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Made in us
Discriminating Deathmark Assassin






Personally I quite like Orikan, though mostly just his flavor. Really a shame he won't let me take another Court.
   
Made in ca
Depraved Slaanesh Chaos Lord





puma713 wrote:Then, he's stranded. He's sitting in the middle of the field staring an entire army down. So, let's not do that. Let's say he moves Flat Out turn 1 so that he can get some attacks from his CCB. Well, then he's not disembarking and he's not shooting. So he might pass over 1 tank from 24" away. Maybe. Then, he's in the enemy's frontfield with an entire army starting him down.

I don't mean to criticize the way you play, but do you commonly move a single unit forward on Turn 1? Because that does appear to be the tactic you're talking about here. I was thinking more about advancing my army forward for a turn in a non-ridiculous fashion, then turning him loose once there are multiple targets in his range. When I said "he'll make his points back in one turn", did you interpret that as "turn one"?

puma713 wrote:I would love to play against him with Eldar. Str. 10 Tachyon Arrow? Mm, Str. 8 against Wave Serpents. Take over a vehicle? Sure, you can have a Wave Serpent with Scatter Lasers that need 6's to glance me. It also means you're within 18". I don't think he's the Parking Lot Destructor that everyone is imagining him to be.

Good thing I don't know anyone that plays Eldar, huh?

puma713 wrote:
azazel the cat wrote:Baal Predators? Might as well not even field 'em.


I'm not sure if you're just being hyperbolic for fun, so I won't really go into this much, but okay? You can take over one twin-linked Assault Cannon or one 8-inch template.

I do enjoy hyperbole, yes. However, I was referring to the Scout ability of the Baal Predators, and the fact that moving them ahead of the rest of the army just makes it easier to use the Command Barge to sweep over one with a Warscythe. I realize that I wasn't specific, but I'm starting to get the impression you're just being obstinate for fun.

puma713 wrote:
azazel the cat wrote:Land Raider Redeemer? Take it over, turn its flamers on nearby troops.


If there are any nearby troops. I don't usually huddle my troops around the Land Raiders because the Land Raider is moving faster. Remember, you can't change facing, so I have to be beside or directly in front for it to really matter.

This was just an example, but I would expect to see some units disembarked nearby if any other transports have been wrecked. Feel free to substitute "Land Raider" for anything else that suits your fancy.

puma713 wrote:
azazel the cat wrote:Failed to take over the Land Raider? Disembark and assault it. 4 attacks on the charge against a Land Raider mean 2 will hit, and I only need 8 points across 2d6 to pen it.


So, 4 attacks needing a 4, then rolling an 8 on 2D6, when 7 is average. So, maybe 1 pen on average?

1 pen and 1 glance. I'm good with that roll against AV 14. Why aren't you? What consistently does better?

puma713 wrote:I know you're excited about him, but throw some realism and careful planning in there with him as well.

...So your carefully-planned suggestion of moving him the maximum range forward all on his lonesome on the first turn would be a realistic? Thanks, but I think I'll stick with marching the rest of my army into position, and then unleashing Anrakyr once units start to engage. 165 points isn't cheap. I believe that's about what Typhus of Nurgle costs, and not too far below Coteaz.
   
Made in au
Sacrifice to the Dark Gods




Imperial Monkey wrote:I'm sorry, but no matter how cool the rules are, or how good the models. £20.50 is ****ing extortionate for 5 normal size models (ie. Not termies/larger models)!!! It is getting ridiculous...


Seriously, STOP COMPLAINING ABOUT THE PRICE!!! I live in AUSTRALIA for christ's sake - the immortals set is $55 over here - the equivalent of about 35 pounds over in England. Even America is about half our price.

 
   
Made in ca
Depraved Slaanesh Chaos Lord





MightisRight wrote:
Imperial Monkey wrote:I'm sorry, but no matter how cool the rules are, or how good the models. £20.50 is ****ing extortionate for 5 normal size models (ie. Not termies/larger models)!!! It is getting ridiculous...


Seriously, STOP COMPLAINING ABOUT THE PRICE!!! I live in AUSTRALIA for christ's sake - the immortals set is $55 over here - the equivalent of about 35 pounds over in England. Even America is about half our price.

Does anyone in Australia ever actually buy directly from GW? Seems like it'd be cheaper to just buy from 3rd party sellers and pay the shipping...
   
Made in us
Fresh-Faced New User





Man after hearing all this good stuff...IM PUMPED!

