Switch Theme:

Necron rumor & pics summary in 1st post (now with 2nd wave pics!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Numberless Necron Warrior



New Zealand

Powered through as much as possible of the new codex today, I have to say in general I am liking what I'm reading.

I don't think I can see any place in my army lists for Flayers or Deathmarks, but I really wish I could fit just about everything else! there just aren't enough points to fit everything I want, not by a long shot in 1850 games :S

I'm conflicted with the Triarch stalker currently, he really looks like he would almost be better with a twin linked heavy Gauss canon taking shots from 36" away and staying nearer the back providing AT fire support or twin linking not mech units in range of rapid fire / tesla weapons, without having a power weapon, he is ripe for being stuck in a tarpit, I think they should have costed him at 165 and given it power weapon attacks so it can handle itself in close combat.

This message was edited 2 times. Last update was at 2011/11/05 09:38:12


Retired Space Marine and Necron 40K player. Looking to start Warmahordes in the future.
 
   
Made in nl
Longtime Dakkanaut





Btw an (obvious) little trick to expand your number of Scarab bases: put 3 Scarabs on a base instead of 4, and you have 4 Scarab bases from one Warriors box. A base has 3 wounds on it's profile, so it is actually fitting too



 
   
Made in us
On a Canoptek Spyder's Waiting List





TBD wrote:Btw an (obvious) little trick to expand your number of Scarab bases: put 3 Scarabs on a base instead of 4, and you have 4 Scarab bases from one Warriors box. A base has 3 wounds on it's profile, so it is actually fitting too


Pretty much what I'm doing. A) I get more bang for my buck and B) as you noted, it makes sense - 3 scarabs on a base, 3 wounds. That way all I need is 3 warriors boxes to get a full unit of scarabs. Hopefully a bunch of people will buy warriors and not need the scarabs, put them up on eBay for cheap.

Hah. Hah. Yeah, well, a man can dream, right?

Anyways. I'm going to -try- using pretty much everything. By which I mean, I'm getting enough to field a min unit of whatever. So I buy 2 boxes of Immortals/Deathmarks, try a min-max unit of Immortals, min-max Deathmarks, min of both... WITHOUT putting everything together and painting. Then, once I've tested things out to form an actual opinion, I'll decide how I want them set up and painted.

Speaking of which, anyone else trying something fancy with Necrons? For the heck of it, I want my Necrons to be a little something more than just black and metal... invested in a bit of color-shifting paint to denote 'living metal', and probably going with a snow Tomb World theme.
   
Made in gb
Fresh-Faced New User





Okay, I've got my box of Triarch Praetorians/Lychguard. On a first glance the hands look exactly like those of Space Marines, if you look closer you see that the palms are different and the fingers are a bit more pointier and bone-like. I should have taken some green stuff with me.
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Hey Guys. I just reread the rules on the Stormlord, and the Rules on the Solar Pulse, in the codex.

The Solar pulse says that it ceases to apply the nightfighting rules until the end of the turn, when it's used. This means that if Night fighting is in effect, it will still apply on the enemies turn.

I didn't read anything about the Solar pulse permanently cancelling the Stormlords ability, only that if he fails his roll to continue it, then it ceases to apply.

Someone else with a codex, can feel free to let me know if I Missed something in it, or if I"m correct about this.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in au
Regular Dakkanaut




Stormlord's night fighting is NOT permanently cancelled by the orb.

The current debate lies in does the stormlord get lightning strikes if you orb your shooting phase.

Its extremely grey, with the general consensus being no, but that MIGHT just be because it would make stormlord + overlord for 2 courts and 2 orbs mandatory in any tournies.
   
Made in us
On a Canoptek Spyder's Waiting List





Therefore, I think we can all agree that it's likely going to need a FAQ for clarification how Solar Pulse interacts with the Stormlord's rules, both with Lightning Strikes and whether or not it may, or may not, cancel his abilities. The fact that there's been arguing here in this thread about it already, rather stubbornly, from both sides, indicates that it probably needs it.

For that matter, what else might need a possible FAQing?

There was the question whether C'tan's difficult->dangerous terrain worked with 'unit counts as moving through difficult terrain' style things like Orikan's first turn ability, or the Tremorstaves. Possibly also a clarification on the Death Ray, since there seemed to be some dispute on that one.

