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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Aldaris wrote:
 CthuluIsSpy wrote:

You know wraiths have 3+ invuls, right? They no longer have phase shifters, and get their own special rule.


Sure, I know. But if they're taken as part of their formation they can get RP from a spyder, or did I remember that wrong? Thought I read that yesterday.

And that would mean they'd get a 4up RP roll AFTER they fail a 3++ save. Making them ridiculously durable.


Ah ok. It's just that you typed 4++, which is normally short hand for 3+ invulnerable.
Yeah, Wraiths are super tough now. Makes sense I guess; they are meant to be mining drones.

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 de
Crafty Clanrat



Germany

Hah, I already ninja edited to make you look crazy.

   
Made in gb
Longtime Dakkanaut




changemod wrote:
Hmm... Are their any non-Skyfire ground gun emplacements with AP 2 or 3? You could use that to get ignores cover from a firing Tomb Blade.

Oh, and an Icarus Lascanon against Flying Tyrants.


Checked. Only the Aquilla Strongpoint has one worth mentioning, and we aren't guard.
   
Made in gb
Deranged Necron Destroyer




vipoid wrote:
 King Pariah wrote:
Oh wait, Vargard Obyron and Trazyn are crap and Anrakyr is situational.


If anyone thinks of a good use for Trazyn, please let me know.

Eternal warrior is nice, S7 power maul with a S4 attack if it slays a character in a challenge isn't awful. I note sadly that as he needs to return as a character, that rule is substantially worse (can only return as overlords, lords and crypteks). Meh. He was never amazing, now he's just worse is all. Shame really as I love the model. Usable at least.

 Sigvatr wrote:
 Anpu-adom wrote:


Who knew that Necrons would go from a shooty based army to one that has so much assault potential?


Certainly noone who picked up Necrons years ago before they got "cool". The new Codex:Necron is about as Necron as Sarah Palin is an accurate representation of the US.


Uh, well that's false. Wraithwing has been a thing literally since Wraiths got rules. Pariahs were awesome too, they were just hard to fit in without the Necron rule. Warscythes are also very iconic, as is the Destroyer lord being mostly assault. Scarabs have been about assaulting vehicles since their second rendition in white dwarf. You absolutely cannot tell me that the C'tan weren't made for combat either. Tomb Spyders were absolutelly not meant to sit around firing their crumby gun either. Heck, I even used flayed ones back in the day because terrifying visage was awesome. Maybe not everyone used assault, but I doubt assault will be the mainstay now - you'll just have the option to add it.



This edition of Codex: Necrons has nothing to do with Necrons. A strong focus on Assault? WBB fully removed? Necrons suddenly posing like Space Marines / regular humans as if they'd care? Those stupid jetbikes? If this wasn't called Codex: Necrons, it could be any random, generic codex. You could easily and 1:1 apply most if not all those rules to regular Space Marines. There is nothing iconic about the codex. As usual, I point you at the 3rd codex, the pinnacle of codex writing. It had a nigh-perfect connection between fluff and rules. Phase Out, for example, was a terrible rule power-wise that drastically lowered Necron effectiveness. On the other hand, it fit perfectly to their fluff. Just one of many examples.

It's a soulless piece of overpriced paper. More power to the powergamers.


Is this a joke post? WBB removed? Hello, it's back to almost always working and being a 4+ in the new detachment. I cannot believe you are this mad that you no longer push models onto their side only to pick them all up about a minute later. Come on, it's still an army wide save no other army gets.
Necrons not having personality? In the 3rd WD where they were revealed, it said most were personality husks but some had character traits. They've never been empty husks, they're just much less mysterious now. Not to mention the whole Pariah gene. Jetbikes? You're seriously going to complain about jetbikes in one of the few armies which has almost always had jetbikes? Or is it because they no longer sit on a lounger, preferring to stick a ball in their eyes instead?
Easily apply these rules to space marines? Oh yeah, remember all those space marines with FNP which resists instant death army wide? Or the bolters which glance land raiders? Or swarms which eat everything? Yeah, those space marines. Along with the space marine jetbikes and the space marine AV13 rhinos. Again, what a silly statement. There's a ton iconic to this codex. The 3e codex fluff was a mess. The way Necrons were described was awesome - they totally captured a mysterious, implacable terror. The way they fit into the fluff, aka "the C'tan did everything, Necrons did everything, everything is Necrons"? Yeah, no, that was awful.

Phase out didn't even really fit the Necron fluff then either. This was an army which would never give up - except they would randomly teleport out and lose the battle even if they were winning. It was a poor balancing attempt which was designed to gimp an army designed to be too powerful and was about as fluffy as a heavy destroyer throwing a disco.


Alcibiades wrote:Am I right in thinking that the Trans-D Beamer is better than the Particle Caster on the Wraiths in every single way other than being Heavy?


