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Made in us
Archmagos Veneratus Extremis




On the Internet

 Henker-Kind wrote:
Requizen wrote:
thephaeron wrote:
Anyone know if you can take a CAD and then take a few of the small formations (e.g. destroyers) and still get the benefits for them?


Of course, that's how Formations work.


Now that seems stupid: here it ays: may take a chronometron + it says can take items from the technoarcana - isn't the chronometron within the technoarcana??

Technoarcana is just what they call their wargear section. The list that says who can buy what from the technoarcana is what matters, and it doesn't list the Chronometron or the Dispersion Shield.

The Chronometron is part of the Cryptek's options specifically instead: http://2.bp.blogspot.com/-8gPDlWjka1g/VMey5_gsJFI/AAAAAAAAC8A/BVZWsXpc3gw/s1600/IMG_20150127_120652.jpg
   
Made in us
Alluring Mounted Daemonette






 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative
   
Made in de
Crafty Clanrat



Germany

Hollismason wrote:
Tomb Blades are so insanely good.


Indeed. Shield Vanes, Nebuloscopes for ignores cover and a particle beamer doesn't even cost you a power fist.

Hollismason wrote:

Their carrying sniper rifles that wound on a 2+, they are still sniper rifles, pretty sure they get the precision shots and the AP2 bonus. Who says you'd put shots on the Centurions? The nasty part is the Psyker not the Centurions.


Point that. Still leaves someone like Draigo and the Centurions though, that's very scary even without the Psykers. It's just not completely ridiculous anymore.
   
Made in us
Mutilatin' Mad Dok






 Slayer le boucher wrote:
 ImAGeek wrote:


Cmon, it's GW. They're hardly consistent with their rules. It could be as you say, or they could have just missed it from the wraiths. Needs an FAQ (already...)


LIke usually i would say.

Maybe in 5 months?


Now HERE'S something we can all agree on!

   
Made in us
Haemonculi Flesh Apprentice






Hollismason wrote:
 ClockworkZion wrote:
Regarding Exterminatus Relics, I've looked a couple times and there is nothing stating that they replace the normal relic selection like most supplements do.


This is correct, it's just 3 extra items. 3 Really decent items.


It's another way to cheat in another broken 2+ rerollable save actually. I really hope it is like everyone else and either/or.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative

I think the point is GW is pretty specific about their wording on how you get around the initiative penalty. Regardless I'd play with them being slowed and only change my tune on that if GW said they weren't.
   
Made in us
Longtime Dakkanaut




 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative



The issue is resolved RAW as Codex trumps BRB.
   
Made in us
Fixture of Dakka



Chicago, Illinois

I don't see why that would not work.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Lieutenant General





Florence, KY

 Slayer le boucher wrote:
No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.

It does not say that they treat the terrain as open ground as the 'Wraithflight' rule does. If you want to continue this discussion in YMDC, there's more than enough information available to start a thread there.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Longtime Dakkanaut




 ClockworkZion wrote:
 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative

I think the point is GW is pretty specific about their wording on how you get around the initiative penalty. Regardless I'd play with them being slowed and only change my tune on that if GW said they weren't.


You are relying on guessing intent.

RAW we have a clear way forward and that is Codex > BRB in cases of contradiction.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Red Corsair wrote:
Hollismason wrote:
 ClockworkZion wrote:
Regarding Exterminatus Relics, I've looked a couple times and there is nothing stating that they replace the normal relic selection like most supplements do.


This is correct, it's just 3 extra items. 3 Really decent items.


It's another way to cheat in another broken 2+ rerollable save actually. I really hope it is like everyone else and either/or.

You can't take them on the named characters (some of which have a 2+), nor can you give any of the generic HQs a 2+. So no, it's not the same thing.

Also as long as it isn't a re-rollable 2++ it's not that big of a deal.


Automatically Appended Next Post:
col_impact wrote:
 ClockworkZion wrote:
 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative

I think the point is GW is pretty specific about their wording on how you get around the initiative penalty. Regardless I'd play with them being slowed and only change my tune on that if GW said they weren't.


You are relying on guessing intent.

RAW we have a clear way forward and that is Codex > BRB in cases of contradiction.

I'm not guessing anything about their intent. I said what I thought the other person's point was and then said how I will play it until I see a FAQ that says otherwise.

