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Damn, the Powers of the Ctan are disappointing. NOT because they're not good - it's nice to have a few ways of doing some MWs - but they are very uninspired. Why can't the Ctan augment reality in more interesting ways? Buffing other units / itself/ movememt shenanigans - Would have functioned as a quasi psychic discipline. Some of them are amazing with a Vault though. Kill a 2 wound model on 2+ regardless of FNP. Wipe out 1/3 of a horde..
This message was edited 1 time. Last update was at 2018/03/12 11:21:58
Aren73 wrote: Essentially 6 different ways to deal a small amount of mortal wounds around. Kind of a shame.
So 8th Ed in a nutshell?
Kind of yeah. It lacks a lot of flavour and overall I think the idea of mortal wounds is uninteresting. Magic in fantasy, Psychic powers and C'tan powers were always something that was a bit beyond the core rules, that did something different and interesting and yes maybe sometimes clunky but it made it unique. I really feel like it removes a lot of flavour from the game, though of course for competitive games this must be great. Probably speeds up the game and is easier to build a list around. But fun, it is not.
Slashy McTalons wrote:Damn, the Powers of the Ctan are disappointing. NOT because they're not good - it's nice to have a few ways of doing some MWs - but they are very uninspired. Why can't the Ctan augment reality in more interesting ways? Buffing other units / itself/ movememt shenanigans - Would have functioned as a quasi psychic discipline. Some of them are amazing with a Vault though. Kill a 2 wound model on 2+ regardless of FNP. Wipe out 1/3 of a horde..
Yeah. would have been cool to get powers that maybe don't deal direct damage necessarily, but rather screw with your opponent in different ways. Now it's essentially: 1: d3 MW with range 24'', 2: kill a model within 18'', 3: deal d3 MW on 3 units within 18'', 4: deal d3 MW to all enemies within 9'', 5: deal a MW for a number of models in a unit, 6: enemy unit within 24'' takes d3 MW, may bounce onto other target.
One of the few non robotic components in the army is surprisingly the most bland and robotic itself.
You know you can put Youtube videos as embeds, yeah?
Automatically Appended Next Post: The Canoptek Cloak gives you FLY and alters your Move characteristic to 10". Additionally, you get to pick a friendly <Dynasty> model with Living Metal within 3". They regain D3 lost wounds, rather than 1, from Living Metal.
This message was edited 2 times. Last update was at 2018/03/12 12:58:21
Don't get me wrong, probably very effective, just they seem pretty boring.
Essentially 6 different ways to deal a small amount of mortal wounds around. Kind of a shame.
So one needs to have more than one Shard to make it effective.
Indeed, very boring. Designers with zero creativity.
They're clearly able to come up with different things. It's just perplexing to see that they didn't here. Maybe they didn't want to make it so people were required to take a Shard to make the most of the army?
Don't get me wrong, probably very effective, just they seem pretty boring.
Essentially 6 different ways to deal a small amount of mortal wounds around. Kind of a shame.
So one needs to have more than one Shard to make it effective.
Indeed, very boring. Designers with zero creativity.
Tesseract Vault can use 3 of 4 Powers at a time. A high value unit caught in the range of multiple powers could have multiple mortal wounds piled on top of it.
This has kind of meant I don't get to eat this lunchtime though...
Not bad ... although not the major overhaul of fundamental mechanics some people were rumouring ...
Destroyers just got good again with upgrades to the Gauss Cannon (closer to the 5th ed. codex values - higher strength and fire rate)
I quite like the transcendent C'tan (I hope they make a standalone model for him) - maybe the Powers are bland, but he also gets some good stuff from Fractured Personality which adds up to Good.
Warlord traits - good. Glad to see a second way for any house to get DTW.
Dynasty traits - at first glance looks like 4 mediocre ones and one super one everyone will take, but time and contact with the enemy will tell if that is true (most Gauss weapons are Rapid Fire and so want to be within half their MAXIMUM range of the enemy anyway...)
Shame the unique flavours of Cryptek have not returned. Also now a chronometron is optional.
Some odd wargear choices - no Voidscythe for a command barge, and no Phylactery for anyone other than a Destroyer Lord (though if you pimp him out with the artefact phylactery you can make him hard to get rid of...)
I wish there were less Sautekh characters and more from other dynasties so we don't feel compelled to Sautekh if we want named characters
all in all I am looking forward to playing this...
some very nice stratagems
but barely point drops, no RP change so still max up units which make everything very expensive.
very disappointed no point drop on monolith
*sight* so still need 3k -4k for a brigade
so nice stratagems you can barely use because it's hard to start with more then 6 points.
Sauthek is a no brainer then
Thats me cancelling the purchase of a Necron army, the book suffers from 8th syndrome, boring, bland, uninspired and yet another book that lacked a design team that actually cared about the faction.
