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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.
Lychguard got better due to certain Stratagems (+1 Str, 3++), Warlord Traits (reroll charge), and +1 Str on their swords, but they're still overpriced at 30 ppm with Scythes and 34 ppm with Shields respectively. T5 W2 is not resilient in 8th Ed.
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.
Positive Pete on the other hand points out that overall our Codes, Stratagems, Relics and Warlord Traits are pretty good, or at the very least useable.
This message was edited 7 times. Last update was at 2018/03/12 14:16:08
Get it into our brains quick before it gets taken off.
Just finished the special characters.
Really disappointed they haven't really changed them much, if at all.
At least Trazyn's staff is a little more useful now? (S7, AP-1, d3D)
Obyron still can't ghostwalk unless Zahndrekh is on the table. Lame.
I'm happy that the c'tan look like good options now and I also like that you can either pick their special ability or roll for 2, and at least half of them are really good (double power use,+1 on saves, regain d3 each turn), I haven't seen the video yet but do the special ctan have their old abilities still?
It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.
Not understanding the gloom and doom here. All point drops are good, all the Strats seem solid, all the other abilities (Traits, Artifacts, Codes) are good. There are armies that would kill for the boost in power we just got. Stratagems in particular drastically increase an army's power level and/or change the way it plays, and ours are very good.
MoonlightSonata wrote:Wraiths also gained the ability to shoot and charge after falling back which is extremely significant
And the improved melee profile. Not to mention a run + charge Stratagem. Which for Nephrekh means a guaranteed 18" + 2d6" threat range.
Yeah, the points went up but so did the power level of one of the units people were already using in the Index.
Oberron wrote:I'm happy that the c'tan look like good options now and I also like that you can either pick their special ability or roll for 2, and at least half of them are really good (double power use,+1 on saves, regain d3 each turn), I haven't seen the video yet but do the special ctan have their old abilities still?
Named C'tan are fairly well the same from what I see. Nightbringer dropped in points. Both can choose two powers but only use one per turn, which gives some flexibility.
I wouldn't say there's a lot of gloom and doom.
I was mostly just annoyed the characters didn't get much of a change.
Overall the rest of the codex looks pretty decent.
[this is assumed to be the beta codex, though. The final version may have some differences in it, but should be pretty similar]
I wouldn't say there's a lot of gloom and doom.
I was mostly just annoyed the characters didn't get much of a change.
Overall the rest of the codex looks pretty decent.
[this is assumed to be the beta codex, though. The final version may have some differences in it, but should be pretty similar]
Honestly I expect this to be almost exactly what we see in release. I seriously doubt this is someone risking a legal action by posting, more than likely it's GW giving "permission to leak" to generate hype.
I'm kinda ok with that. If Flayed Ones were 17 points but still 4 attacks, that might be a smidge too strong. With 3 (and if Novokh for rerolls and potentially double fight), they'll be plenty strong.
This message was edited 1 time. Last update was at 2018/03/12 14:40:53
Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
Odrankt wrote: Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
They aren't. The back section lists them under Troops but the Dataslate still had the Elites icon.
Not to mention that if you take the Novokah Warlord trait your Warlord for every natural hit roll of 6 you get 1 extra hit. Not as good as 4 attacks per model but it does help out. I feel that this Trait was to be used on these guys with the Warlord backing them up.
This message was edited 1 time. Last update was at 2018/03/12 14:51:58
Odrankt wrote: Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
Their Datasheets still say Elites though.
If I was a betting kind of man I'd be willing to bet that the Points Entry being under Troops is a mistake.
For those of us at work, has anyone noticed any changes to canoptek spyders? Right now running a full canoptek detachment that can advance 6" through cover and charge with a stratagem sounds fun - but spyders have felt so expensive and fragile with the index.
Odrankt wrote: Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
They aren't. The back section lists them under Troops but the Dataslate still had the Elites icon.
Odrankt wrote: Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
They aren't. The back section lists them under Troops but the Dataslate still had the Elites icon.
Well now I look like a fool
Nah, honestly, it makes GW look like fools again. Something has to be going seriously wrong for things like this to be missed on a somewhat regular basis.
Diputs wrote: For those of us at work, has anyone noticed any changes to canoptek spyders? Right now running a full canoptek detachment that can advance 6" through cover and charge with a stratagem sounds fun - but spyders have felt so expensive and fragile with the index.
They are 11 points cheaper and the Fabricator Claw Array is 3 points cheaper. Other than that, no changes.
