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![[Post New]](/s/i/i.gif) 2017/05/30 19:53:01
Subject: Necron's Gauss and RP rules in 8th
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Auspicious Aspiring Champion of Chaos
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Cmdr_Sune wrote: Freddy Kruger wrote:I'm already planning a mass blob of 3 20 man squads of warriors backed up with a ghost ark each.
Expensive, but the sheer troll factor and disgusting luck will HORRIFY ANY OPPONENT. Imagine the face of an opponent who looks smug at taking out 12 warriors. And you bring back 10 of them the next turn.
Trolltastic. Just pure, undiluted trolling from the kings of dick moves themselves!
One problem, morale.
Leadership - dead warriors - 1D6 = more losses
10 - 12 - 1D6 = 3 to 8 more dead warriors
However we don't know if Necrons will have some way to mitigate morale, every other faction seems to have it.
Automatically Appended Next Post:
Grimgold wrote:
lol, fixed it thanks for catching that. As for Decurion, that relies on other units, and if we can have other units involved 8th ed overlord is immortal since he can just stay near a unit and pull casualties from the other side.
That's true. 7th and 8th are very different in respect of how characters are handled so it's difficult to make a comparison. But it's fun to speculate and try to strategize.
I think he meant 12 lost between the 3 units, not from one unit.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2017/05/30 19:59:37
Subject: Necron's Gauss and RP rules in 8th
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Stalwart Veteran Guard Sergeant
Wales
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Cmdr_Sune wrote:
One problem, morale.
Leadership - dead warriors - 1D6 = more losses
10 - 12 - 1D6 = 3 to 8 more dead warriors
However we don't know if Necrons will have some way to mitigate morale, every other faction seems to have it.
You have a very good point there, but I'm hoping the high morale of Necrons will help. Also, AFAIK ghost arks still allow repairing of Necrons, and with the new 'rolling reanimation until the unit is wiped out' I'm guessing opponents will either focus a squad until annihilation or throw some big scary CQB units to hold them up and kill them.
Until we get 100% info, all this is just wishful thinking. All I want is to just run a gakload of infantry for the lulz and hopefully this might be good in 8th...
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374th Mechanized 195pts |
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![[Post New]](/s/i/i.gif) 2017/05/30 20:01:49
Subject: Necron's Gauss and RP rules in 8th
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Longtime Dakkanaut
Ute nation
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I think repair protocols is our way to mitigate morale, but aside from that having a good leadership is a decent defense. when someone kills 10 members of the 20 man blob you can expect an average of 3.5 casualties from battle shock. But a 20 man warrior blob also has other interesting advantages, like 20 flayer shots hitting on 2's, or the deceiver redeploying a 20 man warrior blob or two into rapid fire range (the tau are going to love that trick). In general if they are not in a ghost ark, you should be running max sized units of warriors.
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Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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![[Post New]](/s/i/i.gif) 2017/05/30 20:11:21
Subject: Necron's Gauss and RP rules in 8th
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Wicked Wych With a Whip
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Lords let you reroll failed morale tests.
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The Bloody Sails
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![[Post New]](/s/i/i.gif) 2017/05/30 22:39:01
Subject: Necron's Gauss and RP rules in 8th
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Grisly Ghost Ark Driver
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What is failed in that regard, a number you don't like and think you can do better?
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![[Post New]](/s/i/i.gif) 2017/05/30 23:49:39
Subject: Necron's Gauss and RP rules in 8th
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Trazyn's Museum Curator
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torblind wrote:
What is failed in that regard, a number you don't like and think you can do better?
Yeah, I think that's the case. There isn't really such thing as a failed morale test anymore.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/05/31 03:48:25
Subject: Necron's Gauss and RP rules in 8th
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Longtime Dakkanaut
Ute nation
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I just spent some time list building in italian, and they don't have an entry for twin linked Gauss blasters, or twin linked tesla carbines. So tomb blades are getting something other than those weapons. It looks like they will have tesla cannons, which are assault 3 s6 Tesla, or Gauss something or other which is heavy 3 S5 ap -2. well that a fairly significant change, I also don't see shield vanes anywhere hope they are baked in.