This message was edited 1 time. Last update was at 2015/01/27 22:19:26


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

 Slayer le boucher wrote:

No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.
[img]http://2.bp.blogspot.com/-G7FUn8mvrcA/VMfe9l74ZqI/AAAAAAABXlA/0VjOTZqJqSg/s1600/380801802_20150127_183404_122_184lo.jpg[img]
So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...
Simple, because Wraiths can't do it.
Uhm.. what?
Flip Belts:
-Not slowed by DT.
-Not penalized in Initiative.

Wraiths:
-Treat DT as if it were open ground.

Can you spot the difference?
You are, again, acting as if "treat it as open ground" is the same as "not slowed" while in fact it means a lot more than that!

 ClockworkZion wrote:
I'm not guessing anything about their intent. I said what I thought the other person's point was and then said how I will play it until I see a FAQ that says otherwise.
That's fine!
But I don't want to see you complaining about their Whipcoils not working in terrain

This message was edited 1 time. Last update was at 2015/01/27 22:21:31


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Can you guys kindly take your rules argument somewhere else? This is a thread for news and rumors, not YMDC. Thank you.
   
Made in us
Haemonculi Flesh Apprentice






ClockworkZion wrote:
 Red Corsair wrote:
Hollismason wrote:
 ClockworkZion wrote:
Regarding Exterminatus Relics, I've looked a couple times and there is nothing stating that they replace the normal relic selection like most supplements do.


This is correct, it's just 3 extra items. 3 Really decent items.


It's another way to cheat in another broken 2+ rerollable save actually. I really hope it is like everyone else and either/or.

You can't take them on the named characters (some of which have a 2+), nor can you give any of the generic HQs a 2+. So no, it's not the same thing.

Also as long as it isn't a re-rollable 2++ it's not that big of a deal.



I'm speaking in regard to using both relic lists. If so you can use the 2+ relic armor with Thermasite and get a 2+ rerollable save. I don't think any 2+ rerollable type saves are acceptable.

col_impact wrote:
 ClockworkZion wrote:
 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative

I think the point is GW is pretty specific about their wording on how you get around the initiative penalty. Regardless I'd play with them being slowed and only change my tune on that if GW said they weren't.


You are relying on guessing intent.

RAW we have a clear way forward and that is Codex > BRB in cases of contradiction.


You REALLY should read this.

yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that! http://www.dakkadakka.com/dakkaforum/posts/list/30/520554.page#5505107

This message was edited 1 time. Last update was at 2015/01/27 22:24:31


   
Made in gb
Longtime Dakkanaut




Requizen wrote:
Aldaris wrote:
changemod wrote:
I wanna know the order of operations for Deathmarks. Shooting a Grav Star immediately is amazing. Shooting them after they get to shoot first is a distraction.


They will be able to shoot it immediately.

http://4.bp.blogspot.com/--rjyiLar7bA/VMfOQhElpzI/AAAAAAAADB4/gX_TAnAVmcw/s1600/IMG_20150127_120926.jpg

Don't know how effective it would be really, a full unit would put... what? About 2-3 unsaved wounds on them? That's certainly not bad, but not exactly a real solution.


Where's that picture from?

And it depends what deep struck in, I guess.


Second this question, Freak Factory doesn't have Deathmarks posted and that's where most of the screenshots have been so far.
   
Made in it
Dakka Veteran




Hollismason wrote:
Tomb Blades are so insanely good.


As for Deathmarks their carrying sniper rifles that wound on a 2+, they are still sniper rifles, pretty sure they get the precision shots and the AP2 bonus. Who says you'd put shots on the Centurions? The nasty part is the Psyker not the Centurions. This also slaughters Mawlocs and Demons, it's a insanely good ability.

I summon a unit of Daemons, My deathmarks immediately arrive and shoot them.

Tomb Blades carry Gauss guns that ignore cover and are twin linked. A unit of 10 is going to run you like 220 for the bells and whistles to have a unit put out 20 Twinlinked ST5 Cover Ignoring weapons that auto glance on a 6.

You don't think that'll kill a few Wave Serpents? Their Twin Linked as well, start shooting Fliers as well or anyone that relies on a cover save.


Mawlocs don't care since they would have aready done damage or missed the target...
   
Made in gb
Longtime Dakkanaut




KurtAngle2 wrote:
Hollismason wrote:
Tomb Blades are so insanely good.


