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Made in ru
Drop Trooper with Demo Charge






Quite unexpectedly, today we won’t talk about the Tau codex. Today we’ll talk about Necrons. Why? The things that have been already revealed about Tau already caused arguments among players. At the same time Necrons’ codex has completely unexpectedly merged into the web, and everything there is much straighter. Please note that this is not the final version of the codex, and the details may change after the release. Therefore, this is not a review.
Codices for the Imperium and Chaos have almost come to an end - therefore here, in the xenos codices we should expect something completely unusual. In general, it is. Mainly, because many special rules which now are usually used as stratagems, have been left to the Neсron units. The legacy of the brilliant codex of the 5th edition works fine so far. Stratagems in this codex are mostly focused on strengthening specific aspects of specific units – reroll of reanimation protocols, shooting/charging after advancing, shooting rerolls, giving reanimation protocols to Canopteks, strengthening lichgards shields (with the chance to throw the attack back), combining firing with three Doom scythes, additional K’Tan powers, and so on.
The stratagems are quite uninventive and simple, but all useful - if you use one or another unit, you definitely will not refuse to strengthen it at the right time. However, there are some special, interesting ones. Detonate the base of scarabs to deal D3 mortal wounds, drop two units at once from scythe or monolith; resurrect a dead character; return a damaged vehicle to the full profile for one turn, or teleport the unit closer to the monolith.
In general, the codex has a lot of opportunities to move units closer to the enemy. Artifact mantle, Obiron, one of the K'Tans, a monolith, along with stratagems, scythes – Necrons’ low mobility and range of fire of is practically not a problem. Of course, this all requires certain conditions when making a roster, but the opportunity to deliver a lot of angry shooting right in front of the enemy at the first turn is worth it. By the way, there is more anti-tank shooting. It has always been a problem for Necrons, but now there are much more options. It’s not the matter of a new codex – mostly this is due to the new edition realities, but still makes Necrons better.
Of course, like with all other codices, here we have a division into subfactions - in this case - dynasties. Like with strategems, it is difficult to choose the most useful one. Nephrekh always run for 6 inches (perhaps the only controversial option), Novokh rerolls to hit after the charge, Nihilakh reroll 1-s in the shooting, it remained stationary, Mephrit - increase the AP at the half-distance. Sautekh consider all weapons as assault if they ran, and do not receive penalty for moving and firing heavy weapons. It looks worse than the others, considering that you do not really need to run. But at the same time, most of the named characters belong to this dynasty, and their warlord trait allows you to return command points on 5+ after spending them. Given the number of useful stratagems, you will certainly need them. Therefore, most likely, you are likely to take Sautekh, even though all other options are really good.
Artifacts are not as interesting as everything else. You will almost certainly take the Veil to teleport closer to the enemy. Everything else is optional, and you may not want to spend command points on it. A huge arsenal of attacking artifacts is traditionally uninteresting. Only an improved Resurrection Orb, and armor can make sense.
Almost all units have become much cheaper. Only the Wraiths went up, but they were given AP -2 and Dmg2, so they are still relevant. Lords now alloy the units reroll to wound rolls - now there is a reason to take them in addition to the Overlords. The latter, by the way, received an honest 4 ++ and the opportunity to take a new, strengthened scythe, similar a Space Marines hammer.
We would also like to mention K'Tan’s. Perhaps, this is their best incarnation. For their 220 (average) points, they are very fast, dangerous, and also strike the enemy with the Powers of K’Tan. The powers, however, are an example game design impotence. All six are almost the same: "roll D6 to inflict D3 / D6 mortal wounds." The eighth edition in its worst manifestation. At the same time, it’s definitely effective and makes K’Tans more useful. Of all three, perhaps, the Deceiver stands out - for the ability to teleport units as close to the enemy as possible. Although it makes sense to try the rest.
So, what do we have in total? The codex is really good. It's amazing, but now the Necron army is more interesting than in used to be in the 7th edition. It's still the same slow and tenacious army, based on mass shooting, nonetheless it has some effective tools for close combat. But now you have tactical opportunities to be mobile, durable, and strengthen the attack where it is most needed. In addition - the units are improved, and now you can actually play almost everyone, and give an adequate response to any threats. Hopefully, the upcoming xenos codices will continue this trend.