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Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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![[Post New]](/s/i/i.gif) 2017/05/31 04:53:24
Subject: Necron's Gauss and RP rules in 8th
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Raging Ravener
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Looks like we finally got a few spoilers in English.
https://www.instagram.com/p/BUvf6Vkg0DK/
Not sure how I'm feeling about some of the changes. It feels a little lackluster compared to some of the other craziness that's been leaked. Then again, C'Tan I think are worth something now.
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![[Post New]](/s/i/i.gif) 2017/05/31 05:23:36
Subject: Necron's Gauss and RP rules in 8th
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Irked Necron Immortal
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Well looks like Whip Coils really aren't an auto take anymore and Transdimentional Beamers might actually see some play
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![[Post New]](/s/i/i.gif) 2017/05/31 05:27:57
Subject: Necron's Gauss and RP rules in 8th
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Battle-tested Knight Castellan Pilot
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BomBomHotdog wrote:Well looks like Whip Coils really aren't an auto take anymore and Transdimentional Beamers might actually see some play
They are heavy D3, not pistols. So hitting on 4+ while moving. I feel pistols will be better suited, more consistent damage reliably. They're 3W now and still have a 3++ so they're more tougher than before, probably wont have RP however (havent seen the spyder yet, could potentially do an aura like formation bonus from 7th?). Pistols can shoot while in combat, adding to their CC damage, while TDB cant.
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This message was edited 1 time. Last update was at 2017/05/31 05:28:44
12,000
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![[Post New]](/s/i/i.gif) 2017/05/31 06:47:08
Subject: Necron's Gauss and RP rules in 8th
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Regular Dakkanaut
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At 17 points per model, it looks like Necron Immortals will be solid choices. Warriors are great for adding bulk and keeping the whole unit going, but for putting the hurt on things, I think Immortals will definitely be the go to choice.
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![[Post New]](/s/i/i.gif) 2017/05/31 07:36:09
Subject: Necron's Gauss and RP rules in 8th
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Stalwart Veteran Guard Sergeant
Wales
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Holy gak!
Particle Cannon is Heavy D6! Super rapid fire Auto cannon? Yeas please!
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374th Mechanized 195pts |
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![[Post New]](/s/i/i.gif) 2017/05/31 11:57:11
Subject: Necron's Gauss and RP rules in 8th
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Loyal Necron Lychguard
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Anyone notice how we are actually playing tomb kings in space now? They gave overlords "My Will Be Done". Its pretty much the same rule that Tomb Kings had. Da heckin
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2017/05/31 15:39:24
Subject: Necron's Gauss and RP rules in 8th
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Longtime Dakkanaut
Ute nation
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Wow, staff of light is decent in melee now, that opens some possibilities.
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Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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![[Post New]](/s/i/i.gif) 2017/05/31 18:47:04
Subject: Necron's Gauss and RP rules in 8th
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Virulent Space Marine dedicated to Nurgle
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Hoo boy Reanimation Protocols look awesome.
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"Show me where it says that in the codex!" said Learchus.
"You know brother that I cannot." said Uriel.
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![[Post New]](/s/i/i.gif) 2017/05/31 19:36:13
Subject: Necron's Gauss and RP rules in 8th
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Tail-spinning Tomb Blade Pilot
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as far as las equivalent we have: Heavy destroyers, Rods of covenant, Monolith, War scythe, doom scythe, doomsday ark, etc, this shouldn't be THAT much of an issue but only time will tell.
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Necrons - 6000+
Eldar/DE/Harlequins- 6000+
Genestealer Cult - 2000
Currently enthralled by Blanchitsu and INQ28. |
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![[Post New]](/s/i/i.gif) 2017/05/31 20:05:38
Subject: Re:Necron's Gauss and RP rules in 8th
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Fresh-Faced New User
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Pretty disappointed that while the Ghost Ark retains the ability to transport characters, it still doesnt actually have the room to do it with squad of Warriors.
And if Im reading the rules on the Night Scythe correctly, since you are only allowed to beam down a single unit, you cant setup both a squad and a character?
How do I move my HQs around other than 5" at time?
http://i.imgur.com/SbBgavD.jpg
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![[Post New]](/s/i/i.gif) 2017/05/31 20:08:28
Subject: Re:Necron's Gauss and RP rules in 8th
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Trazyn's Museum Curator
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unbaraki wrote:Pretty disappointed that while the Ghost Ark retains the ability to transport characters, it still doesnt actually have the room to do it with squad of Warriors.