As for Deathmarks their carrying sniper rifles that wound on a 2+, they are still sniper rifles, pretty sure they get the precision shots and the AP2 bonus. Who says you'd put shots on the Centurions? The nasty part is the Psyker not the Centurions. This also slaughters Mawlocs and Demons, it's a insanely good ability.

I summon a unit of Daemons, My deathmarks immediately arrive and shoot them.

Tomb Blades carry Gauss guns that ignore cover and are twin linked. A unit of 10 is going to run you like 220 for the bells and whistles to have a unit put out 20 Twinlinked ST5 Cover Ignoring weapons that auto glance on a 6.

You don't think that'll kill a few Wave Serpents? Their Twin Linked as well, start shooting Fliers as well or anyone that relies on a cover save.


Mawlocs don't care since they would have aready done damage or missed the target...



Well if they missed... Mawlocs can dig back into ongoing reserves and try again, yes?
   
Made in us
Longtime Dakkanaut




 Red Corsair wrote:
ClockworkZion wrote:
 Red Corsair wrote:
Hollismason wrote:
 ClockworkZion wrote:
Regarding Exterminatus Relics, I've looked a couple times and there is nothing stating that they replace the normal relic selection like most supplements do.


This is correct, it's just 3 extra items. 3 Really decent items.


It's another way to cheat in another broken 2+ rerollable save actually. I really hope it is like everyone else and either/or.

You can't take them on the named characters (some of which have a 2+), nor can you give any of the generic HQs a 2+. So no, it's not the same thing.

Also as long as it isn't a re-rollable 2++ it's not that big of a deal.



I'm speaking in regard to using both relic lists. If so you can use the 2+ relic armor with Thermasite and get a 2+ rerollable save. I don't think any 2+ rerollable type saves are acceptable.

col_impact wrote:
 ClockworkZion wrote:
 keltikhoa wrote:
 Slayer le boucher wrote:
Spoiler:
 Galorian wrote:
 Slayer le boucher wrote:
 docdoom77 wrote:

Riiiiiight. But that's not what it says. It doesn't say they aren't slowed. It doesn't say they are or aren't affected. It says "when moving treat as open ground." If I'm treating it as open ground and open ground does not reduce initiative, then my iniitiative is not lowered.

Compare that with the beasts rules (who most definitely are reduced to I1 if they charge through difficult). It says ignore movement penalties or some such. This is very different wording to anything in the past.


Different wording, same thing.

plus they still assault a unit that is IN the Terrain, and not a single thing changes that fact.

is like the fething Gravtard argument all over again...


It explicitly states to treat it as open ground, what more do you want??

Would you have liked it better if it read "remove all difficult terrain from the board whenever a Wraith squads moves and return it into place afterwards"?


No simply do it like Flip belts for Arlys, where it explicitly says they are not penalised by the terrain for their init, even though they also ignores/trait difficult terrain as open.


So tell me, why with the Arlys it is explicatly said like this, when for the Wraith it isn't?...

Simple, because Wraiths can't do it.


Yay you showed us yet another rule saying "Not slowed by"

Not slowed by does NOT equal treats as open terrain.

Open terrain does not reduce initiative

I think the point is GW is pretty specific about their wording on how you get around the initiative penalty. Regardless I'd play with them being slowed and only change my tune on that if GW said they weren't.


You are relying on guessing intent.

RAW we have a clear way forward and that is Codex > BRB in cases of contradiction.


You REALLY should read this.

yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that! http://www.dakkadakka.com/dakkaforum/posts/list/30/520554.page#5505107


First off Yakface rule #3 is not in the rulebook so it's merely a guide without any weight.

And, secondly, we have a case of genuine logical contradiction and we have a rule RAW to apply in these cases.

You can't parse the assault rule and come back with 'yes this unit is going through difficult terrain' without ignoring the codex rule to treat difficult terrain as open ground.

Thus we go to Codex>BRB.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Red Corsair wrote:
ClockworkZion wrote:
 Red Corsair wrote:
Hollismason wrote:
 ClockworkZion wrote:
Regarding Exterminatus Relics, I've looked a couple times and there is nothing stating that they replace the normal relic selection like most supplements do.


This is correct, it's just 3 extra items. 3 Really decent items.


It's another way to cheat in another broken 2+ rerollable save actually. I really hope it is like everyone else and either/or.