This message was edited 1 time. Last update was at 2011/11/05 12:04:42


 
   
Made in gb
Powerful Chaos Warrior




Northampton United Kingdom

Personnally i think praetorians will be great if taken in bulk with rods since they have low shots and low range numbers will be key i know it would be the same wcost as 10 termies for the same.number but str 5 ap 2 means that unless they are ss th termies they are in trouble and then when they assult they sttike 1st a I 2
another example is against tactical marines their weapons grant them no saves at all and after even striking after the marines their durability really shows of 3+ 5++ and the power weapons would mince any marines left

their strength is postioning they will 9/10 get the charge making up for the lack of attacks and they are very durable jump infantry even more so with a destroyer lord with rez orb since they are JI too now

btw i apologize for any spelling or mistakes as im on a phone.

 
   
Made in au
Regular Dakkanaut




Praetorians with 1 attack really strike me as being worthless.

They would have been awesome if one of the following were true

1. Invun save
2. 2 attacks
3. Higher Init (4 would have been good) even have fluff justification for this - they never went to sleep
4. You could attach a lord/cryptek to them without slowing them to foot speed.
5. 12 inch range with rods.
6. Half the cost they are now.

As it is now, they will get their heads pounded in by a marine jump squad. Shame, the models are awesome.

This message was edited 1 time. Last update was at 2011/11/05 12:12:23


 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

If there was ever an army that you'd think of when you heard the words "slow and purposeful" or "relentless", it would be necrons. It feels really odd to me that it's missing.

I always thought of immortals and destroyers epitomizing that aspect of their tactics. Powerful mobile shooting lines shifting like a tide in and out of a solid but flexible core. combined with iconic units like scarabs, monoliths and lords, your fragile but flexible core benefited from a lot of blanket utility.

Now it seems like the idea is to shore up the problems with expensive little tricks that offer very little usefulness besides the unit they were bought for, and beyond the obvious usage.

This army could be super bad ass and I'm just looking at it the wrong way. I have to say the new scarabs, tomb spiders and Crypt walkers really have peaked my interest.

I guess I'm just creeped out by how conditional things are, and how much they cost. troop costs went down, but everything else feels a little sketchy. It's like we bought a lot of hamburger on sale and realized how expensive buns are comparatively...


It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in gb
Powerful Chaos Warrior




Northampton United Kingdom

darkslife wrote:Praetorians with 1 attack really strike me as being worthless.

They would have been awesome if one of the following were true

1. Invun save
2. 2 attacks
3. Higher Init (4 would have been good) even have fluff justification for this - they never went to sleep
4. You could attach a lord/cryptek to them without slowing them to foot speed.
5. 12 inch range with rods.
6. Half the cost they are now.

As it is now, they will get their heads pounded in by a marine jump squad. Shame, the models are awesome.

you can take destroyer lords with them they are IC if i recall and i think the rods are thr better weapon asthey seem to be a balanced anti infantry in assault and shooting plus the lord adds the 4+ RP and more woundd +attacks

 
   
Made in gb
Wicked Canoptek Wraith





UK

Got my stuff from GW today. Just finished the fluff part of the codex and I'm really loving the new directions. I have to say I fell for the GW sales strategy as I bought a Cryptek on impulse whilst picking my order up, shame on my weakness!

Flashman
 
   
Made in us
Loyal Necron Lychguard






darkslife wrote:Stormlord's night fighting is NOT permanently cancelled by the orb.

The current debate lies in does the stormlord get lightning strikes if you orb your shooting phase.

Its extremely grey, with the general consensus being no, but that MIGHT just be because it would make stormlord + overlord for 2 courts and 2 orbs mandatory in any tournies.


There's nothing grey about it, Imotekh's rules say that night fighting brought on by a solar pulse does not induce his lightning strikes. It literally can't be more clear-cut in the book.
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Kevin949 wrote:
darkslife wrote:Stormlord's night fighting is NOT permanently cancelled by the orb.

The current debate lies in does the stormlord get lightning strikes if you orb your shooting phase.