And if Im reading the rules on the Night Scythe correctly, since you are only allowed to beam down a single unit, you cant setup both a squad and a character?
How do I move my HQs around other than 5" at time?
http://i.imgur.com/SbBgavD.jpg
You can put multiple units in a transport now, apparently, so you can make a character boat out of a ghostark.
Other than that...not many mobility options for necrons. You'd think the masters of time and space would have come up with teleportation shenanigans, but I guess not.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/05/31 20:39:45
Subject: Re:Necron's Gauss and RP rules in 8th
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Auspicious Aspiring Champion of Chaos
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unbaraki wrote:Pretty disappointed that while the Ghost Ark retains the ability to transport characters, it still doesnt actually have the room to do it with squad of Warriors.
And if Im reading the rules on the Night Scythe correctly, since you are only allowed to beam down a single unit, you cant setup both a squad and a character?
How do I move my HQs around other than 5" at time?
http://i.imgur.com/SbBgavD.jpg
Eternity Gate? Deepstrike the Monolith turn one, Eternity Gate and charge the Lychguard turn two, bring in the Overlord turn 3. It's like a Russian nesting doll of murderbots!
Also one question: What is the point of Wraiths having a 4+/3++? Wouldn't they just always use the 3++?
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This message was edited 2 times. Last update was at 2017/05/31 20:54:58
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2017/05/31 21:05:07
Subject: Re:Necron's Gauss and RP rules in 8th
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Dakka Veteran
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Necrons better be 2 to 3 times more expensive points-wise than they are now to account for the insanely OPness of reanimation protocols.
I'm kind of wondering how they had people in the community play-test this when reanimation protocols was widely known to be one of the biggest OP issues with 7th along with grav, scatbikes, riptides, gladius. Then they went and made it incredibly more powerful. Granted we haven't seen points costs, but this one seems insanely wrong.
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![[Post New]](/s/i/i.gif) 2017/05/31 21:10:59
Subject: Necron's Gauss and RP rules in 8th
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Auspicious Aspiring Champion of Chaos
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I love how every new rules leak for X is followed by 50% posts stating X is overpowered and 50% posts stating X is worthless now.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2017/05/31 22:08:53
Subject: Re:Necron's Gauss and RP rules in 8th
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Not as Good as a Minion
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Danny slag wrote:Necrons better be 2 to 3 times more expensive points-wise than they are now to account for the insanely OPness of reanimation protocols.
I'm kind of wondering how they had people in the community play-test this when reanimation protocols was widely known to be one of the biggest OP issues with 7th along with grav, scatbikes, riptides, gladius. Then they went and made it incredibly more powerful. Granted we haven't seen points costs, but this one seems insanely wrong.
This new version of RP actually returns one of the greatest weaknesses of the Necrons staying on the field. The 7th Edition RP makes it difficult to engage in the Morale Check or Battleshock mechanic from being engaged. The older and 8th Edition version actually doesn't engage until after you do a lot of damage to it and doesn't actually prevent the damage before engaging the Battleshock mechanic. That means that in combination with everything else, it will actually be easier to get the models off the board than in 7th.
Keeping them off will be equally as hard as before, though. And before you bring up the fact that they can keep bringing them back turn after turn: the 3rd had Phase Out to deal with, and 5th Edition version operated on a per Phase basis. And that's not even considering the fun that the Monolith and Ghost Ark engaged in.
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Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right. |
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![[Post New]](/s/i/i.gif) 2017/06/01 03:29:05
Subject: Necron's Gauss and RP rules in 8th
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Regular Dakkanaut
Washington State
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Anyone have an idea on how the new RP is going to work with multi-wound models? Safe to assume they will come back with one wound only?
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![[Post New]](/s/i/i.gif) 2017/06/01 03:34:13
Subject: Necron's Gauss and RP rules in 8th
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Irked Necron Immortal
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necrontyrOG wrote:Anyone have an idea on how the new RP is going to work with multi-wound models? Safe to assume they will come back with one wound only?
