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Made in de
Decrepit Dakkanaut





tetrisphreak wrote:Depending on points costs and how I'd run my list, I think including a chronometron cryptek in the lord's court when he has a tachyon arrow is mandatory. It's a one-shot, expensive weapon, if one of the 3 critical rolls to get it to work properly (to-hit, to-penetrate, damage table) goes badly I'd like knowing I can step back in time for a few seconds and re-roll that particular dice. It's just a shame the cryptek isn't an IC and can't join a squad of heavy destroyers after the arrow goes off.


Yes, though I guess that points-wise, it will be quite an expensive combo to have despite its effectiveness.

   
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All kinds of places at once

So I've been thinking about something rather scary. You take the special character that makes the board difficult terrain and a C'tan with the ability to make all difficult dangerous and you roll dawn of war.

Your opponent is playing (insert mechspam here).

He tries to move on with his army. On a 1 or 2, unless they are skimmers, the stop before they can move completely on the table. RaW (and as I understand the rules tossed out by yak) they are then destroyed.

So on DoW I get to play 1500 pts against their 1000, because an entire third of their army eats it before doing anything, transport and all? Broken much?

Also...storm lord + solar pulse in Apoc. S'all I'm saying on that.

Check out my project, 41.0, which aims to completely rewrite 40k!


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I get knocked down, but I get up again, you're never gonna keep me down; I get knocked down...

Lordhat wrote:Just because the codexes are the exactly the same, does not mean that that they're the same codex.
 
   
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Nihilistic Necron Lord




The best State-Texas

Sigvatr wrote:
tetrisphreak wrote:Depending on points costs and how I'd run my list, I think including a chronometron cryptek in the lord's court when he has a tachyon arrow is mandatory. It's a one-shot, expensive weapon, if one of the 3 critical rolls to get it to work properly (to-hit, to-penetrate, damage table) goes badly I'd like knowing I can step back in time for a few seconds and re-roll that particular dice. It's just a shame the cryptek isn't an IC and can't join a squad of heavy destroyers after the arrow goes off.


Yes, though I guess that points-wise, it will be quite an expensive combo to have despite its effectiveness.


I think taking it on it's own should be ok. It's really not something that's going to be super relied on, but it's a nice little "Extra" if you catch my drift. For the Pen, on A Rhino it's going to Glance on a 1, and Pen on a 2+, with AP 1, this gives a pretty good chance to wreck it outright. With the unlimited range, having one of these in the army is quite handy.

Plus, I'd like to run A lord on a barge, so I couldn't stick a Royal court with him anyway.

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Louisiana

Kitzz wrote:So I've been thinking about something rather scary. You take the special character that makes the board difficult terrain and a C'tan with the ability to make all difficult dangerous and you roll dawn of war.

Your opponent is playing (insert mechspam here).

He tries to move on with his army. On a 1 or 2, unless they are skimmers, the stop before they can move completely on the table. RaW (and as I understand the rules tossed out by yak) they are then destroyed.

So on DoW I get to play 1500 pts against their 1000, because an entire third of their army eats it before doing anything, transport and all? Broken much?

Also...storm lord + solar pulse in Apoc. S'all I'm saying on that.


Not quite. The c'tan ability makes dangerous terrain more dangerous (fail on a 1, 2) and difficult terrain regular dangerous (fail on a 1). So there would only be a 1/6 chance your opponent's non skimmer vehicles would be destroyed (along with their cargo) in a DoW mission. In a regular game, immobilizing 1/6 of the enemy's vehicles equates to usually 1 or 2 tanks...but that's 1 or 2 threats you no longer have to deal with until turn 3+, if you so desire, because they're stuck in deployment zone land.

Like all great crazy combos however this one is points limited, you'd be investing (probably) 400+ points between 2 models just for that benefit.


