Landraider without cover every single game). Alternatively, you would need to take 6 Tachyon Arrows to be "sure" the LR is dead (not possible anyhow) which would equal about 180 pts. So, yah, I guess it works if you see lots of Landraiders or other 180+ vehicles. If you run into MSU-spam more often (or even foot-lists), you'll struggle to make back your points on it consistently over many games.



Fair enough, I forgot it is single use. But infinate range? Bigger the table is better.

This message was edited 1 time. Last update was at 2011/11/06 11:45:43


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Made in de
Longtime Dakkanaut




West Midlands (UK)

Deadshot wrote:
I was told RAP can be stopped by ID them. Isd that wrong? if so, how CAN you stop RAP from taking place?


For regular Necrons, if the unit has to fall back or if the unit is destroyed entirely, no RAP.

For IC with the ever-living rule, it always comes back but must be placed within 3" of the place it was killed and at least 1" from enemy models. You can thus stop RAP by "covering" the place it was killed with enemy models. Otherwise, RAP can always be attempted.

Indeed, RAP kick in "everytime a model is removed as a casualty". It should work even if the model was removed due to JoTWW, Deepstrike mishap (in the case of ICs) and more. Though I believe that might yet need to be FAQed properly.

This message was edited 2 times. Last update was at 2011/11/06 12:00:24


   
 
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