Listening to Disturbed - Forsaken, Really helps too, has an Egyptian feel to it...Making it even better when I look at all the new models.

I'm just waiting for my necron order to come in.

2 Command Barges
4 Boxes of Immortals
4 Boxes of lych/preatorians
1 Box of Warriors

   
Made in nz
Raging Ravener





azazel the cat wrote:
MightisRight wrote:
Imperial Monkey wrote:I'm sorry, but no matter how cool the rules are, or how good the models. £20.50 is ****ing extortionate for 5 normal size models (ie. Not termies/larger models)!!! It is getting ridiculous...


Seriously, STOP COMPLAINING ABOUT THE PRICE!!! I live in AUSTRALIA for christ's sake - the immortals set is $55 over here - the equivalent of about 35 pounds over in England. Even America is about half our price.

Does anyone in Australia ever actually buy directly from GW? Seems like it'd be cheaper to just buy from 3rd party sellers and pay the shipping...


well im not quite in australia, (new zealand) but it is cheaper for me to buy from a 3rd party and pay the shipping so i guess they would be in the same boat. i dont often buy direct from GW for this exact reason since i could buy 2 battleforces and a codex + shipping for the same price as i would pay for 1 battle force and a codex here

May Your Souls Be Sacrificed As Penance To The True Machine God
By The Way The Flag Is New Zealand Not Australia.

The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and in body. Hail the Machine. 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

azazel the cat wrote:
puma713 wrote:Then, he's stranded. He's sitting in the middle of the field staring an entire army down. So, let's not do that. Let's say he moves Flat Out turn 1 so that he can get some attacks from his CCB. Well, then he's not disembarking and he's not shooting. So he might pass over 1 tank from 24" away. Maybe. Then, he's in the enemy's frontfield with an entire army starting him down.

I don't mean to criticize the way you play, but do you commonly move a single unit forward on Turn 1? Because that does appear to be the tactic you're talking about here. I was thinking more about advancing my army forward for a turn in a non-ridiculous fashion, then turning him loose once there are multiple targets in his range. When I said "he'll make his points back in one turn", did you interpret that as "turn one"?


Actually, if you read my post, I suggested exactly that. To join him to the rest of the army. However, don't think for a second that your army isn't going to be whittled down. If you footslog him, you remove a lot of his threat. If you put him in a CCB, and you leave him with the rest of your army, then you've presented a great target and the CCB won't be around for long. If you're planning on him destroying 2-5 tanks, how are you going to do that marching into an IG parking lot?

For the record, you said "crush 2-5 tanks per turn", not me. "Per turn" counts turn 1.

My post must have offended you - but that wasn't my intent. I just think people are high on this character and are looking at him through rose-tinted glasses without having seen what the disadvantages of his range are.

Veiling with him could be interesting, though.


azazel the cat wrote:
puma713 wrote:
azazel the cat wrote:Baal Predators? Might as well not even field 'em.


I'm not sure if you're just being hyperbolic for fun, so I won't really go into this much, but okay? You can take over one twin-linked Assault Cannon or one 8-inch template.

I do enjoy hyperbole, yes. However, I was referring to the Scout ability of the Baal Predators, and the fact that moving them ahead of the rest of the army just makes it easier to use the Command Barge to sweep over one with a Warscythe. I realize that I wasn't specific, but I'm starting to get the impression you're just being obstinate for fun.


Did my evaluation of your favorite character in the book make you ? Why would someone Scout a vehicle into the threat range of the CCB? Unless you play people that do things like this.


azazel the cat wrote:
puma713 wrote:
azazel the cat wrote:Failed to take over the Land Raider? Disembark and assault it. 4 attacks on the charge against a Land Raider mean 2 will hit, and I only need 8 points across 2d6 to pen it.


So, 4 attacks needing a 4, then rolling an 8 on 2D6, when 7 is average. So, maybe 1 pen on average?

1 pen and 1 glance. I'm good with that roll against AV 14. Why aren't you? What consistently does better?


Str. 10 weaponry. Lances. Str. 9 Lances.

azazel the cat wrote:
puma713 wrote:I know you're excited about him, but throw some realism and careful planning in there with him as well.

...So your carefully-planned suggestion of moving him the maximum range forward all on his lonesome on the first turn would be a realistic?


So, you focused on the disadvantages of the CCB and not where I clearly posted that I would put him with a unit of Lychguard? Selective reading much?

azazel the cat wrote:165 points isn't cheap. I believe that's about what Typhus of Nurgle costs, and not too far below Coteaz.