Automatically Appended Next Post:
Sasori wrote:
Sigvatr wrote:
tetrisphreak wrote:Depending on points costs and how I'd run my list, I think including a chronometron cryptek in the lord's court when he has a tachyon arrow is mandatory. It's a one-shot, expensive weapon, if one of the 3 critical rolls to get it to work properly (to-hit, to-penetrate, damage table) goes badly I'd like knowing I can step back in time for a few seconds and re-roll that particular dice. It's just a shame the cryptek isn't an IC and can't join a squad of heavy destroyers after the arrow goes off.


Yes, though I guess that points-wise, it will be quite an expensive combo to have despite its effectiveness.


I think taking it on it's own should be ok. It's really not something that's going to be super relied on, but it's a nice little "Extra" if you catch my drift. For the Pen, on A Rhino it's going to Glance on a 1, and Pen on a 2+, with AP 1, this gives a pretty good chance to wreck it outright. With the unlimited range, having one of these in the army is quite handy.

Plus, I'd like to run A lord on a barge, so I couldn't stick a Royal court with him anyway.



I suppose.
The court i'm running in my head has a couple eldritch lances, the arrow, and the lord with an orb in a backfield support role. Let the peons do the grunt work, I'll manage fine staying back here behind my minions. Boogity Boogity Boogity.

This message was edited 1 time. Last update was at 2011/10/31 12:33:21


Been out of the game for awhile, trying to find time to get back into it. 
   
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In the battlefield

I really hope the Stormlord to the necrons doesn't become the next Ghaz'gull for what he is to the orks.

I don't want to see 70% of every necron army with him in it =|

You are not free whose liberty is won by the rigour of other, more righteous souls. Your are merely protected. Your freedom is parasitic, you suck the honourable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood.  
   
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GamzaTheChaos wrote:I really hope the Stormlord to the necrons doesn't become the next Ghaz'gull for what he is to the orks.

I don't want to see 70% of every necron army with him in it =|


I think he adds a lot to the army, but he also requires a combo to reach the full potential of his abilities. So, while I'm sure he will be a very popular choice, I don't think we'll see him in every list.

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Decrepit Dakkanaut





Sasori wrote:

I think taking it on it's own should be ok. It's really not something that's going to be super relied on, but it's a nice little "Extra" if you catch my drift. For the Pen, on A Rhino it's going to Glance on a 1, and Pen on a 2+, with AP 1, this gives a pretty good chance to wreck it outright. With the unlimited range, having one of these in the army is quite handy.


With my luck on the rolls, I expect my first arrow to score a Crew Stunned result.

Plus, I'd like to run A lord on a barge, so I couldn't stick a Royal court with him anyway.


Yes, a Command Barge is just too good to miss imo. It certainly looks great and nicely blends in with the fluff of a Necron Overlord watching down on his minions...plus: free Overlord model included

This message was edited 1 time. Last update was at 2011/10/31 12:43:24


   
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Kroothawk wrote:
Phil Kelly said at the OZ games day that they are trying to follow the Tyranid release schedule for all future releases.

I don't know man. Sounds nuts.

This message was edited 1 time. Last update was at 2011/10/31 12:56:30


 
   
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Maryland

Kroothawk wrote:
Phil Kelly said at the OZ games day that they are trying to follow the Tyranid release schedule for all future releases.


So, release a few miniatures, repackage others so you get less for more money, and completely ignore other minis? And when other companies decide to release kits to help make those miniatures, take them to court and then seemingly fall apart when it turns out that you don't actually have a case?

Yeah, that sounds like GW.

This message was edited 2 times. Last update was at 2011/10/31 13:08:07


   
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Missouri

GamzaTheChaos wrote:I don't want to see 70% of every necron army with him in it =|


At least his model is really cool to compensate for you seeing him in every game.

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
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I don't think I can wait five days. Gonna go freeze myself till Saturday. *que Buck Rogers theme song*

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2.5K Ogres
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2K Necrons
 
   
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I'm stoked for the new Necron Codex.