You can't take them on the named characters (some of which have a 2+), nor can you give any of the generic HQs a 2+. So no, it's not the same thing.

Also as long as it isn't a re-rollable 2++ it's not that big of a deal.



I'm speaking in regard to using both relic lists. If so you can use the 2+ relic armor with Thermasite and get a 2+ rerollable save. I don't think any 2+ rerollable type saves are acceptable.

I disagree. I mean, yeah, it can be a little strong, but with all the AP2/AP1 in the game (especially in challenges, which is where you'd want this guy) it's not going to help any. It really just makes him more resilient to basic weapon fire more than anything.
   
Made in us
Sister Oh-So Repentia





Philadelphia

Quick question. The Ghost Ark transport capacity is 10, and it specifically states that it can only carry warriors and necron characters with the infantry type. However since the min unit size for warriors is 10, there's no way to initially transport an attached character correct?

My 3D printing modular terrain thread
http://www.dakkadakka.com/dakkaforum/posts/list/493250.page 
   
Made in gb
Deranged Necron Destroyer




Oh for goodness sake, can we drop it? This is a rumours thread, not "debate how wraiths might work". That's a YMDC thread for another time. It's clogging up the useful information and questions.

 Voodoo_Chile wrote:
Hey so can anyone sanity check this to see if this might work?

Take a squad of Deathmarks and put them in Deepstrike reserve. Put a Destroyer Lord with them (As Jetpack infantry have Deepstrike).
Would the Destroyer Lord be able to arrive with them via Ethereal Intervention? I guess so since the rule only seems to refer to "...the Deathmark unit" and an IC becomes that unit for all intents and purposes.
If so take the Destroyer Lord with the Gauntlet of Conflagration (The S7 AP2 Template one use weapon) or just his Staff of Light and give your Deathmarks Preferred Enemy.
So you have your template (which wouldn't benefit from Hunters from Hyperspace due to the new wording) but also your Deathmarks hit on 3's rerolling 1's and they then wound on 2+ rerollable.


Honestly, I don't think ethereal intervention confers. Cool trick if it works.

That said, having dismissed them earlier, Crypteks may well be my HQ of choice. Consider that with 4+ RP and a 3+ save, you effectively give a unit a 2+. Now take the chronomatron for a 5++, which is effectively a 3++ VS S7 or less, and a 5++ reroll vs S8 up... Immortals would be as tough as terminators statistically. That's quite significant. I'm sure there are better uses too...
   
Made in us
Loyal Necron Lychguard




 Unix wrote:
Quick question. The Ghost Ark transport capacity is 10, and it specifically states that it can only carry warriors and necron characters with the infantry type. However since the min unit size for warriors is 10, there's no way to initially transport an attached character correct?


Take it as a Fast Attack option (or as a DT and don't put Warriors in it) and then load some Lords/Overlords/etc into it by themselves.

If you take the Royal Court Formation, you can get a good number of Lords/Crypteks and load them up. It's expensive, though.
   
Made in de
Decrepit Dakkanaut





 Unix wrote:
Quick question. The Ghost Ark transport capacity is 10, and it specifically states that it can only carry warriors and necron characters with the infantry type. However since the min unit size for warriors is 10, there's no way to initially transport an attached character correct?


As far as we can see, yes. It most likely is an oversight by someone who didn't understand why GA used to be able to house 12 models.

   
Made in us
Hacking Noctifer





behind you!

Hollismason wrote:
They're also beasts, it's not a issue. More people should be happier with the Deathmarks if that's their ability to fire on a unit that deep strikes in from reserve.


Note that has no effect on the Gating CentStar that someone mentioned earlier (unless its the first turn Deepstrike)

 
   
Made in us
Deranged Necron Destroyer





The Plantations

 Henker-Kind wrote:
 Galorian wrote:
Chronometron is a Cryptek upgrade option listed in their profile page.


They should really make a more boss like model giving how usefull they become - i cannot stand that ape like idiot egyption beard old and undetailed and unimpressive dull look (sry)


I used Puppetswar Droids as my Cryteks, and Krolmech's Technomancer Staves heads on the 2 handed Necron staffs. Much nicer than the Tomb King in space look.
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

I've been doing a little math (question: is the Rod of Covenant now Str User instead of Str +1?), and while Wraiths have been buffed, Praetorians and Flayed Ones have been buffed more, making them alternative rapid assault units (counting ability to Infilitrate as "rapid"). Praetorians do more damage than the others to "hard" targets (most MCs, heavy infantry), Flayed Ones destroy pretty much any light infantry they touch (outfighting Ork Boyz by a sizeable margin), and Wraiths are in the middle.
   