Find more in our blog:https://warzone40k.com/necron-codex-8ed


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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Of course, like with all other codices, here we have a division into subfactions - in this case - dynasties. Like with strategems, it is difficult to choose the most useful one. Nephrekh always run for 6 inches (perhaps the only controversial option), Novokh rerolls to hit after the charge, Nihilakh reroll 1-s in the shooting, it remained stationary, Mephrit - increase the AP at the half-distance. Sautekh consider all weapons as assault if they ran, and do not receive penalty for moving and firing heavy weapons. It looks worse than the others, considering that you do not really need to run. But at the same time, most of the named characters belong to this dynasty, and their warlord trait allows you to return command points on 5+ after spending them. Given the number of useful stratagems, you will certainly need them. Therefore, most likely, you are likely to take Sautekh, even though all other options are really good.

Well, I think that the dynasties which improve shooting or increase mobility in some way will be superior to the other ones.
After all, a successful army requires decent shooting and mobility.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Weren't the leaks obsolete? I'm pretty sure they were from a beta version released in October.
Apparently there's already some differences in the Forgebane box.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

 CthuluIsSpy wrote:
Weren't the leaks obsolete? I'm pretty sure they were from a beta version released in October.
Apparently there's already some differences in the Forgebane box.



That's what I was told too
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I understand that Wraiths' Claws are only damage 1 in Forgebane.

No idea what their point cost is.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 vipoid wrote:
I understand that Wraiths' Claws are only damage 1 in Forgebane.

No idea what their point cost is.

Index and Forgebane: 38, new codex: 55 (+17).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 wuestenfux wrote:
 vipoid wrote:
I understand that Wraiths' Claws are only damage 1 in Forgebane.

No idea what their point cost is.

Index and Forgebane: 38, new codex: 55 (+17).


Are you sure they're 55pts in the new codex?

I know they were 55pts in the beta, but I thought Forgebane was more recent (and so would presumably include cost changes since the beta)?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut




I've noticed some of the leak stuff is contradictory and coming from multiple sources. I'm not sure if anyone's mentioned lychguard and deathmarks being listed as troops on the point sheets yet had leaked datasheets that list them as elites. Or maybe those datasheets are from the index and someone included them just because they felt like it.

Also, 85-120 for a msu of troops is fairly expensive. I think I'll second the idea you'll need sautekh just for the CP, as you'll be hard pressed to get much out of the formations without losing out on non troop slots.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 vipoid wrote:
 wuestenfux wrote:
 vipoid wrote:
I understand that Wraiths' Claws are only damage 1 in Forgebane.

No idea what their point cost is.

Index and Forgebane: 38, new codex: 55 (+17).


Are you sure they're 55pts in the new codex?

I know they were 55pts in the beta, but I thought Forgebane was more recent (and so would presumably include cost changes since the beta)?


38p in Index and Forgebane
55 in the leaked beta Codex

their claws are
-1AP 1D in the Index
-2 Ap 1D in forgebane
-2 Ap 2D in the leaked betacodex

So... who knows how will they end in the actual Codex? I prefer the Forgebane version. 38ppm with -2 AP 1D.

This message was edited 1 time. Last update was at 2018/03/17 18:39:29


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in gb
Battlefortress Driver with Krusha Wheel






this could be the first hint at how GW actually play tests stuff! Although I think the leak was damaging the trust Gw has with the community, I will say that this is going to give us the best insight into how GW does rule writing in 8th edition.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 vipoid wrote:
 wuestenfux wrote:
 vipoid wrote:
I understand that Wraiths' Claws are only damage 1 in Forgebane.

No idea what their point cost is.

Index and Forgebane: 38, new codex: 55 (+17).


Are you sure they're 55pts in the new codex?

I know they were 55pts in the beta, but I thought Forgebane was more recent (and so would presumably include cost changes since the beta)?

In the beta version, they also got retreat and shoot/charge.
Together with D2 this adds to 55 pts.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Insect-Infested Nurgle Chaos Lord






Ah, a bot posting about robots. How absurd...


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
 
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