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Made in us
Loyal Necron Lychguard






South Dakota

Praxiss wrote:Regarding Cryteks...

For those of us who dont have the funds to buy all the new units. Does anyone think me using my old Pariah modes as Crypteks would be a problem? From what I understand they have staff/stave weapons anyway so the warscythe could easily be a counts-as tremor-stave etc.


That seems to be one of the directions people are going.

I'm thinking of converting a bunch from a mash-up of the warriors kit and the bits left over from when I make my Immortals and Lytchguard. May need to GS some beards and loincloths.

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. 
   
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Decrepit Dakkanaut





The Golden Throne

Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


JoTWW spam.
   
Made in ca
Freaky Flayed One



Canada

Byte wrote:
Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


JoTWW spam.


Not sure if you are saying what I presented was similar to JoTWW or if your saying it will beat necrons... Its one army that has jaws so I dont think you can knock an entire strat because one thing in one army counters it.

Fetish for Dragons.  
   
Made in us
Loyal Necron Lychguard






South Dakota

A question about Crypteks. Is there a limit to how many abilities they can use in a turn?
Imagine you have a Royal Court with one of each Harbinger. Can you use an ability from each (not attacks) in the same turn?
Does using the ability from a Cryptek attached to a unit effect what that unit can do in their turn?

Sidenote: Anyone notice that Ward said, "Harbingers of Eternity grant re-rolls to their unit and sap the fighting ability of enemies (Chronometron and Aeonstave)". Depending on how the reroll works, HoE may be the strongest choice for a Tesla equipped unit. (I'm looking at you, Immortals!)

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"
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Very impressed with the models. Who sculpted these? The only thing I really don't like are the flayed ones and some of the lords look a little too blinged out...
   
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Huge Hierodule





Louisiana

To the JotWW spam, it appears from the WD description of Ressurection Protocols that we'll still get an additional 5+ (4+ with orb) throw after failing the initiative test.

It's not as scary vs necrons as it is vs Tyranids, for sure.

Been out of the game for awhile, trying to find time to get back into it. 
   
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Sister Oh-So Repentia





Philadelphia

One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.

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One Canoptek Scarab in a Swarm




Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.

'stab the shooty ones, shoot the stabby ones' 
   
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Huge Hierodule





Louisiana

Unix wrote:One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.


I'm pretty sure it gives flamers and meltas the 'gets hot!' rule (flamers would have to roll a separate dice before firing like plasma cannons). Not reliable in any sense but nice to know that if mr. meltagun misses critically it might kill itself. Don't forget the catacomb command barge allows you to allocate wounds on to hit rolls of 6 with sweeping attacks...so you can potentially kill the meltagunner in a squad with your overlord as well.

To the c'tan rumors, this guy (badtaste) seemed to have perhaps the same copy (or one similar) to Yak's, his future tact articles (once you deciphered them) are pretty close to what we're seeing in this thread and also in the WD battle report.

Here's the link to the c'tan preview article. http://bloodofkittens.com/blog/2011/05/27/future-tact-necron-random-unit-review-2/

7 Days until my tomb world awakens!

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

Hox wrote:
Byte wrote:
Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


JoTWW spam.


Not sure if you are saying what I presented was similar to JoTWW or if your saying it will beat necrons... Its one army that has jaws so I dont think you can knock an entire strat because one thing in one army counters it.


I had to box up my 'nid army due to the amount of SW players in my area, so my opinion may be isolated.
   
Made in us
Huge Hierodule





Louisiana

shadzinator wrote:Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.


Ours can come back from the dead...theirs can't.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

tetrisphreak wrote:To the JotWW spam, it appears from the WD description of Ressurection Protocols that we'll still get an additional 5+ (4+ with orb) throw after failing the initiative test.

It's not as scary vs necrons as it is vs Tyranids, for sure.


Very cool.
   
Made in ca
Freaky Flayed One



Canada

Byte wrote:
Hox wrote:
Byte wrote:
Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


JoTWW spam.


Not sure if you are saying what I presented was similar to JoTWW or if your saying it will beat necrons... Its one army that has jaws so I dont think you can knock an entire strat because one thing in one army counters it.


I had to box up my 'nid army due to the amount of SW players in my area, so my opinion may be isolated.


Ahh so it would be quite important to you. My missus is my usual opponent and she hates human races

Fetish for Dragons.  
   
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[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Unix wrote:One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.


It's basically just that those types of weapons fired within 12" of the C'Tan (not even just units, the actual models with the weapons have to be within range) basically roll an extra D6 like Gets Hot and on a roll of 1 they explode killing the model or counting as a weapon destroyed on a vehicle.

So it's pretty tame, but at least it's one of the cheapest powers you can take.



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Louisiana

White Dwarf #382 wrote: Whenever a necron is removed as a casualty, the unit accrues a counter. At the end of a phase, you roll a D6 for every counter accrued that phase. On a 5+ you can return a model back to the squad as the android's sophisticated self-repair systems take effect.


So going by that wording (which is not straight from the codex but WD is pretty close) it seems like we can RP from jaws, and even death or glory attempts. We'll see the final wording in about a week.