Yes, which is why it costs the most. 10 points for a gun which you can rarely fire and which is only S4 is a bit of a gamble.


ShadarLogoth wrote:Just read the Eternity Gate rules. If you select a unit in reserves for it, you get that unit automatically now. I'm pretty sure you could only select units that rolled successfully to arrive previously. So, that's a nice little buff, there.

Always been like that.
   
Made in us
Longtime Dakkanaut




 CthuluIsSpy wrote:
ShadarLogoth wrote:
Just read the Eternity Gate rules. If you select a unit in reserves for it, you get that unit automatically now. I'm pretty sure you could only select units that rolled successfully to arrive previously. So, that's a nice little buff, there.


Heh, kind of like the old monolith. Does it work on every unit, or just warriors?


"Infantry or Jump Infantry", so not everything, but quite a bit.
   
Made in de
Decrepit Dakkanaut





Aldaris wrote:

Congrats, I genuinely applaud that you guys found a consensus that works, and that you're happy with. Far too many people just bitch and don't try to rectify the problems they have with the game.

So why come in here and be salty then?


As far as I can see, this isn't a 100% "HOORAY NEW STUFF!" thread.

   
Made in us
Haemonculi Flesh Apprentice






 adamsouza wrote:
 Red Corsair wrote:
 adamsouza wrote:
 Red Corsair wrote:

I can't fathom how GW thought with a 17 ppm immortal, that 18ppm tomb blades who carry a tl version of the same weapon T5 and a jetbike was reasonable


Immortals can be transported, Tomb Blades can not
Immortals can be repaired, with the right detachment, Tomb Blades can not
Immortals can be joined by Crypteks, Tomb Blades can not
Most impotantly, Bikes cost about twice as much in real money, and didn't sell as well

Are you seriously trying to argue that a tomb blade is reasonably cost?


I take it that your desire to vent overcame your ability to percieve humor/irony/sarcasm


No I saw that, and wasn't really impressed since it's a crappy joke people make every release. You also made several other none sarcastic remarks which were what I was addressing.

   
Made in at
Numberless Necron Warrior




Bremen

ShadarLogoth wrote:
 CthuluIsSpy wrote:
ShadarLogoth wrote:
Just read the Eternity Gate rules. If you select a unit in reserves for it, you get that unit automatically now. I'm pretty sure you could only select units that rolled successfully to arrive previously. So, that's a nice little buff, there.


Heh, kind of like the old monolith. Does it work on every unit, or just warriors?


"Infantry or Jump Infantry", so not everything, but quite a bit.


Ahh **** does this incapacitate jet pack infantry?

9,500pts 
   
Made in de
Regular Dakkanaut




I really consider getting some preatorians to run then judicator battailon, the new formation bonus just seems soooo awesome. I wonder however how you would play them.
Get the stalker to the adavancing infantry blobs for bs5 warriors/immortals, or keep him save in the backfield and just use his unlimited range formation ability?

How to best use the Praetorians, try to get to cc asap or use them as as close ap2 shooting support...

hmm so many options really looking forward to the book!
   
Made in us
Loyal Necron Lychguard




stormcraft wrote:
I really consider getting some preatorians to run then judicator battailon, the new formation bonus just seems soooo awesome. I wonder however how you would play them.
Get the stalker to the adavancing infantry blobs for bs5 warriors/immortals, or keep him save in the backfield and just use his unlimited range formation ability?

How to best use the Praetorians, try to get to cc asap or use them as as close ap2 shooting support...

hmm so many options really looking forward to the book!


That's what I like about Praetorians. There's a lot of flexibility, they can be mobile AP2 shooters (10 of them can seriously threaten any non-MC target) or charge in and do good damage in assault. Wraiths do it as well.

Actually, an army focusing on Praetorians, Wraiths, and Heavy Destroyers is a highly mobile army with lots of AP2 shooting, some of which has ID, and the FA options of which are extremely good in Assault. Could be a scary list for lots of things.
   
Made in de
Masculine Male Wych






So, just to get it right... Wraith have their old basic 3 attacks with S6 rending, can get I5 are T5 with a3++ and 2W, move 12" ignoring difficult terain and cost 5 points less than a TH/SS Termie? I found them with T4 and 35 Points to be to good for their costs... now they are nearly broken. How should I beat a 3x6 Wraith (720 points) + Support (1130 points) Necron army with a nearly reasonable TAC list? It needs 27 bolter shots to kill 1 Wraith!!! And with 12"movement there is no chance to escape them. Even IK doesnt work anymore, cause of T8...

I really thought GW is on the right course with the last dexes but this is Eldar 2.0... maybe worse...
   
Made in gb
Regular Dakkanaut




Imperial Knights hit with S10 don't they? So insta gib.
   
Made in at
Numberless Necron Warrior




Bremen

Okay, I am just a little panicking right now: the monolith doesn't allow jet pack infantry to teleport?