Made in gb
Longtime Dakkanaut




Eyjio wrote:
Oh for goodness sake, can we drop it? This is a rumours thread, not "debate how wraiths might work". That's a YMDC thread for another time. It's clogging up the useful information and questions.

 Voodoo_Chile wrote:
Hey so can anyone sanity check this to see if this might work?

Take a squad of Deathmarks and put them in Deepstrike reserve. Put a Destroyer Lord with them (As Jetpack infantry have Deepstrike).
Would the Destroyer Lord be able to arrive with them via Ethereal Intervention? I guess so since the rule only seems to refer to "...the Deathmark unit" and an IC becomes that unit for all intents and purposes.
If so take the Destroyer Lord with the Gauntlet of Conflagration (The S7 AP2 Template one use weapon) or just his Staff of Light and give your Deathmarks Preferred Enemy.
So you have your template (which wouldn't benefit from Hunters from Hyperspace due to the new wording) but also your Deathmarks hit on 3's rerolling 1's and they then wound on 2+ rerollable.


Honestly, I don't think ethereal intervention confers. Cool trick if it works.

That said, having dismissed them earlier, Crypteks may well be my HQ of choice. Consider that with 4+ RP and a 3+ save, you effectively give a unit a 2+. Now take the chronomatron for a 5++, which is effectively a 3++ VS S7 or less, and a 5++ reroll vs S8 up... Immortals would be as tough as terminators statistically. That's quite significant. I'm sure there are better uses too...


Yeah, I think this reanimate immediately for every individual wound thing looks well suited to making Immortals and elite units durable and letting Warriors be relatively disposable gunlines.


Automatically Appended Next Post:
Alcibiades wrote:
I've been doing a little math (question: is the Rod of Covenant now Str User instead of Str +1?), and while Wraiths have been buffed, Praetorians and Flayed Ones have been buffed more, making them alternative rapid assault units (counting ability to Infilitrate as "rapid"). Praetorians do more damage than the others to "hard" targets (most MCs, heavy infantry), Flayed Ones destroy pretty much any light infantry they touch (outfighting Ork Boyz by a sizeable margin), and Wraiths are in the middle.


And Scytheguard, whilst slower, hit most like a truck.

If you want to get them across the board, Night Scythe or once per game teleport item them, then fire off a Solar Pulse so they can avoid getting shot up on arrival to useful range.

This message was edited 1 time. Last update was at 2015/01/27 22:53:26


 
   
Made in gb
Deranged Necron Destroyer




Alcibiades wrote:
I've been doing a little math (question: is the Rod of Covenant now Str User instead of Str +1?), and while Wraiths have been buffed, Praetorians and Flayed Ones have been buffed more, making them alternative rapid assault units (counting ability to Infilitrate as "rapid"). Praetorians do more damage than the others to "hard" targets (most MCs, heavy infantry), Flayed Ones destroy pretty much any light infantry they touch (outfighting Ork Boyz by a sizeable margin), and Wraiths are in the middle.


Yes, but there's important things to consider too:
1) Flayed ones lack fearless, meaning whilst fun they are quite vulnerable to fleeing like cowards
2) Praetorians may hurt big things better, but they sure die a lot faster too. 2 wounds and 3++ really helps wraiths survive

I think they're worth trying, but Wraiths didn't get where they are because they do the most damage, they're awesome because they deal serious damage and are freaking insanely durable.
   
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On moon miranda.

 Sigvatr wrote:
 Unix wrote:
Quick question. The Ghost Ark transport capacity is 10, and it specifically states that it can only carry warriors and necron characters with the infantry type. However since the min unit size for warriors is 10, there's no way to initially transport an attached character correct?


As far as we can see, yes. It most likely is an oversight by someone who didn't understand why GA used to be able to house 12 models.
When could Ghost Arks carry 12 models?

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Germany

Yeah, Flayed ones don't have fearless - but 130 points for a 10 model infiltrating unit that dishes out 50 S4 shred attacks on the charge is still pretty good.

This message was edited 1 time. Last update was at 2015/01/27 23:15:23


 
   
 
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