Been out of the game for awhile, trying to find time to get back into it. 
   
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on the forum. Obviously

yakface wrote:
Unix wrote:One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.


It's basically just that those types of weapons fired within 12" of the C'Tan (not even just units, the actual models with the weapons have to be within range) basically roll an extra D6 like Gets Hot and on a roll of 1 they explode killing the model or counting as a weapon destroyed on a vehicle.

So it's pretty tame, but at least it's one of the cheapest powers you can take.




It kills the model outright? No saves of any sort?

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Decrepit Dakkanaut






Los Angeles, CA

CthuluIsSpy wrote:

It kills the model outright? No saves of any sort?



The model is just removed as a casualty (which means no saves).



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! 
   
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Fixture of Dakka






Lincolnshire, UK

yakface wrote:
Unix wrote:One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.


It's basically just that those types of weapons fired within 12" of the C'Tan (not even just units, the actual models with the weapons have to be within range) basically roll an extra D6 like Gets Hot and on a roll of 1 they explode killing the model or counting as a weapon destroyed on a vehicle.

So it's pretty tame, but at least it's one of the cheapest powers you can take.




I'm not surprised the power is that tame - in the slightest - it did have potential to substantially increase the toughness of monoliths again if it were a longer range and/or more reliable explode.
I think it would've been much better if it were 24"; melta weapons would then be much less likely to scratch the new cheaper monolith then IMHO.

Didn't you mention this rule a LONG time ago Yak?

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Cryage wrote:
MasterSlowPoke wrote:Found this on the Heavy Destroyer page:

Heavy Destroyers provide long range firepower for a Necron army. Their speed and weapon range makes them perfect for sniping enemy vehicles and elite units. At strength 9 and AP2 the Heavy Gauss Cannon will penetrate even the thickest armour. Your Heavy Destroyers can also be used to give you an advantage in the deployment phase. By deploying a Heavy Destroyer first you can wait and see where your opponent puts his own choice before committing a more expensive unit like a Monolith. Again, using a single Heavy Destroyer, you can push your opponent right back into his deployment zone. By deploying your Heavy Destroyer as far forward as possible you will force your opponent to deploy his units 24" back into his own table half, your Heavy destroyer can then turbo boost to a more sensible position on the first turn.


Doesn't really make a whole lot of sense.


Possibly incoming 6th edition rule?

Afterall, this is a 6th edition codex and not all of it will make sense... Maybe in 6th you deploy squads at a time and take turns *shrugs*

Codex SHOULD clear a bit up if anything.


Not likely a 6th edition rule since the blurb goes on to talk about how a heavy destroyer can turbo boost when we know that is not the case now since it's JI. Plus, when necrons first came out it was 3rd edition and I believe the rules for army setup were vastly different then, in that you deployed based on FOC slot and took turns with your opponent deploying your forces.
   
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Philadelphia

tetrisphreak wrote:
Unix wrote:One thing that caught my eye while looking at the C'Tan Shard rules posted with the preorder was the Lord of Fire power, "which makes flamer and melta weapons explode." Any word on how this works? As someone with two monoliths who just lost immunity to melta weapons this power might become an obligatory selection against certain armies (marines, guard, sisters, and eldar to a lesser extent). If it helps preserve quantum shielding I wouldn't be surprised to see a lot of Ghost/Doomsday Ark spam tournament builds with the Stormlord for nightfight to negate longer ranged firing in the first few turns and a C'tan with Lord of Fire to negate melta.


I'm pretty sure it gives flamers and meltas the 'gets hot!' rule (flamers would have to roll a separate dice before firing like plasma cannons). Not reliable in any sense but nice to know that if mr. meltagun misses critically it might kill itself. Don't forget the catacomb command barge allows you to allocate wounds on to hit rolls of 6 with sweeping attacks...so you can potentially kill the meltagunner in a squad with your overlord as well.



yakface wrote:It's basically just that those types of weapons fired within 12" of the C'Tan (not even just units, the actual models with the weapons have to be within range) basically roll an extra D6 like Gets Hot and on a roll of 1 they explode killing the model or counting as a weapon destroyed on a vehicle.

So it's pretty tame, but at least it's one of the cheapest powers you can take.



Less good than I was hoping for. A lot of armies I face have a couple of melta suicide squads with multiple meltas in a transport to take out hard points. A 1/6 chance of negating each melta individually isn't going to help too much against that tactic, especially if they have to be in 12" of the C'Tan, since I don't feel like having my C'Tan babysit my monoliths. If it's cheap it might be worth taking anyway though.

Unfortunately the command barge isn't that useful against this tactic either, at least until the transport is popped. I'm probably going to rely on my usually tactic against this. In this case scarabs and destroyers for transport hunting to slow down the unit to be picked off at ease in future turns.

My 3D printing modular terrain thread
http://www.dakkadakka.com/dakkaforum/posts/list/493250.page 
   
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yakface wrote:
So others have mentioned that in the new Monolith notes on GW's site that the Deep Strike special rule has an asterisk by it.