Its extremely grey, with the general consensus being no, but that MIGHT just be because it would make stormlord + overlord for 2 courts and 2 orbs mandatory in any tournies.


There's nothing grey about it, Imotekh's rules say that night fighting brought on by a solar pulse does not induce his lightning strikes. It literally can't be more clear-cut in the book.


Ok, that's not what we are talking about Here Kevin.

We're talking about the using solar Pulses in OUR turn Cancelling out his Night fighting Rules, which there is nothing to indicate that it does. The Solar Pulse says it only suspends night fighting for the current turn, resuming it at the end. The Stormlords Night fighting rules, say nothing about this canceling them. The only thing it says is if he fails to make the roll, then his rules are suspended.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Land Raider Pilot on Cruise Control





No models for wraiths and stalkers makes me a sad panda.


Automatically Appended Next Post:
darkslife wrote:Praetorians with 1 attack really strike me as being worthless.

They would have been awesome if one of the following were true

1. Invun save
2. 2 attacks
3. Higher Init (4 would have been good) even have fluff justification for this - they never went to sleep
4. You could attach a lord/cryptek to them without slowing them to foot speed.
5. 12 inch range with rods.
6. Half the cost they are now.

As it is now, they will get their heads pounded in by a marine jump squad. Shame, the models are awesome.


Just take the Hyperphase Swords and Pistols. They get Str 6 Ap 5 shots and still have 2 Str 5 rending attacks with entropic strike. Much better than those stupid rods.

This message was edited 1 time. Last update was at 2011/11/05 13:56:05


 
   
Made in us
Loyal Necron Lychguard






Sasori wrote:
Kevin949 wrote:
darkslife wrote:Stormlord's night fighting is NOT permanently cancelled by the orb.

The current debate lies in does the stormlord get lightning strikes if you orb your shooting phase.

Its extremely grey, with the general consensus being no, but that MIGHT just be because it would make stormlord + overlord for 2 courts and 2 orbs mandatory in any tournies.


There's nothing grey about it, Imotekh's rules say that night fighting brought on by a solar pulse does not induce his lightning strikes. It literally can't be more clear-cut in the book.


Ok, that's not what we are talking about Here Kevin.

We're talking about the using solar Pulses in OUR turn Cancelling out his Night fighting Rules, which there is nothing to indicate that it does. The Solar Pulse says it only suspends night fighting for the current turn, resuming it at the end. The Stormlords Night fighting rules, say nothing about this canceling them. The only thing it says is if he fails to make the roll, then his rules are suspended.


Why did you emphasize "our"? It's obviously going to be on our turn since it's OUR pulses we'd be using. Secondly, I'm pretty sure that in Imotekh's rules that it stated the lightning strikes (which happen in the shooting phase, and solar pulse I believe is in the movement phase) only happen is night fighting is currently in play. Which it would not be, because of the aforementioned phase difference.

Oh, and just because imotekh make's his "does it continue?" roll at the beginning of the necron players turn, that has no real effect on the debate at hand. Only that, obviously, if he failed the roll then the debate would be over.

This message was edited 2 times. Last update was at 2011/11/05 13:59:59


 
   
Made in us
Irked Necron Immortal



Columbia, South Carolina

darkslife wrote:Praetorians with 1 attack really strike me as being worthless.

They would have been awesome if one of the following were true

1. Invun save
2. 2 attacks
3. Higher Init (4 would have been good) even have fluff justification for this - they never went to sleep
4. You could attach a lord/cryptek to them without slowing them to foot speed.
5. 12 inch range with rods.
6. Half the cost they are now.

As it is now, they will get their heads pounded in by a marine jump squad. Shame, the models are awesome.


I could be looking at the wrong item, but Triarch Praetorians on the GW website show as having 2 attacks each.

2000 pts
6000 pts
3000 pts
2000 pts 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Kevin949 wrote:
Sasori wrote:
Kevin949 wrote:
darkslife wrote:Stormlord's night fighting is NOT permanently cancelled by the orb.

The current debate lies in does the stormlord get lightning strikes if you orb your shooting phase.

Its extremely grey, with the general consensus being no, but that MIGHT just be because it would make stormlord + overlord for 2 courts and 2 orbs mandatory in any tournies.