Eldrad is 210. Mephiston is 250, Dante 225, Lysander 225?, Vect 185, Swarmlord 280?, Yarrick 185, Logan 200+, Ragnar 185?,

You could build a 165 pt Librarian in a marine codex, easily. I'm sorry my post got you butt-hurt. Good luck with him.

This message was edited 5 times. Last update was at 2011/11/03 04:54:28


WH40K
Death Guard 5100 pts.
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Grisly Ghost Ark Driver






For those who have the codex and are reading the fluff, does anything jump out as another moment of total rage ala Grey Knights sacrificing Sisters of Battle for protection wards or the Blood Angel/Necron team up?
   
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[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Kurgash wrote:For those who have the codex and are reading the fluff, does anything jump out as another moment of total rage ala Grey Knights sacrificing Sisters of Battle for protection wards or the Blood Angel/Necron team up?


Hell, I can answer that!

Well, first off let me preface things by saying that I didn't mind the Blood Angel/Necron team-up before the change in Necron fluff, and now that it has happened that 'moment' isn't even remotely ridiculous anymore.

And I also never had an issue with the Grey Knights slaughtering Sisters to banish some Daemons. I think the 'rage' from that really comes more from people's own ideas of what they think the Grey Knights should be rather than the actual fluff that describes them as willing to go to literally ANY MEANS to kill Daemons.


But back to the new Necron codex. I think the thing that will illicit the biggest negative reaction will probably just be how the Necrons talk amongst themselves and deal with alien species. The book is filled with stories and quotes from Necron Lords and they are very similar to the stories written for the new battle report in WD 382...the Necron Lords all now have personalities, etc, and actually reading those stories will (for some people) be really hard to swallow if they can't get the old fluff out of their heads.

Besides that, something that struck me as odd was the story about the Dolmien Gates. Basically, the way the C'Tan ended the war agaisnt the old ones is because one of the C'Tan was able to breach the webway, and once that happened they were able to chase down and destroy the Old Ones. Well, whatever strange mechanical force was used to pry open the webway is called the 'Dolmien Gates' and the Necrons apparently still have quite a few of these in use that allow them to access small portions of the webway.

They describe this as being a huge boon for the Necrons, allowing them to get around the galaxy quickly, something they wouldn't be able to do otherwise as they don't have the ability to travel through the warp.

Now, this kind confuses me because the fluff is still in there about Necron Warriors instantly teleporting away when they get damaged, and Deathmarks and Flayed Ones are described as teleporting in from pocket dimensions, so I don't really understand why Necrons need to use the Webway to travel around the galaxy, and I don't think the Codex does a good job of explaining this dichotomy either.

I mean, I could come up with some plausible theories, like their ability to teleport has some sort of range limitation or does not allow them to teleport whole spacecraft or something else like that, but as far as I could tell, there is no actual explanation given, which I do think is going to rankle the same people who feel like Necrons using Transports on the battlefield when they can teleport is the stupidest thing they've ever seen.

Oh, and of course the Blood Angels Necron bro-mance is of course re-iterated in this codex which will further infuriate those who it infuriated the first time, I'd wager!


This message was edited 1 time. Last update was at 2011/11/03 05:06:18


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
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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!
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Made in us
Warp-Screaming Noise Marine






Kurgash wrote:For those who have the codex and are reading the fluff, does anything jump out as another moment of total rage ala Grey Knights sacrificing Sisters of Battle for protection wards or the Blood Angel/Necron team up?


I've been sitting in bed reading the fluff and it's been actually pretty good so far. >.>

Speaking of which, I should get back there, lol.

9k  
   
Made in us
Irked Necron Immortal




Newark, CA

yakface wrote:
Kurgash wrote:For those who have the codex and are reading the fluff, does anything jump out as another moment of total rage ala Grey Knights sacrificing Sisters of Battle for protection wards or the Blood Angel/Necron team up?


Hell, I can answer that!

Well, first off let me preface things by saying that I didn't mind the Blood Angel/Necron team-up before the change in Necron fluff, and now that it has happened that 'moment' isn't even remotely ridiculous anymore.

And I also never had an issue with the Grey Knights slaughtering Sisters to banish some Daemons. I think the 'rage' from that really comes more from people's own ideas of what they think the Grey Knights should be rather than the actual fluff that describes them as willing to go to literally ANY MEANS to kill Daemons.