Combine that with the fact that the author recommends that you 'Deep Strike it onto an enemy-held objective' certainly makes it sound like they've added some sort of additional rules back to the Monolith regarding Deep Strike beyond what was in the version of the codex I had.

Anyone with a White Dwarf was there any mention of the Monolith's Deep Strike capabilities in the new codex?




Automatically Appended Next Post:
shadzinator wrote:Hey Yak, Can the Immortals ride a Ghost Arc the same way a royal court can? ie, not take one, but get inside it during the game and use it as a means of mobility?

Or are they limited to the Night Scythe?



No it specifically lists which models can ride in a Ghost Ark (the ones I list in the first page summary of this thread) and Immortals are not one of the listed models.




The "heavy" listing has an asterisk next to it as well, leading me to believe there is more to that rule than just the "can only move 6 inches" bit. Like, perhaps, more bonuses to ramming?


Automatically Appended Next Post:
Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


Uhm, they're not all automatons. It's also just disheartening to see even your CC oriented units with ork initiative.

And also, as the other person said, it's been higher than 2 for so many staple units for so long that it just "feels" like a drastic hit. But with all the other awesome sh** they got now, it's easily overlooked.


Automatically Appended Next Post:
Byte wrote:
Hox wrote:Whats everyones issue with I2? Higher doesn't fit with the fluff. Necrons are described all over the gw site as an elite shooty/gunline army. Robot automatons arent going to be faster than super soldiers, pure CC armies and eldar. Maybe I play a little too much Lizardmen but there are always ways to get around it like baiting CC units into a clump and then spam templates. If you want high I and strong shooting play the eldar armies. Almost every model we have has a save no other army does and we have all these new guns to destroy troops. If you want to be pissed about something CC related, be pissed that the only thing that can carry your CC stuff isnt in the first wave.


JoTWW spam.


Transports and JI. Simple counter to that.

This message was edited 2 times. Last update was at 2011/10/29 14:08:32


 
   
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So, I just noticed that all the lords are now 1 wound along with the cryptek...well that's pretty crappy.

Also, I saw this little discrepancy....if this is the case, I'll never not take a destroyer lord.
[Thumb - Lord Disparity.GIF]

This message was edited 1 time. Last update was at 2011/10/29 14:40:28


 
   
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Crafty Clanrat



Germany

Kevin949 wrote:So, I just noticed that all the lords are now 1 wound along with the cryptek...well that's pretty crappy.


It's all right I think, since they aren't ICs and are basically the Necron equivalent of Sarges.
   
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Louisiana

@Yakface:

Could you give us a rundown of what some of the unmentioned cryptek wargear does? I have a feeling that the royal court will be what gives our army it's mutability, allowing units access to different types of weaponry.

More specifically, what does the Chronometron and the TimeSplinter cloak do in this book?

Been out of the game for awhile, trying to find time to get back into it. 
   
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Freaky Flayed One



Canada

I really wish they made wraith lords. Maybe I'll convert up a couple and use them as destroyer lords.

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Wicked Canoptek Wraith





UK

Hopefullly the monolith has gained some deep strike protection, otherwise you would be pretty crazy to drop it onto a contested objective..

Flashman
 
   
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Hamburg

What's the thing with the Monolith. It has a special portal to suck in enemies? This is what the German website says.

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on the forum. Obviously

wuestenfux wrote:What's the thing with the Monolith. It has a special portal to suck in enemies? This is what the German website says.


Yep. Any enemy model within 6" has to take a S(?) test, or be removed from play.


Automatically Appended Next Post:
Sir Harry Flashman, VC wrote:Hopefullly the monolith has gained some deep strike protection, otherwise you would be pretty crazy to drop it onto a contested objective..


You know...I think there might be

Mat Ward from Games Development says:

The Monolith has long been a much-feared opponent, and now it's deadlier than ever. Whilst it's tempting to deploy the Monolith at the start of the game, it's almost always wiser to keep it in reserve - that way you can Deep Strike it onto an enemy-held objective. Once the Monolith has scoured the foe from the immediate area (try and eliminate melta weapons first - they can be a real problem) you can then use its eternity gate to teleport in a suitable scoring unit and take the objective for yourself. When the enemy counter attacks, simply switch the eternity gate into its portal of exile mode, and suck the primitives to their doom!


He wouldn't say that if it can be mishapped.

This message was edited 1 time. Last update was at 2011/10/29 15:25:15


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

CthuluIsSpy wrote:
wuestenfux wrote:What's the thing with the Monolith. It has a special portal to suck in enemies? This is what the German website says.


Yep. Any enemy model within 6" has to take a S(?) test, or be removed from play.

This could be horrible if you run an Eldar kin army.

This message was edited 1 time. Last update was at 2011/10/29 15:46:31


Former moderator 40kOnline

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H.B.M.C. wrote:
ChaosxVoid wrote:I rather like the destroyer models they have now.


The Destroyer models haven't changed.


If you read on the first page it says destroyer models update is quite far or something along those lines, thats why i say i love how they are now.

Morat Noob

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