The RP roll is for the model, and there is nothing at all preventing the model from returning at full health.
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![[Post New]](/s/i/i.gif) 2017/06/01 09:53:24
Subject: Necron's Gauss and RP rules in 8th
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Trazyn's Museum Curator
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Yeah it doesn't specify they return with one wound, so they probably return at max health. Which is really good. Especially on destroyers, who have 3 wounds each now. They are not going down easily.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/06/01 14:24:06
Subject: Necron's Gauss and RP rules in 8th
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Loyal Necron Lychguard
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Gotta say, overall, I'm disappointed in Necrons.
Vehicles are expensive and rather fragile, like most vehicles. Monoliths and Obelisks in particular are susceptible. Sure, lots of wounds, but expensive and "meh" firepower.
Lychguard got nerfed. 4++ and Warscythes are meh now as well. These were one of my favorite units, but now won't be hard to remove.
Most of the characters seem solid and fluffy, but regening a wound a turn when most things attacking them will kill them outright is kinda pointless.
Canoptek Spyders are only going to be used for fixing vehicles, methinks.
Reanimation is back to being our army wide ability that could be ignored completely. Woo for fluff. Wish I could deny Eldar of Battle Focus.
The Transcendent Ctan is still going to remain in the shelf.
Resurrection Orbs are...I don't even know. I just hate that they're still one use only. With all the changes, they don't seem worth it.
Just noticed Overlords can't take a Phylactery, only Destroyer Lords can. Piss off, GW.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2017/06/01 15:49:34
Subject: Necron's Gauss and RP rules in 8th
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Auspicious Aspiring Champion of Chaos
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EnTyme wrote:I love how every new rules leak for X is followed by 50% posts stating X is overpowered and 50% posts stating X is worthless now.
krodarklorr wrote:Gotta say, overall, I'm disappointed in Necrons.
Vehicles are expensive and rather fragile, like most vehicles. Monoliths and Obelisks in particular are susceptible. Sure, lots of wounds, but expensive and "meh" firepower.
Lychguard got nerfed. 4++ and Warscythes are meh now as well. These were one of my favorite units, but now won't be hard to remove.
Most of the characters seem solid and fluffy, but regening a wound a turn when most things attacking them will kill them outright is kinda pointless.
Canoptek Spyders are only going to be used for fixing vehicles, methinks.
Reanimation is back to being our army wide ability that could be ignored completely. Woo for fluff. Wish I could deny Eldar of Battle Focus.
The Transcendent Ctan is still going to remain in the shelf.
Resurrection Orbs are...I don't even know. I just hate that they're still one use only. With all the changes, they don't seem worth it.
Just noticed Overlords can't take a Phylactery, only Destroyer Lords can. Piss off, GW.
Case in point.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2017/06/01 15:58:19
Subject: Necron's Gauss and RP rules in 8th
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Trustworthy Shas'vre
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krodarklorr wrote:Gotta say, overall, I'm disappointed in Necrons.
Vehicles are expensive and rather fragile, like most vehicles. Monoliths and Obelisks in particular are susceptible. Sure, lots of wounds, but expensive and "meh" firepower.
Lychguard got nerfed. 4++ and Warscythes are meh now as well. These were one of my favorite units, but now won't be hard to remove.
Most of the characters seem solid and fluffy, but regening a wound a turn when most things attacking them will kill them outright is kinda pointless.
Canoptek Spyders are only going to be used for fixing vehicles, methinks.
Reanimation is back to being our army wide ability that could be ignored completely. Woo for fluff. Wish I could deny Eldar of Battle Focus.
The Transcendent Ctan is still going to remain in the shelf.
Resurrection Orbs are...I don't even know. I just hate that they're still one use only. With all the changes, they don't seem worth it.
Just noticed Overlords can't take a Phylactery, only Destroyer Lords can. Piss off, GW.
Wow, talk about perspective....
While I can't disagree with some of your distinct points..... I see lots of other stuff to be happy about.
Now, due to living metal, and RP protocols - unless another player has actual discipline and finish off units quickly, our army is going to be amazingly resilient.
This is easy to distract an opponent with this - and mess with their target priority.
Gauss is awesome now - everywhere. Those pesky 3+ saves, just got nerfed.