But back to the new Necron codex. I think the thing that will illicit the biggest negative reaction will probably just be how the Necrons talk amongst themselves and deal with alien species. The book is filled with stories and quotes from Necron Lords and they are very similar to the stories written for the new battle report in WD 382...the Necron Lords all now have personalities, etc, and actually reading those stories will (for some people) be really hard to swallow if they can't get the old fluff out of their heads.

Besides that, something that struck me as odd was the story about the Dolmien Gates. Basically, the way the C'Tan ended the war agaisnt the old ones is because one of the C'Tan was able to breach the webway, and once that happened they were able to chase down and destroy the Old Ones. Well, whatever strange mechanical force was used to pry open the webway is called the 'Dolmien Gates' and the Necrons apparently still have quite a few of these in use that allow them to access small portions of the webway.

The full then describes this as being a boon, allowing them to get around the galaxy quickly, something they wouldn't be able to do otherwise as they don't have the ability to travel through the warp.

Now, this kind confuses me because the fluff is still in there about Necron Warriors instantly teleporting away when they get damaged, and Deathmarks and Flayed Ones are described as teleporting in from pocket dimensions, so I don't really understand why Necrons need to use the Webway to travel around the galaxy, and I don't think the Codex does a good job of explaining this dichotomy either.

I mean, I could come up with some plausible theories, like their ability to teleport has some sort of range limitation or does not allow them to teleport whole spacecraft or something else like that, but as far as I could tell, there is no actual explanation given, which I do think is going to rankle the same people who feel like Necrons using Transports on the battlefield when they can teleport is the stupidest thing they've ever seen.

Oh, and of course the Blood Angels Necron bro-mance is of course re-iterated in this codex which will further infuriate those who it infuriated the first time, I'd wager!




Sweet. Haters can get pissed at the new fluff all they want. My necron lord has been speaking and allying with marines when it was advantageous since 2002 give or take. Of course, we always explained it away as "farmers allying with the sheep to kill the coyotes" because I was always fighting against tyranids.

As for the teleport stuff, I would assume it's a range thing. If it says "galaxy" specifically, then I would imagine that they just don't want to deal with teleporting entire tomb ships if they can help it. Inertial-less drives or not, moving through real-space is going to be slow-going compared to the warp or the web way. It also give more excuses to fight eldar. So I'm all for it by default (die hippy space-elves! die!)

Oh...and before I forget...Imotek

IMO he's going to be worth his cost compared to the lord with the universal remote because of his 4+ seize the initiative. The night fighting is good and all. So's the lightning. However, it's the simple ability to go first when you otherwise shouldn't that's worth all those points. Especially with the absurd popularity of parking-lot lists lately. I mean...the lightning rule itself gives you a one-in-thirty-six chance to kill IG ordinance squadrons AND gimps the crap out of their ability to pie-plate you. I mean...he went from first-pick to last-pick because "I can no longer shoot long-range guns on my turn and completely negate my opponent's ability to retaliate...for THE FIRST THREE TO FOUR TURNS of a five to six turn game."

Imotek is in the codex to allow a necron short-to-mid ranged gun list to not get tabled first turn by IG. That about it. You still get a half-decent lord out of the deal while you're at it.

On the bright side, if the solar pulse did what we were originally hoping it did, the cookie-cutter necron army would have been a parking lot list. Imotek, 3 Death scythes, 3 annihilation barges, 3-4 solar pulses, and no variety. Can anyone with a codex rough-add the cost to get just that? Not just points, but FoC costs as well? I'm curious what we dodged there.

This message was edited 1 time. Last update was at 2011/11/03 05:19:34


Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
 
   
Made in us
Purposeful Hammerhead Pilot





Atlanta GA

So, do the Necrons actually do any soul nom nom nom-ing any more?

BLU
Opinions should go here. 
   
Made in ca
Depraved Slaanesh Chaos Lord





puma713 wrote:For the record, you said "crush 2-5 tanks per turn", not me. "Per turn" counts turn 1.

And my car is capable of accelerating from 0 to 60 in about 8 seconds. That doesn't mean every time I accelerate to 60, I do it in 8 seconds. You exist in a very analogue world, don't you? "Per turn" counts those turns in which I choose to send him flying across enemy tanks. I may do that once a game. I may try it three times a game. I may not do it at all. It's gonna be quite situational.

puma713 wrote:My post must have offended you - but that wasn't my intent. I just think people are high on this character and are looking at him through rose-tinted glasses without having seen what the disadvantages of his range are.

Veiling with him could be interesting, though.