1) The fluff rewrite is top notch. Brings Crons up and gives them more of a purpose in the 40K universe.
2) The build options. One of the reasons I like Mat Ward codices is they give a variety of play styles to army inside a codex. You don't have to be one thing or conform. Sure, a particular build may be a better tournament play but I love bringing out a variety of stuff in games and just having fun.
3) The figures. I really like the new figs with multiple weapon options. Sure, they have more TK feel but not in a bad way...IMO.
4) My existing collection doesn't feel useless. Warriors, Monoliths, Destroyers, C'tan and Wraiths should be a win and mix well with the new items. I might actually field my Heavy Destroyers now as they won't be the first thing targeted by my opponents as the "Only" anti-tank unit on the field. I really think Destroyers are better too with AP3 and less shots and a lower cost. I never had much luck trying to pop a lot of armor with them and when faced with RazorSpam/Chimeras they were neutured.

In essense...

   
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My brother pointed out something strange to me today. The boxes for warriors, immortals/deathmarks and lychguard/praetorians all cost £20,50. Yet the immortals and lychguard sets cost €26 and the warriors box €30..

Any valid explanations for this I am missing?
   
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The best State-Texas

Robbietobbie wrote:My brother pointed out something strange to me today. The boxes for warriors, immortals/deathmarks and lychguard/praetorians all cost £20,50. Yet the immortals and lychguard sets cost €26 and the warriors box €30..

Any valid explanations for this I am missing?


For the US, it's 33$ and 35$ respectively. No idea why the prices are like that.

This message was edited 1 time. Last update was at 2011/10/31 14:07:11


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on the forum. Obviously

Robbietobbie wrote:My brother pointed out something strange to me today. The boxes for warriors, immortals/deathmarks and lychguard/praetorians all cost £20,50. Yet the immortals and lychguard sets cost €26 and the warriors box €30..

Any valid explanations for this I am missing?



Pricing error? It does seem odd.

Could be they are trying to attract more British customers.

This message was edited 2 times. Last update was at 2011/10/31 14:08:57


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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It's both in the WD and on the website
   
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I didn't want to Hijack this thread with my Idea, but I just made a thread about The new Theme (And music) for the New Necrons.

http://www.dakkadakka.com/dakkaforum/posts/list/0/407505.page#3513599

I'd be curious what people came up with, and what storyline/Characters/Themes that people are coming up with for their Necron Armies!


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Clearly there are tariffs on green rods.

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Thanks a million for your dedication and patience Yakface.



So I've been going things over and something's been eating me.

The Stormlord.
While a huge pile of Special Rules... it seems like he might not be as good as all that and a bag of chips.

--Nightfighting is 2d6 x3 IIRC. On avg that's vision of 21" which is...about 1/2 the field. I suppose that makes Devastators and the like useless, but when I think about Objective games where you'll be getting closer to the enemy...I start having my doubts.
And the lightning strikes...sound fine but unreliable.

Lack of a Res Orb or Warscythe bothers me as well...but with Str5 his re-rolls in CC are fine I suppose.

I'm just doubting his usefulness after the first turn or two. Most of what you're paying for seems to be "start of game" or "early game" abilities that are randomized.

What he actually brings to the table after the game has begun is limited/randomized protection for some of your units, and a 1 shot mini death ray.

Not saying he's bad just...strikes me that he might lose steam quick. Maybe I'm underestimating the Nightfighting/Lightning bolts?


I'd love counter points.



C'tan.
The lack of the Deceiver's CC tricks makes me sad. (leaving combat)...but they seem alright.

I'm curious though--is there ever a practical reason to take the manifestation that makes your strikes Entropic? You're an MC after all. If you're in CC with vehicles you should be putting them down easily enough. And as for getting rid of models Armor Save...how many models are likely to survive CC with a C'tan?

Enuff is moar than ya got an' less dan too much!  
   
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on the forum. Obviously

Darligulv wrote:Thanks a million for your dedication and patience Yakface.



So I've been going things over and something's been eating me.

The Stormlord.
While a huge pile of Special Rules... it seems like he might not be as good as all that and a bag of chips.

--Nightfighting is 2d6 x3 IIRC. On avg that's vision of 21" which is...about 1/2 the field. I suppose that makes Devastators and the like useless, but when I think about Objective games where you'll be getting closer to the enemy...I start having my doubts.
And the lightning strikes...sound fine but unreliable.