9,500pts 
   
Made in us
Loyal Necron Lychguard




 MasterOfGaunts wrote:
So, just to get it right... Wraith have their old basic 3 attacks with S6 rending, can get I5 are T5 with a3++ and 2W, move 12" ignoring difficult terain and cost 5 points less than a TH/SS Termie? I found them with T4 and 35 Points to be to good for their costs... now they are nearly broken. How should I beat a 3x6 Wraith (720 points) + Support (1130 points) Necron army with a nearly reasonable TAC list? It needs 27 bolter shots to kill 1 Wraith!!! And with 12"movement there is no chance to escape them. Even IK doesnt work anymore, cause of T8...

I really thought GW is on the right course with the last dexes but this is Eldar 2.0... maybe worse...


Tarpit them up with a cheap unit, or get inside buildings/vehicles. Even if they wreck the thing (I don't think they can explode non-open-top), then that's an extra turn where they can't assault you.

But yeah, Wraiths man. Pretty good unit.
   
Made in gb
Longtime Dakkanaut




Jaq Draco lives wrote:
Imperial Knights hit with S10 don't they? So insta gib.


And when I rolled a test combat against them earlier, the Wraiths won whilst only losing half their numbers.

That's not a mathhammered average mind, just one combat I sat and rolled out with a dice cube.
   
Made in de
Crafty Clanrat



Germany

Sternguard should do pretty well against them, as well as splinter weaponry. Stuff like Wyverns should have potential as well. Basically, anything that's able to just push out raw numbers of wounds. Big hitters with few attacks won't do much, unless they're S10/ID.

This message was edited 1 time. Last update was at 2015/01/28 19:48:48


 
   
Made in us
Waaagh! Warbiker





Maryland, US

Is it me or someone mentioned an upcoming Necron model: the Sarah Palin Overlord??

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

Da Fast and Da Furious! about 5000pts (25% painted)
2000pts (50% painted) 
   
Made in us
Loyal Necron Lychguard




So... A Decurion detachment squad with an attached Cryptek passes Reanimation for Instant Death on 4s.

Reanimation is passed on a 5+
Roll a 4.
4 + 1 (For Decurion detachment) + 1 (for Cryptek) - 1 (for Instant Death) = 5


Necrons might just be the most durable army in the entire game.
   
Made in us
Fixture of Dakka



Chicago, Illinois

The Decurion Formation adding +1 to RP for the whole detachment is pretty insane. Pretty much everything in the army has a 4++ FNP, and a 5++ against instant death. That's incredible. Your barge lords are even more durable now.

Can someone do the math on that?

A Bargelord from the Decurion Detachment, with the 4+ Invulnerable, 4+ RP, and It Will not die , give it Solar Thermasite and nightmare shroud.

2+, Reroll 1s, 4++ reroll 1s, 4++ RP reroll 1s, It Will not die 5+


I think he's pretty much indestructible. I mean I guess you can hit the Barge, that's it.

This message was edited 3 times. Last update was at 2015/01/28 20:08:16


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in gb
Longtime Dakkanaut




You know I'm honestly a little scared Necrons are too overpowered now and it'll put off potential opponents.


"Yeah, so these Wraiths have all the stuff that made them great before, only they now have Toughness and Initiative 5 and are in a formation that gives them a 4+ reanimation check."

"…Seriously?"

"All in the book man."

"Okay… Well anyway I deep strike my drop pod Melta unit and-"

"My Deathmarks counter deep strike and get to shoot first."

"What."

"Oh and my entire army gets Relentless, Move Through Cover and 4+ reanimation with some of them rerolling ones."

"Anything else?"

"Flayed Ones are statistically likely to kill a Bloodthirster if it charges them now."
   
Made in us
Fixture of Dakka



Chicago, Illinois

Bargelords looking at the math are cheaper and more resilient if you take them with the Decurion formation.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Freaky Flayed One




I thought that the Decurion only gave the ability to reroll 1's within 12" of the Overlord? Or is that for the Reclamation Legion? I'm lost and confused.
   
Made in us
Quick-fingered Warlord Moderatus





Jaq Draco lives wrote:
Imperial Knights hit with S10 don't they? So insta gib.


STR D with Instant Death

So reanimation protocols wouldnt work against it, just their 3++ unless the Knight rolls a 6 on the D

3000
4000 
   
Made in us
Fixture of Dakka



Chicago, Illinois

That's not like ever changed however a barge lord now will because of the increase in WS hit the Knight more.

This message was edited 1 time. Last update was at 2015/01/28 20:11:14


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Loyal Necron Lychguard




Hollismason wrote:The Decurion Formation adding +1 to RP for the whole detachment is pretty insane. Pretty much everything in the army has a 4++ FNP, and a 5++ against instant death. That's incredible. Your barge lords are even more durable now.