Tomblades, one of my favorite units - are even better.
While the transcendent ctan is not good (we do need a 600 point ctan ....a "unsharded" one) - the nightbringer is finally good enough to use for the points.
RP - the old incredibly frustrating FNP garbage is gone - this was no fun to play against, and with all the decurion bonuses, was painfully broken.
The wargear was cleaned up - a lot of weird and useless garbage gone. I do admit the res orb is a bit expensive, so it should be used correctly.
And finally, the monolith might be used again! (all vehicles in the game went up in points) - it can fire everything at no penalty and move!
I am not sure what people were wanting - the new crons feels solid - with lots of choices and nothing "auto include" anymore.
To me, this was win.
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DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
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![[Post New]](/s/i/i.gif) 2017/06/01 16:38:20
Subject: Necron's Gauss and RP rules in 8th
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Loyal Necron Lychguard
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As far as wargear, not much changed except the Warscythe being not as good, and my overlord can't take a Phylactery. Also there are no relics, and the Voidreaper was my favorite weapon.
Gauss and Tomb Blades are good, yes.
RP was indeed broken at the levels it was. But the fluff says that Necrons are among the most resilient races in the galaxy. By these new rules, anyone with a brain stem will finish off a unit entirely, and there for we're no tougher than anyone else. Nurgle takes the cake on that now.
The monolith is BS 3 now. So all the shots it gets now will hit half the time, and after the new wounding mechanic, won't realistically do much damage to anything in comparison to similarly costed units in other books.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2017/06/01 17:04:53
Subject: Necron's Gauss and RP rules in 8th
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Longtime Dakkanaut
Ute nation
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You don't say... krodarklorr wrote:Vehicles are expensive and rather fragile, like most vehicles. Monoliths and Obelisks in particular are susceptible. Sure, lots of wounds, but expensive and "meh" firepower.
Quantum shielding is actually fairly decent, once we actually looked at the math on it. It makes doomsday arks and ghost arks about as resilient to las cannons as a monolith, taking a little over 10 shots apiece to kill with las cannons. I think we compare pretty favorably to other vehicles. You can check for yourself here: https://drive.google.com/open?id=1kJB9wnpPRdyBy6tckVUJQzNlISKL_MpmOa4FfHMl2Gc krodarklorr wrote:Lychguard got nerfed. 4++ and Warscythes are meh now as well. These were one of my favorite units, but now won't be hard to remove.
you are just going to ignore the fact they now have two wounds and don't strike last in cc? I'd say they might have actually gotten better in this edition. krodarklorr wrote:Most of the characters seem solid and fluffy, but regening a wound a turn when most things attacking them will kill them outright is kinda pointless.
They can't be targeted if you are close to other to other friendly units, and lychguard can LoS on a 2+, and they can heal a d3 wounds per round. We will probably have many gripes as the edition goes on, but I don't think our characters being fodder will be one of them. krodarklorr wrote:Canoptek Spyders are only going to be used for fixing vehicles, methinks.
they did catch a nerf, but a gloom prism might still make them worth taking since it allows us to stop enemy psychic powers, and daemons and eldar will rely heavily on getting their powers off to buff themselves. krodarklorr wrote:Reanimation is back to being our army wide ability that could be ignored completely. Woo for fluff. Wish I could deny Eldar of Battle Focus.
if someone is beating us hard enough that reanimation doesn't matter, the fact that reanimation doesn't matter is the least of our concerns. Maybe, but the nightbringer and deceiver are both pretty cool, and you choose power at the start of the game rather than after you pick a target you get a random power. krodarklorr wrote:Resurrection Orbs are...I don't even know. I just hate that they're still one use only. With all the changes, they don't seem worth it..
Like in the previous edition, if used at the right time it can be a big help, if your 20 man blob of warriors is down 15, reanimation will add 5 back, rez orb will get you another 3 or 4, which will turn a devastating round of shooting into a "Meh" round of shooting. krodarklorr wrote:Just noticed Overlords can't take a Phylactery, only Destroyer Lords can. Piss off, GW.
True and disappointing, I'm hope it will be addressed when we get a codex and the rest of our missing wargear.
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This message was edited 1 time. Last update was at 2017/06/01 17:07:28
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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