I can see them working alongside a Tesseract Vault and a Canpotek Cloak Cryptek to heal it 2D3 wounds
Odrankt wrote: Has anyone not noticed that Deathmarks and Lychguard are now TROOPS choices!!!! OMG that is insane. No more "tax" troops to get Lychguard anymore. Instead of invesng pts for the Warriors and Immortals it can be put into the Lychguard. They might be expensive but putting them as Troops has made that issue not so bad seeing as we don't have to take any tax or Vanguard Detachments to get them now.
They aren't. The back section lists them under Troops but the Dataslate still had the Elites icon.
Well now I look like a fool
Nah, honestly, it makes GW look like fools again. Something has to be going seriously wrong for things like this to be missed on a somewhat regular basis.
It had been stated that this leaked Codex is still the "beta" one. Things are going to appear wrong untill the "proper" one is released. I should have took my time tbh before I posted my comment
Now to change topic.
I am quite happy that the Sautekh Trait let's us get CPs back on 5s when we use them. While it is quite fluffy and a great trait, I also just happy we don't need to spend as much effort to get as many CPs as possible like we do for the Index. I am also quite happy that a lot of the good Stratgems are only 1-2 CPs while a lot of "situational" ones are 3CPs.
Also looks like Doomscythes are going to be on the rise again.
"What's that, you have Robby G, Custodes and other units all wrapped up in an "unpenetratable" force? Well mister "Can't, touch this" let me spend this 1CP to pick a point within 24" of these 3 Dscythes and let's see your bubble withstand 3d3 mortal wounds for every 4+ I roll per model. Besides Robby G of course who needs a 5"
Honestly, I don't see this changing Necrons much from their current bottom tier position. Many units that needed changes and points costs reductions got neither (such as the Monolith), and some of our usable units got nerfed (such as the Scarabs).
So pretty disappointed so far and that is from a lifelong necron player. Like someone else said it feels like index +1 rather than a rework. My fear is we are closer to ad mech and GKs in terms low tier power.
The good:
- c'tan are great and add much needed mortal wound generation.
- warlord traits are good.
- Dynasties, especially Mephrit, are strong.
- Tomb blades rock.
- Gauss cannons are fixed and for the first time seem worthwhile.
The Bad:
- No changes to RP and quantum shielding. Oh boy this is frustrating. The mechanics of both just don't work right and provide very little benefit. IE it's not hard to focus down a unit so no RP and quantum shielding should have just been an invul since most damage is under 3 and therefore almost never succeeds.
- No fix to Tesla destructors. I was expecting at least an -1 rend but our primary Anti-tank gun in terms of availability is still like throwing a sweet paper towel.
- Praetorians are still unduly expensive and almost mandate you take particle casters and voidblades.
The ugly:
- lychguard are still meh and it is hard to justify them ever over wraiths.
- monolith is hilariously expensive still and a list has to be built around one though it's damage output is better.
- our flyers are still so meh. Not auto lose choices but can justify why you would take them over other options.
- stratgems are mixed. Most are very situational though there are a few gems.
Nephrekh might have jumped up my list. Max Advance + Charge Wraiths is insane. Solar Staff is really good (no Overwatch for you, gunline!) and can slap it on a CCB to support the Wraiths. I really want to try 1CP Deep Strike on 6 Destroyers - might be a bit on the expensive side, but "surprise, here's 18 S6 AP-3 D3 damage shots!" is a pretty scary unit for many people to deal with. Not that Destroyers lack mobility, but setting them up anywhere and gunning down a crucial unit (especially with reroll hits/wounds Strat) seems pretty good. Nephrekh Outrider with CCB/Wraiths/Destroyers/Scarabs is compact and packs a punch.
Sautekh almost seems mandatory in some regard, though. 5+ get back CP is one of the best Warlord Traits in any army it appears in, so it's at least worth considering.
Diputs wrote: For those of us at work, has anyone noticed any changes to canoptek spyders? Right now running a full canoptek detachment that can advance 6" through cover and charge with a stratagem sounds fun - but spyders have felt so expensive and fragile with the index.
They are 11 points cheaper and the Fabricator Claw Array is 3 points cheaper. Other than that, no changes.
I can see them working alongside a Tesseract Vault and a Canpotek Cloak Cryptek to heal it 2D3 wounds
Thanks! A little unfortunate, that - I love the big bugs, but it sounds like they're still going to suffer a bit. Hopefully advancing will keep the scarab hive in range, and having access to stratagems and codes will help. Still, I'm a little disappointed they didn't get a couple more wounds or the character keyword to help hide behind whatever they're supporting.