Overall I feel slightly disappointed with the codex.
There was no redesign of Necrons, this (beta) codex feels like the Index +1.
A few things I noticed: (other than what has been leaked/uploaded already)
RP hasn't changed, it's still roll 5+ for every slain model at the beginning of the turn.
Necron Lords have a reroll 1's to wound-aura.
Canoptek Cloaks give 10" movement and Fly, and a unit within 3" heals D3 instead of 1 with their Living Metal.
Hyperphase Swords give +1 Strength.
Flayed Ones lost 1 attack and their Ld-rule got worse (they now need to kill a model for said unit to get -1 Ld for the turn). They did get 4 ppm cheaper though.
Praetorians and Stalkers still don't have the <Dynasty> keyword. Wtf?
Heat Ray is now 2D6 hits when dispersed.
Wraiths did get AP-2 D2, and the ability to shoot/charge after falling back, but also went up massively in price.
Gauss Cannon is now Strength 6.
Doomsday Cannon is D6 shots on both profiles, regardless of the size of targeted unit.
Pointcosts in spoiler:
(Wargear with a cost of 0 isn't in the list.)
2 CP reroll RP rolls of 1.
2 CP use an additional random C'tan power.
1 CP set up two units via invasion beams/eternity gate instead of one.
1 CP 3 Doom Scythes in proximity don't shoot but causes 3D3 mortal wounds to units within 3" of a point on 4+ (3+ for big units, 5+ for charcaters)
1 CP A Character (not Trazyn and C'tan) are raised with 1 wound on a roll of 4+
1 CP A Necron Vehicle shoots with its undegraded profile for a turn.
2 CP A Lychguard unit with Dispersion Shields gain a 3++ in the shooting phase, attacker suffers MS on rolls of 6.
2 CP A Canoptek unit gains RP for a turn.
1 CP -1 to rolls made for Quantum Shielding on a vehicle for a phase.
1 CP 1 Swarm model can suicide, causing D3 mortal wounds on 2+ to a nearby (1") unit
1 CP A Destroyer unit rerolls failed to hit and wound for a shooting phase.
1 CP +1 Strength for a necron infantry unit in close combat for a assault phase.
1 CP Overlord can use MWBD / WoC a second time
1 CP A Necron Character ignores invulnerable saves on his *first attack* in close combat.
1 CP A Canoptek Unit can shoot and/or charge while advancing.
1 CP A unit of Prateorians gains +1 to hit for a shooting or fight phase.
1 CP An Obelisk's gravity pulse triggers on 4+ instead of 6's.
1 CP A C'tan Shard can replace one of its power with a different power.
2 CP (Sautekh) If a Sautekh unit causes an usnaved wound to a unit, add +1 to hit for friendly sautekh units that target the same unit this phase
2 CP (Nihilakh) End of turn. Select a unit, if within 3" from an objective marker OR if it didnt move for any reason during its turn, it gains +1 to saving throws and +1 attack until the start of next turn
1 CP (Nephrek) During deployment. One infantry or Swarm unit can be set up in deepstrike (9")
3 CP (Novokh) A Novokh unit can fight a second time in this fight phase.
1 CP (Mephrit) For every roll of 6 to hit in the shooting phase, make one additional hit roll.
Artefacts in spoiler:
Spoiler:
- Nightmare Shroud: +1 save characteristic, enemies get -1 Ld within 6"
- Orb of Eternity: Replaces Res Orb. +1 to the result of RP.
- Gauntlet of Conflagrator: One use only. 8" Pistol 1. Roll a D6 for each model in the target unit within 8". Mortal wound on each roll of 6.
- Voidreaper: Replaces War/Voidscythe. Wounds on 2+ unless targeting vehicles, in which case it has S7. (AP-4, Damage 3)
- Veil of Darkness: Bearer and 1 dynasty infantry unit within 3" are removed and can deepstrike 9" away from enemy (unit must be within 6" of bearer)
- Lightning Field: 4++. Roll a D6 for enemy units within 1" of the bearer at the start of the fight phase. A Mortal wound on 4+
- Nanoscarab Casket. Replaces Phylactery. Regains D3 rather than 1, during both your turn and opponents turn. First time bearer is slain, on 4+ he is set back up at end of phase, with D6 wounds remaining.
- Sempiternal Weave. Infantry only. +1T and +1W.
- Voltaic Staff. Mephrit Relic. Replaces Staff of Light. 12" Assault 3 S6, AP3 Damage 2 / User AP2 D1
- Blood Scythe. Novokh Relic. Replaces War/Voidscythe. +2 S, AP-4, Damage 2, +D3 Attacks.