You're probably correct on both counts. But I don't want to be gloomy and negative all the time.

puma713 wrote:Did my evaluation of your favorite character in the book make you ? Why would someone Scout a vehicle into the threat range of the CCB? Unless you play people that do things like this.

YES IT DID! IT MADE ME SAD! IT DID! IT REALLY DID!!!1

puma713 wrote:Str. 10 weaponry. Lances. Str. 9 Lances.

Str 10 + 1d6 = 33% chance of pen. Str 7 + 2d6 = 42% chance of pen. Necrons don't have Lances.

puma713 wrote:You could build a 165 pt Librarian in a marine codex, easily. I'm sorry my post got you butt-hurt. Good luck with him.

I don't know what that term means. Hurt in the butt? Or hurt by a butt? Hurt akin to a butt?
   
Made in us
Daemonic Dreadnought






AL

yakface wrote:
Kurgash wrote:For those who have the codex and are reading the fluff, does anything jump out as another moment of total rage ala Grey Knights sacrificing Sisters of Battle for protection wards or the Blood Angel/Necron team up?


Hell, I can answer that!

Well, first off let me preface things by saying that I didn't mind the Blood Angel/Necron team-up before the change in Necron fluff, and now that it has happened that 'moment' isn't even remotely ridiculous anymore.

And I also never had an issue with the Grey Knights slaughtering Sisters to banish some Daemons. I think the 'rage' from that really comes more from people's own ideas of what they think the Grey Knights should be rather than the actual fluff that describes them as willing to go to literally ANY MEANS to kill Daemons.


But back to the new Necron codex. I think the thing that will illicit the biggest negative reaction will probably just be how the Necrons talk amongst themselves and deal with alien species. The book is filled with stories and quotes from Necron Lords and they are very similar to the stories written for the new battle report in WD 382...the Necron Lords all now have personalities, etc, and actually reading those stories will (for some people) be really hard to swallow if they can't get the old fluff out of their heads.

Besides that, something that struck me as odd was the story about the Dolmien Gates. Basically, the way the C'Tan ended the war agaisnt the old ones is because one of the C'Tan was able to breach the webway, and once that happened they were able to chase down and destroy the Old Ones. Well, whatever strange mechanical force was used to pry open the webway is called the 'Dolmien Gates' and the Necrons apparently still have quite a few of these in use that allow them to access small portions of the webway.

They describe this as being a huge boon for the Necrons, allowing them to get around the galaxy quickly, something they wouldn't be able to do otherwise as they don't have the ability to travel through the warp.

Now, this kind confuses me because the fluff is still in there about Necron Warriors instantly teleporting away when they get damaged, and Deathmarks and Flayed Ones are described as teleporting in from pocket dimensions, so I don't really understand why Necrons need to use the Webway to travel around the galaxy, and I don't think the Codex does a good job of explaining this dichotomy either.

I mean, I could come up with some plausible theories, like their ability to teleport has some sort of range limitation or does not allow them to teleport whole spacecraft or something else like that, but as far as I could tell, there is no actual explanation given, which I do think is going to rankle the same people who feel like Necrons using Transports on the battlefield when they can teleport is the stupidest thing they've ever seen.

Oh, and of course the Blood Angels Necron bro-mance is of course re-iterated in this codex which will further infuriate those who it infuriated the first time, I'd wager!




With Regards to using the webway... I'm going to ignore that because FTL travel is soooo much cooler, and unique in the 40k Universe.

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

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Freaky Flayed One




On the subject of Anrakyr V Landraider, the situation came up whereas he disembarked and charged the thing. Furious charge means str 8, means the 2d6 average roll of a 7 is a pen. Not shabby.

As far as Webway Shenanigans go, I would think that in this edition of fluff, the Teleporting was done at light-speed. Really fast over short distances, and sure fast enough to make surprise attacks/swift retreats. For FTL travel, though, without use of the warp, prying open a passage into the webway makes some sense.

Dunno, gotta read the fluff for my self to see.

1000
2500ish 
   
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Fresh-Faced New User





Heck i got so into drawing my next converted lord for this army....
BTW, Anyone considering taking the cryptech lord?
S/T7 looks great with re-rolls of hits and reserves.

Behold

Thanatos, The Grimmn.
[Thumb - thanatosvr2.jpg]

This message was edited 1 time. Last update was at 2011/11/03 05:36:45


 
   
Made in us
Daemonic Dreadnought






AL

GiantSlingshot wrote:On the subject of Anrakyr V Landraider, the situation came up whereas he disembarked and charged the thing. Furious charge means str 8, means the 2d6 average roll of a 7 is a pen. Not shabby.