Lack of a Res Orb or Warscythe bothers me as well...but with Str5 his re-rolls in CC are fine I suppose.

I'm just doubting his usefulness after the first turn or two. Most of what you're paying for seems to be "start of game" or "early game" abilities that are randomized.

What he actually brings to the table after the game has begun is limited/randomized protection for some of your units, and a 1 shot mini death ray.

Not saying he's bad just...strikes me that he might lose steam quick. Maybe I'm underestimating the Nightfighting/Lightning bolts?


I'd love counter points.



C'tan.
The lack of the Deceiver's CC tricks makes me sad. (leaving combat)...but they seem alright.

I'm curious though--is there ever a practical reason to take the manifestation that makes your strikes Entropic? You're an MC after all. If you're in CC with vehicles you should be putting them down easily enough. And as for getting rid of models Armor Save...how many models are likely to survive CC with a C'tan?


If the vehicle somehow manages to survive CC against the C'tan, it won't in the shooting phase. It's an insurance thing really.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
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Twisted Trueborn with Blaster



Shropshire

CthuluIsSpy wrote:
Darligulv wrote:Thanks a million for your dedication and patience Yakface.



So I've been going things over and something's been eating me.

The Stormlord.
While a huge pile of Special Rules... it seems like he might not be as good as all that and a bag of chips.

--Nightfighting is 2d6 x3 IIRC. On avg that's vision of 21" which is...about 1/2 the field. I suppose that makes Devastators and the like useless, but when I think about Objective games where you'll be getting closer to the enemy...I start having my doubts.
And the lightning strikes...sound fine but unreliable.

Lack of a Res Orb or Warscythe bothers me as well...but with Str5 his re-rolls in CC are fine I suppose.

I'm just doubting his usefulness after the first turn or two. Most of what you're paying for seems to be "start of game" or "early game" abilities that are randomized.

What he actually brings to the table after the game has begun is limited/randomized protection for some of your units, and a 1 shot mini death ray.

Not saying he's bad just...strikes me that he might lose steam quick. Maybe I'm underestimating the Nightfighting/Lightning bolts?


I'd love counter points.



C'tan.
The lack of the Deceiver's CC tricks makes me sad. (leaving combat)...but they seem alright.

I'm curious though--is there ever a practical reason to take the manifestation that makes your strikes Entropic? You're an MC after all. If you're in CC with vehicles you should be putting them down easily enough. And as for getting rid of models Armor Save...how many models are likely to survive CC with a C'tan?


If the vehicle somehow manages to survive CC against the C'tan, it won't in the shooting phase. It's an insurance thing really.


Plus it's likely to be one of the cheaper options. As you're forced to take 2 powers, taking a bargain cheap one may be useful sometimes.

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Rhizome 9

On the subject of the command barge, am I the only one, who really likes the idea of having Trazyn on it? We now have a fast skimmer that is also scoring. It's a shame though, because I don't think you'll be able to use his special wound everyone abilities, because it happens at the end of a round of combat, unless I'm reading it wrong.




 
   
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The best State-Texas

BSent wrote:On the subject of the command barge, am I the only one, who really likes the idea of having Trazyn on it? We now have a fast skimmer that is also scoring. It's a shame though, because I don't think you'll be able to use his special wound everyone abilities, because it happens at the end of a round of combat, unless I'm reading it wrong.


It's a shame he can't take a Royal Court! I'm sure I'll give Trazyn a good shot, but he seems to be hit or miss as to usefulness with the Armies he goes up against. An impossible to kill Scoring IC doesn't hurt though!


As to the Stormlord, I agree that past the first few turns, he loses steam. Necrons however are an important Alpha Strike like first. They need to decimate the Enemy as fast as possible, while taking minimum losses themselves. The First two turns are going to be crucial to the Necron player, and the Stormlord provides a pretty good insurance that he will be able to accomplish those turns, without the enemy being able to do to much damage. After that, he makes an excellent roadblock, and should be able to tie up enemy units for a turn or two, while you deal with other threats on the board.