- Abyssal Staff. Sauthek Relic. Replaces Staff of Light. 12" Assault 1. Hits automatically, roll 3D6 if a unit is hit in the shooting phase: equal or greater than LD and unit suffers D3 mortal wounds. (AP-2 Damage 1 in melee)
- The Solar Staff. Nephrek Relic. Replaces Staff of Light. 12" Assault 6, S5 AP3 Damage 1 / AP2 Damage 1. If enemy infantry is hit in the shooting phase, on 4+ they are blinded and cannot overwatch and suffers -1 to hit for rest of turn.
- Timesplinter Cloak. Nihilak Relic. Once per battle, re-roll a single hit roll, wound roll, or damage roll for the bearer. 5+++.
Warlord Traits in spoiler:
Spoiler:
-1 Damage taken on Warlord.
Re-roll failed wound rolls in fight phase if charged/was charged/performed a HI.
Friendly <Dynasty> units automatically pass morale within 6". Warlord can attempt to deny 1 psychic power.
Increases range of all abilities by 3". (with a few exceptions such as vehicle explosions etc.)
Reroll failed charge rolls for friendly <Dynasty> units within 6"
Warlord gains +D3 attacks if targeting the same character with all their attacks.
Sautekh: Once per battle, reroll a single hit roll, wound roll or damage roll. In addition, regain each spent CP on 5+.
Mephrit: +6" to the maximum range of all Assault weapons fired by your Warlord. Your Warlord can shoot enemy characters even if they are not the closest model.
Nihilak: Always fights first in the fight phase even if he didn't charge.
Nephrek: Opponent must substract 1 from hit rolls that target the Warlord.
Novok: Unmodified hit rolls of 6's in the fight phase for friendly novokhs within 6" of your Warlord can make one additional attack.
Negative Nancy says that with the exception of stuff that always gets added in 8th Ed. codeci, very little has actually changed from the Index to the Codex. Many units stayed the same or nearly the same. Lychguard are still overpriced for instance.
Positive Pete on the other hand points out that overall the Codes, Stratagems, Relics and Warlord Traits are pretty good, or at the very least useable.
Didn’t realize the HQ choices were one house dominated.
No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester The Gatling Guns have flamethrowers on them because this is 40k - DOW III
MinscS2 wrote: Overall I feel slightly disappointed with the codex.
There was no redesign of Necrons, this (beta) codex feels like the Index +1.
Negative Nancy says that with the exception of stuff that always gets added in 8th Ed. codeci, very little has actually changed from the Index to the Codex. Many units stayed the same or nearly the same. Lychguard are still overpriced for instance.
Positive Pete on the other hand points out that overall the Codes, Stratagems, Relics and Warlord Traits are pretty good, or at the very least useable.
I really hope this a playtest codex, with the actual codex being changed more then this.
Positive Pete is completely true, but goes hand in hand with negative Nancy. You can't build many detachments if most of the points stay the same as the index, thus can't use much of those very good stratagems.
For now I'm very disappointed, this explaines why they bring out the box with necrons first, so everyone buys a box, just to sell the necrons 2 weeks later when they see the very expensive wraits and lame codex.
wuestenfux wrote: How about my beloved Wraiths?
They got a severe cost increase, now 55 (+17) pts.
yes, they were bad before, and now they got some better powers (better claws and ability to fall back and recharge (note they do not technically fly, which mostly will save them from AA weapons)) it's like they had to proportionally increase the points to keep them in the "bad" tier...
I notice the dates on the beta codex puts it at 4-5 months old, if accurate. Hopefully we'll see a few more changes in the finished thing. *cough* Monolith *cough*
This message was edited 2 times. Last update was at 2018/03/12 15:26:06
Is no one else concerned about this leak? Gw has been tiptoeing in the direction of better playtesting of late but a leak like this may well cause them to close up shop again. I can only assume that this came from a playtester.
Honestly this is pretty amazing. All good traits, heavy destroyers have the necessary points drop to fix our gaping anti-vehicle and monster problem, and then as icing on the cake other various points drops and improvements throughout with the only points increase being on a unit that got a huge buff.
And I'm noticing plenty of stratagems that plug synergy issues the index had too.
Chikout wrote: Is no one else concerned about this leak? Gw has been tiptoeing in the direction of better playtesting of late but a leak like this may well cause them to close up shop again. I can only assume that this came from a playtester.
Might have come from a review copy – as I don’t think play testers get the full codex. (I believe someone said not long ago, that they get sent set information and lists and told to test them).
As the pre-order is in just under 3 weeks time, it is likely from an international store or review copy.
Chikout wrote: Is no one else concerned about this leak? Gw has been tiptoeing in the direction of better playtesting of late but a leak like this may well cause them to close up shop again. I can only assume that this came from a playtester.
Might have come from a review copy – as I don’t think play testers get the full codex. (I believe someone said not long ago, that they get sent set information and lists and told to test them).
As the pre-order is in just under 3 weeks time, it is likely from an international store or review copy.
The leak seems to have been a digital copy, which stores don't get.