As far as Webway Shenanigans go, I would think that in this edition of fluff, the Teleporting was done at light-speed. Really fast over short distances, and sure fast enough to make surprise attacks/swift retreats. For FTL travel, though, without use of the warp, prying open a passage into the webway makes some sense.

Dunno, gotta read the fluff for my self to see.


For FTL travel they had/have inertia-less drives, which would have also given the impression of teleportation.

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

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
On a Canoptek Spyder's Waiting List





Been thinking of buying into Necrons for quite awhile, which will make this my first foray into 40K. I told myself if the rules looked interesting enough, I'd pick them up, and thus far it seems this way. At the very least, I'll be picking up the Codex so I can make some informed choices before I buy.

Anyways. Keep in mind that I'm completely new to the game, have not played whatsoever, just read through the 5th ed. rulebook last night.

So, knowing that I have little to no practical knowledge of the game aside from a reading through the rules...

From page 1:

Orikan the Diviner - makes all enemy units count as moving through difficult terrain first turn.
Cryptek - Harbinger of Transmogrification - Weapon: Tremorstave (36", S 4, AP -, Assault 1, Blast weapon that causes an enemy unit hit by it to count as moving in difficult terrain in their next movement phase).
C'tan:
Make all enemy vehicles moving within 6" of the C'Tan count as moving through difficult terrain. Deep Striking units landing within 6" auto-mishap if their scatter roll is a double (regardless of whether they 'hit' or not).
Makes all difficult terrain count as dangerous for the enemy army and makes existing dangerous terrain cause wounds on '1' or '2' instead of the normal '1'.

Obviously, in order for this to work you have to take another HQ capable of bringing a Royal Court, as Orikan cannot.

--

Does the C'tan ability of 'make difficult terrain count as dangerous' apply only to difficult terrain on the board, or does it apply to any time a unit would be considered as moving through difficult terrain? Also, is it only existing dangerous terrain that gets the wound on 1-2?

Just throwing some random thoughts out here...

1st turn, all enemy units are forced to move through dangerous terrain (Orikan, C'Tan).
At any point after this, any time a unit has to move through difficult terrain already on the board, they have to move through dangerous terrain (assuming that the C'tan stays alive, obviously).
A full unit of 5 Crypteks - if I am reading it right, when you select the Harbinger school, all of the Crypteks get the weapon? So spread 5 Crypteks throughout to lead your squads, each with a Tremorstave.
Any time an enemy infantry unit is within range, try to hit them with a Tremorstave blast. They are considered to be moving through difficulty, with C'tan, dangerous terrain, thus may be stuck taking yet more wounds.
If they decide to hold still and avoid taking more wounds, you light them up with Tesla shots from multiple sources at long range.
Make sure to set your objectives in difficult terrain, to force your enemy to move through dangerous terrain. If I'm reading the rules correctly, if they have to assault into difficult/dangerous terrain, the enemy's initiative is reduced to 1? So that makes your enemy have to a) assault through dangerous terrain, possibly taking wounds, and b) gives your models that aren't as good in CC a fighting chance by reducing their I so you hit first.
Send a unit of Lychguards with Hyperphase Swords and Dispersion Shields after a forward objective, along with a Cryptek with a Seismic Crumble wargear to make it harder for enemies to assault them and give their Dispersion Shields time to earn their point cost.

Does any of this sound like a good idea? Unfortunately, I don't have my own copy of the Codex yet, so there are a few rules I'm not sure precisely how they read (C'tan's dangerous terrain, rule, for instance). Plus, being new means I'm probably misreading things, but eh. What better way to find out then to ask, right?

Also...

Anything not noted in the 1st page that might make Deathmarks a bit more viable? I really do like the look of the unit, but rules-wise... the weapons do count as Sniper, yes? So Rending and Pinning on the weapon, with an additional special rule that allows them to 'deathmark' an opposing unit. So they roll to wound on a 2+, if they roll a 6 it wounds irregardless of toughness and counts as AP2, and if the wounded target fails the save the unit's pinned and forced to go to ground.

While on one hand, I like the idea of it... yet is there any way to keep them safe when they Deep Strike in, in counter to another unit coming in from Reserves?
   
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Another issue to rules-lawyer.

C'tan with Difficult = Dangerous Power is on the field

Enemy with slow and purposeful.

Are they just up a creek?

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GiantSlingshot wrote:Another issue to rules-lawyer.

C'tan with Difficult = Dangerous Power is on the field

Enemy with slow and purposeful.

Are they just up a creek?


I would hope so. It's not like the ability is cheap or anything.

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King Pariah wrote:
GiantSlingshot wrote:On the subject of Anrakyr V Landraider, the situation came up whereas he disembarked and charged the thing. Furious charge means str 8, means the 2d6 average roll of a 7 is a pen. Not shabby.

As far as Webway Shenanigans go, I would think that in this edition of fluff, the Teleporting was done at light-speed. Really fast over short distances, and sure fast enough to make surprise attacks/swift retreats. For FTL travel, though, without use of the warp, prying open a passage into the webway makes some sense.

Dunno, gotta read the fluff for my self to see.


For FTL travel they had/have inertia-less drives, which would have also given the impression of teleportation.


Wasn't sure if it got retcon'd or not, and haven't read the novels yet. I really would like to get my copy of this 'dex.

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GiantSlingshot wrote:Another issue to rules-lawyer.

C'tan with Difficult = Dangerous Power is on the field

Enemy with slow and purposeful.

Are they just up a creek?


For that matter, what's the point cost of that ability?
   
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DFW area Texas - Rarely

So, just as the necron fluff has evolved, so has this thread...(yes, read it all, from the beginning when it started).

While I am thrilled about a new dex, I will miss my old crons...as unlike some of the new codex jumpers, or even those who had abandoned the star gods (you will pay, the Ctan say...) and put your armies on the shelf, I still regularly play necrons (not competitively, for that I play my tau...yeah, I am hard headed like that). Believe it or not, I win most of my games with my necrons. It takes a very focused player to have the discipline to phase them out when in the hands of an decent Cron general (I don't play them in tourneys, as top tier players, while not only better than me, do have that discipline to effect a phase out...but most players don't...its not as easy as it seems).

First of all, huge thanks to Yak and others who have posted some of our most accurate rumors, and to those lucky enough to actually get their hands on the dex already (I get mine hopefully on Friday).

Anyway, some thoughts.
So the Stormlord Giveth, the Stormlord taketh away...
Wow, this guy went from OMG to "derp" in a few pages flat. Even before when we thought the night fighting/solar pulse trick would work, I had some reservations about it...especially as the lightning strikes sounded very iffy indeed....(that is very luck based).

Destroyers
Ahh..yes...so, we may actually get five of them. Not that I will have the points, but at least I have the models.

Wraiths
Not necrons? WTF? Well, there goes a lot of ideas. :( we will have to see, but I can tell you from experience that they will and do fail saves, and that with their craptastic initiative and no WBB/RP....yeah, my flying chrome spines may just stay in the box...sorry boys, you were fun (I like to run a wraith wing often).

OMG The Command Barge!!!
Well, while I too am excited about the warscythe, lets take a real look at this (or as best we can until we build a few).
So, to use this fun event, I need to fly over a unit, and only hit on a 4+ if I move more than 6" I believe.
So, how long is this model? It looks about 6" long at least to me. That means, if I am going to "fly over" a tank, I am almost always going to have to more more then 6". Also, most tanks, if you are lucky, are about 3-5" wide...if you are coming at the exact correct angle. So, which means, this barge needs to start its turn about 3" away? You think the other player is going to pull up that close?
Ok, IF this thing is fast, then maybe you can move all out...which means, no shooting any tachyon arrows or other fun toys, or getting out to assault. Even then, thats not very far either....I have a feeling that while the concept of flying over parking lots full of tanks is an awesome one...the execution of it will be much more challenging.

Immortal Weapons
WTF? Only space marines get storm bolters? Oh well. The tesla sounds neat, but will take a lot of manuvering room to have an advantage over the gauss...only games and time will tell...I look forward to battle reports from players with strong tactical acumen.

Arks are amazing!
Well, the warrior regen is good, and the AV13 aint bad...the price is very steep however.
That an AV11 in the back is prime for krak grenades and of course the ever present power fist.
Also, while the side guns are neat....it seems like it will be few circumstances where you fire both, and almost never at the same target.
I do like them however, the points are just a bit steep.