Can someone do the math on that?

A Bargelord from the Decurion Detachment, with the 4+ Invulnerable, 4+ RP, and It Will not die , give it Solar Thermasite and nightmare shroud.

2+, Reroll 1s, 4++ reroll 1s, 4++ RP reroll 1s, It Will not die 5+


I think he's pretty much indestructible. I mean I guess you can hit the Barge, that's it.


You can't take Solar Thermasite in the Decurion, that's only for the Mephrit Dynasty detachment (and Formations).

WrentheFaceless wrote:
Jaq Draco lives wrote:
Imperial Knights hit with S10 don't they? So insta gib.


STR D with Instant Death

So reanimation protocols wouldnt work against it, just their 3++ unless the Knight rolls a 6 on the D

Sure they do. Reanimation Protocols work against anything except "Removed From Play". We get -1 against Isntant Death, but we still make the roll against Strength D weapons.
   
Made in gb
Longtime Dakkanaut




Drakmord wrote:
I thought that the Decurion only gave the ability to reroll 1's within 12" of the Overlord? Or is that for the Reclamation Legion? I'm lost and confused.


Reclamation Legion is the Decurion's core formation.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

The formations get heavily limited by points limits and in the Decurion, the mandatory models needed first.
   
Made in us
Mutilatin' Mad Dok






Requizen wrote:
Hollismason wrote:The Decurion Formation adding +1 to RP for the whole detachment is pretty insane. Pretty much everything in the army has a 4++ FNP, and a 5++ against instant death. That's incredible. Your barge lords are even more durable now.

Can someone do the math on that?

A Bargelord from the Decurion Detachment, with the 4+ Invulnerable, 4+ RP, and It Will not die , give it Solar Thermasite and nightmare shroud.

2+, Reroll 1s, 4++ reroll 1s, 4++ RP reroll 1s, It Will not die 5+


I think he's pretty much indestructible. I mean I guess you can hit the Barge, that's it.


You can't take Solar Thermasite in the Decurion, that's only for the Mephrit Dynasty detachment (and Formations).

WrentheFaceless wrote:
Jaq Draco lives wrote:
Imperial Knights hit with S10 don't they? So insta gib.


STR D with Instant Death

So reanimation protocols wouldnt work against it, just their 3++ unless the Knight rolls a 6 on the D

Sure they do. Reanimation Protocols work against anything except "Removed From Play". We get -1 against Isntant Death, but we still make the roll against Strength D weapons.


Are you sure about that? I'm pretty sure it read: -1 from instant death, no RP against D weapons and emoved from play.

   
Made in us
Loyal Necron Lychguard




 ClockworkZion wrote:
The formations get heavily limited by points limits and in the Decurion, the mandatory models needed first.


You can still take the Formations by themselves. They won't get the Reroll around the Overlord nor the +1RP or improved Living Metal, but you can take the Relentless Canoptek formation with RP by itself alongside a regular Necron CAD.


Automatically Appended Next Post:
 docdoom77 wrote:
Requizen wrote:
Hollismason wrote:The Decurion Formation adding +1 to RP for the whole detachment is pretty insane. Pretty much everything in the army has a 4++ FNP, and a 5++ against instant death. That's incredible. Your barge lords are even more durable now.

Can someone do the math on that?

A Bargelord from the Decurion Detachment, with the 4+ Invulnerable, 4+ RP, and It Will not die , give it Solar Thermasite and nightmare shroud.

2+, Reroll 1s, 4++ reroll 1s, 4++ RP reroll 1s, It Will not die 5+


I think he's pretty much indestructible. I mean I guess you can hit the Barge, that's it.


You can't take Solar Thermasite in the Decurion, that's only for the Mephrit Dynasty detachment (and Formations).

WrentheFaceless wrote:
Jaq Draco lives wrote:
Imperial Knights hit with S10 don't they? So insta gib.


STR D with Instant Death

So reanimation protocols wouldnt work against it, just their 3++ unless the Knight rolls a 6 on the D

Sure they do. Reanimation Protocols work against anything except "Removed From Play". We get -1 against Isntant Death, but we still make the roll against Strength D weapons.


Are you sure about that? I'm pretty sure it read: -1 from instant death, no RP against D weapons and emoved from play.

Ah, you are correct, I only read the second paragraph, missed the Destroyer Weapon stipulation. So yeah, Knights. We gotta figure out something about them.

This message was edited 1 time. Last update was at 2015/01/28 20:16:33


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

What are people's thoughts on the Stormlord?

He seemed good when I first looked at him. But, as I look again, I'm not so sure. His Lord of the Storm is now only once per game, doesn't affect the whole table and only does S6 hits (which are markedly less useful). And, other than that, he doesn't really do anything beyond having a decent shooting attack.

Am I missing something?

 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.
 
   
 
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