There's nothing grey about it, Imotekh's rules say that night fighting brought on by a solar pulse does not induce his lightning strikes. It literally can't be more clear-cut in the book.


Ok, that's not what we are talking about Here Kevin.

We're talking about the using solar Pulses in OUR turn Cancelling out his Night fighting Rules, which there is nothing to indicate that it does. The Solar Pulse says it only suspends night fighting for the current turn, resuming it at the end. The Stormlords Night fighting rules, say nothing about this canceling them. The only thing it says is if he fails to make the roll, then his rules are suspended.


Why did you emphasize "our"? It's obviously going to be on our turn since it's OUR pulses we'd be using. Secondly, I'm pretty sure that in Imotekh's rules that it stated the lightning strikes (which happen in the shooting phase, and solar pulse I believe is in the movement phase) only happen is night fighting is currently in play. Which it would not be, because of the aforementioned phase difference.

Oh, and just because imotekh make's his "does it continue?" roll at the beginning of the necron players turn, that has no real effect on the debate at hand. Only that, obviously, if he failed the roll then the debate would be over.


Ok starting with the Solar Pulse, we can use it on any turn, including the enemies. So no, it's not "obviously" going to be our turn.

Secondly, the Night Fighting Rules are Technically still in play, since it applies for the full game turn. We've just ceased them for the moment. While I think it doesn't apply his lightning strikes, It is still a bit Grey area.

The Point I Was making earlier, was that people who thought that the Solar Pulse permanently cancelled the Storm lords Ability, which it doesn't.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Blood-Raging Khorne Berserker




South Chicago burbs

Using 2 solar pulse to make your opponents first 2 turns night fight while your are not is just dirty... and I like it.

This message was edited 2 times. Last update was at 2011/11/05 14:20:12


insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

11k
4K
4k
 
   
Made in us
Fell Caller - Child of Bragg







Sarge wrote:
darkslife wrote:Praetorians with 1 attack really strike me as being worthless.

They would have been awesome if one of the following were true

1. Invun save
2. 2 attacks
3. Higher Init (4 would have been good) even have fluff justification for this - they never went to sleep
4. You could attach a lord/cryptek to them without slowing them to foot speed.
5. 12 inch range with rods.
6. Half the cost they are now.

As it is now, they will get their heads pounded in by a marine jump squad. Shame, the models are awesome.


I could be looking at the wrong item, but Triarch Praetorians on the GW website show as having 2 attacks each.


Still, though, I2 with no invuln save... I'd be extremely worried about them surviving combat in the first place, as they'd never see RP if they break.

Then again, if we're using them to take non-CC oriented guys and they can manage to survive until they hit them, it could work. I don't think these guys are built to take on termies whatsoever, that's the lychguard's job. Seems like they can definitely handle anything short of that, but the trick will be delivering them unharmed. Maybe DS them in at a safe-ish distance when they're busy with other threats?

5 Praetorians will only lose 2 guys when charging a full AM squad, but take 4 with them. (I'm assuming one goes down at I2 thanks to a PF sarge). And that's not even counting the face that some of those marines are going to die due to getting shot with rods. After combat you're likely to get one back. If a Destroyer lord came around then you get to do some really nasty stuff.

I'm not really seeing a use for the caster/voidblade combination though.


Over 350 points of painted Trolls and Cyriss 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Praetorians are Fearless, so they won't get Swept.

I just think the I2 hurts them too much. I could totally see taking them, if they had high I. That would be plenty. The only reason they need an Invul save, is because of their I.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Irked Necron Immortal





NoVa

Sasori wrote:Praetorians are Fearless, so they won't get Swept.

I just think the I2 hurts them too much. I could totally see taking them, if they had high I. That would be plenty. The only reason they need an Invul save, is because of their I.
What gives Praetorians an invuln? Lychguard get one with the shield, but I didn't see anything about the praetorians getting one.


Automatically Appended Next Post:
misread NVM.