Necrons will Blast them off the table!
This was a common theme during the pages (was it just a few days ago?) where the storm lord was all the rage.
I hate to say it, but I am not seeing much to tell me that the New necrons are a "shooty" army.
Yeah, the doomsday is nice...if I don't have to move it, if I have fire lanes, and if the target is not in cover. And thats 175 points for a single shot...ask tau players why they favor broadsides over hammerheads (broadsides are twin linked).
Yes, gauss is neato...but unles you are shooting against vehicles...they are just bolters really, and not even storm bolters.
Yeah, the tesla destructor is nifty...but at 24" its going to catch a LOT of counter fire.
to me a shooty army has a combination of excellent range and volume of fire.
I see a few things with some range (destroyers, doomsday) and a few things with a bit of volume (open topped arks, with 5 guns on the side)...but ...tau or venoms they are not. Again, lets see how the battles go.

The Fighters
I am very intrigued about these flyer units...AV11 is rough...lets hope the points are cheap. I am looking forward to the challenge of scratch building a few.

Death Marks
So, unless I get to shoot in my opponents phase, these guys are disruption units at best, and dead as worst.
19 points? Yeah, sniper is nice...when fighting CTan and nids...otherwise, most weapons already wound marines on a 4+
Fortunately, I will just convert some of my spare warriors with the heads and guns....
I look forward to players better than I giving cluse as how to best use these units.

And finally....
But come sixth edition we will be cool!
This is staggeringly bad design. Does that mean I get a points reduction NOW for my death marks or destroyers?
Or I just play for about the next year (or so...who knows) with over costed models in a dex that wont fully be strong in 5th, and almost immediatly ecliplsed by the first marine dex in 6th? Shame on you GW...write the dex for the players to play NOW, and give EVERY DEX an online update for 6th. Too bad there is no way to use technology to almost freely and easily update customers around the world with new material...oh wait....there is.

So, while I think some of the fluff could have been better, and I dont care for some of the nerfs, I will retire my old dex (which I actively use) and enjoy the new models and rules.

This message was edited 1 time. Last update was at 2011/11/03 05:56:06


DavePak
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GiantSlingshot wrote:Another issue to rules-lawyer.

C'tan with Difficult = Dangerous Power is on the field

Enemy with slow and purposeful.

Are they just up a creek?

If so, then Nurgle Marines are going to have a bad day against Necron armies.

But I don't think it will work that way. I believe Slow and Purposeful reads as "units move as if they were moving through difficult terrain". It doesn't actually say that they are in the terrain.

Again, I hope it works that way, but given the previous devious combos that have been debunked upon scrutiny, I wouldn't be surprised if this one doesn't passively murder everything with Slow and Purposeful.
   
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Nurgle Marines are NOT slow and purposeful. Slow and purposeful does say that you "count as moving through difficult terrain" So... MANZ.. Oblits... anything else S&P... could be in trouble lol.

This message was edited 1 time. Last update was at 2011/11/03 06:14:15


 
   
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Sorry. Typed "Nurgle", but was thinking "Tzeentch".
   
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To anyone saying the codex is lackluster, I think that the near hourly sway from one strategy to the next is enough to speak to the versatility of this codex lol

The next one of you that posts about Wraiths being I2 and ignores the whip coils mentioned 2000 times a week, and I am going to devote the rest of my life to becoming an ancient space god to trick and enslave a race, and turn them into soulless T-100s to rid the entire universe of life. At that point it will have been worth it.  
   
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Columbus, Oh

So.. questions for those who have codex in hand..

Destroyers - evidently now we can have 1-5, instead of max 3..

what is the deal with the Heavy Destroyers? I have this understanding that you can upgrade 3 destroyers to HDestroyers.. is that 3 across 3 FOC slots, or can you have a unit of 5 .. 3 HD and 2 regular D? So.. if you spend points like mad you can have 9 HDestroyers across 3 squads?

Scarabs - We are now certain that they don't have Reanimation Protocols? Do they also still get stuck with the I2?

Tomb Spiders - any indication of point cost compared to last codex? And.. how many Scarab bases can one poop out in a turn? 1 still?

(sorry if some of this has been mentioned, I did just reread the 1st page.. )

-Porkuslime

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

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pork I think you have bought stuff from me on BT

The next one of you that posts about Wraiths being I2 and ignores the whip coils mentioned 2000 times a week, and I am going to devote the rest of my life to becoming an ancient space god to trick and enslave a race, and turn them into soulless T-100s to rid the entire universe of life. At that point it will have been worth it.  
   
Made in us
Krazed Killa Kan






Columbus, Oh

Oh probably.. I have traded with most BT members I think...

not germaine to THIS thread unless you happen to have Scarabs and Tomb Spiders for trade.. lol

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

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bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
 
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