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Thousand Sons 4000+
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BSent wrote:On the subject of the command barge, am I the only one, who really likes the idea of having Trazyn on it? We now have a fast skimmer that is also scoring. It's a shame though, because I don't think you'll be able to use his special wound everyone abilities, because it happens at the end of a round of combat, unless I'm reading it wrong.


According to the info provided by Yakface, in order to use his special ability, you need to be locked in CC and since you are not locked in CC when you sweep over an enemy unit / AV, you are not allowed to use his special ability...unfortunately. Furthermore, his sweeping attacks will only be S5 thus will hardly be a threat to vehicles. The only thing you actually gain by giving him a transport is the high mobility that might allow you to draw or even win a game by capturing an objective in the very last round.

Then again, he is 175 points and his special ability is not very good against most armies (read: MEQ) out there...he does not even have a power weapon!

I mean, he is not a bad choice, he can still shine, but his one CC special ability is rather hum-hum.

This message was edited 2 times. Last update was at 2011/10/31 16:15:02


   
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St. George, UT

Darligulv wrote:The Stormlord.
While a huge pile of Special Rules... it seems like he might not be as good as all that and a bag of chips.

--Nightfighting is 2d6 x3 IIRC. On avg that's vision of 21" which is...about 1/2 the field. I suppose that makes Devastators and the like useless, but when I think about Objective games where you'll be getting closer to the enemy...I start having my doubts.
And the lightning strikes...sound fine but unreliable.


As any Tau player how useful night fighting really is? When the average range of sight is greater than the range on your guns, or the enemy has no issues at all about getting close to you, it really is useless. There is a reason you don't see many stealth suits on the table anymore.

I don't think people will be winning games because of the stormlord and his night fighting. You can protect yourself from long range shooting, but once things move closer I really don't see this particular special ability being all that game breaking. Necrons still look like they will die pretty handily in HTH. No reason to not get close.

This message was edited 1 time. Last update was at 2011/10/31 16:41:55


See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
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I just got an email a few moments ago from GW saying my Codex: Necrons shipped!
   
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Norwich

Bulkoth wrote:I just got an email a few moments ago from GW saying my Codex: Necrons shipped!

well, if you ordered it before the 29th you should get it on the 5th.



 
   
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Decrepit Dakkanaut




Ask any space wolf player how useful night fighting is when the missiles are out of range, whereas you can turn OFF night fghting to shoot down their long range fire.

This gives necrons 1 - 2 turns of shooting to punish armies that heavily rely on long range, sit back shooting (so, all current sub 2k GK builds, then) while AV13 minimum knocks out al the S6 shooting from doing anything.

The fact everything is AV13 should seriously worry razorback spack GK players, coupled with psyriflemen who cant sit back and do anything for 2 turns any longer. This will MASSIVELY change the sub2k meta, and only for the better
   
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So can we assume that there will be wraiths and tomb spiders in the second wave since there is no model at all available on the site now? Finecast re-do or new sculpt, either way.

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nosferatu1001 wrote:This will MASSIVELY change the sub2k meta, and only for the better

Get real. For that to happen the Necrons themselves would have to be scary shooty -- An army that only sits back and shoots with insane firepower and you can't shoot back at them because you can't see them. Then their only vulnerability would be assaults. Too bad that the Necrons aren't shooty at all in comparison to the metagame powerhouses you mentioned. Secondly there's these things called searchlights that are available to all imperial players (free for IG) and now people actually get to use them. Now there's not even a drawback for the spotter because the Necrons see every unit anyway because of the pulse.

Before any of the Space Tomb King fanboys jumps on me and tells me not to call Necrons a mid/low tier army before we actually see them in action, I'm just responding to a guy who claims the Necrons will somehow massively influence the metagame. It's a Tyranid release. A weakish but playable book between some awesome books. Good for whoever that is next I guess

This message was edited 1 time. Last update was at 2011/10/31 17:06:56


 
   
 
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