This message was edited 1 time. Last update was at 2011/11/05 14:27:19


 
   
Made in us
Land Raider Pilot on Cruise Control





Seems like Matt Ward went out of his way to get rid of possible combinations, rather than encouraging them. A few gripes I've got:

- Ghost arks are hilariously expensive
- Praetorians & Lychguard about 10 pts overcosted
- Lack of access to Phaeron ability
- Inability to take more than 10 Immortals in a unit, and without a ghost ark
- C'tan powers cost too much
- Underwhelming special characters
- Annihilation Barges should be more than one per FOC
- No FOC manipulation means less themed lists

Some things I like:

- Wraiths are good, as are scarabs
- Cheaper monoliths
- WBB in every phase of the game, that means four rolls each game turn
-
   
Made in gb
Numberless Necron Warrior





So I heard you like Scarabs.

   
Made in us
Irked Necron Immortal





NoVa

Ravendove wrote:So I heard you like Scarabs.


you got about 2-3 squads there, I'd suggest using at most 2 squads as they are going to eat your points and FA slots up fast.
   
Made in us
Freaky Flayed One




Well, Praetorians are fearless, so, any phase they survive will net RP rolls.

The Initiative sucks, but it's this army's thing, I guess.

What it really comes down to as I'm running numbers here, is the A1. At least against the same points worth of non-elite jump infantry (Marine Assault Squads is what I've been basing numbers on)

That's really what keeps it from being competitive on a point for point basis.

If they could get 2 str 5 power weapon attacks any given phase, that'd be 2/3 of a dead marine per model swinging.

If they get to shoot their assault weapon and then assault, basically 1 dead marine per 2 models while shooting, then, 1 dead marine per praetorian that survives long enough to swing.

As it stands, though, if they end up in combat with a hidden fist, they just can't put damage into the crowd fast enough to keep up with the fist.

Also, weird factoid: 2 rending str 5 attacks are exactly as effective as 1 str 5 power weapon attack at killing MEQ's. However, it makes the +1A assault bonus worth less, so, the rod still wins out vs MEQ's.
VS something with less than MEQ armor or toughness, the voidblade/pistol combo is a pretty clear winner. In case anyone was curious.

edit: Grammar

This message was edited 1 time. Last update was at 2011/11/05 15:11:18


1000
2500ish 
   
Made in us
Irked Necron Immortal





NoVa

GiantSlingshot wrote:Well, Praetorians are fearless, so, any phase they survive will net RP rolls.

The Initiative sucks, but it's this army's thing, I guess.

What it really comes down to as I'm running numbers here, is the A1. At least against the same points worth of non-elite jump infantry (Marine Assault Squads is what I've been basing numbers on)

That's really what keeps it from being competitive on a point for point basis.

If they could get 2 str 5 power weapon attacks any given phase, that'd be 2/3 of a dead marine per model swinging.

If they get to shoot their assault weapon and then assault, basically 1 dead marine per 2 models while shooting, then, 1 dead marine per praetorian that survives long enough to swing.

As it stands, though, if they end up in combat with a hidden fist, they just can't put damage into the crowd fast enough to keep up with the fist.

Also, weird factoid: 2 rending str 5 attacks is exactly as effective as 1 str 5 power weapon attack at killing MEQ's. However, it makes the +1A assault bonus worth less, so, the rod still wins out vs MEQ's.
VS something with less than MEQ armor or toughness, the voidblade/pistol combo is a pretty clear winner. In case anyone was curious.

If you give them their upgrade they'll gain +1 attack for having a pistol and a power weapon ( that also has entropic strike).
   
Made in gb
Preacher of the Emperor





Griever wrote:Ghost arks are hilariously expensive... Inability to take more than 10 Immortals in a unit, and without a ghost ark


What kind of points are we looking at for Ghost Arks, do they have any upgrades, and why can Immortals not take them? No option?

This message was edited 1 time. Last update was at 2011/11/05 15:11:36


Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in us
Devestating Grey Knight Dreadknight






So, now that the codex is out, will this massively bloated thread finally be put to rest? It certainly can't be considered News and Rumors any longer.

DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in us
Freaky Flayed One




Sunoccard wrote:
If you give them their upgrade they'll gain +1 attack for having a pistol and a power weapon ( that also has entropic strike).


Sadly, not a power weapon, just rending.

1000
2500ish 
   
 
Forum Index » News & Rumors
Go to: