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Made in ca
Commander of the Mysterious 2nd Legion





 CthuluIsSpy wrote:
ok, so the Viorla tenet is only if the unit advances. That makes a lot more sense than the rumour, where it left out the clause about advancing.


makes sense it's the black legion trait

Opinions are not facts please don't confuse the two 
   
Made in us
Irked Necron Immortal



Colorado

Doctoralex wrote:




but the effect on heavy weapons is huge


Eh, not really. It kind of only affects the Triach Stalker and the Doom Scythe (if the Death Ray remains Heavy).

The DDA will probably need to stand still for it high-powered shot. I guess you can fire it's low-powered shot without a penalty....
It also affects Transdimensional beamers on Wraiths.
   
Made in us
Pile of Necron Spare Parts



Georgia

v0iddrgn wrote:
Doctoralex wrote:




but the effect on heavy weapons is huge


Eh, not really. It kind of only affects the Triach Stalker and the Doom Scythe (if the Death Ray remains Heavy).

The DDA will probably need to stand still for it high-powered shot. I guess you can fire it's low-powered shot without a penalty....
It also affects Transdimensional beamers on Wraiths.


Might make beamers worth taking, the gun is strong but not moving Wraiths is way to high of a cost

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Made in us
Haemonculi Flesh Apprentice






Mephrit is by far the strongest one. Your talking about veil of darkness 20 warriors into rapid range with -2 ap or 10 immortals with -3. On guass immortals it basically is the equivalent of none overcharged plasma on every guy... Thats nuts. Destroyers with ap -4. Man that trait is good. It's also the only fix to telsa unless they change the profile which eve if they do will still make this stronger. A night scythe or doomscythe would actually kill things with this lol.

   
Made in us
Decrepit Dakkanaut




Well I think I know which trait is gonna work best with the ever lovely Kutlalh. Everyone around him can advance and charge, AND will get Hatred? fething rad.

Assuming these are all true of course. I didn't believe the Tau ones were real or the Tyranid ones OR the Guard ones. It just seems weird how out of the box some of these new traits are after how lackluster the Chaos Space Marine and Loyalist Scum traits are.

Guess I need to trek back to Vermont and get my Necrons from storage...

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Freaky Flayed One




Thanks, Cephalobeard, for alighting me to the true goodness of Nephrekh.
   
Made in us
Longtime Dakkanaut




Ute nation

 Kirasu wrote:


But they're not all good? It's bordering on 0-0 good traits lol. Better advancing? For what? An all wraith army? Better fight trait.. for again an all wraith army? Re-roll 1s if you're stationary? Huh.. every army gets re-roll 1s with no restrictions.

The only borderline useful one is the Solar Fury but even then you have to get so close and you're probably already dead by then. Very underwhelming.


Prior to this necrons had no way of rerolling ones, so that trait is super valuable for necron gunlines. Advance and fire is good when your weapons only have a 24" range, it's also best in breed for that particular trait since it affects everything including heavy (the rest just affect rapid fire). A straight -1 to AP at half range means warriors are packing AP -2 and immortals are packing -3 AP, or assault 2 str 5 AP-1 with two extra hits on sixes, numerically it's one of the strongest traits since raven guard, especially since it can be abused by deathmarks, who effectively get ap -1 rapid fire sniper rifles. Contrary to popular belief necrons have a fair number of decent melee units, such as flayed ones (who are rocking 3 attacks a piece and already rerolling failed wounds), Lychguard, and praetorians, so reroll hits on a charge (or when being charged) will be dynamite for the right army comps. It's almost too good to believe as it allows gunline comps, CC Comps, it almost looks like single faction soup. If you are underwhelmed it's because you don't understand.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Haemonculi Flesh Apprentice






Triarch stalkers gave a reroll 1 as well as the D lord but they have restricted use. These traits are all decent. I like that they all promote different ways to play.

   
Made in us
Longtime Dakkanaut





Connecticut

Drakmord wrote:
Thanks, Cephalobeard, for alighting me to the true goodness of Nephrekh.


Phase boys for life

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Haemonculi Flesh Apprentice






Slayer-Fan123 wrote:
Well I think I know which trait is gonna work best with the ever lovely Kutlalh. Everyone around him can advance and charge, AND will get Hatred? fething rad.



Well no, because he has the wrong dynastic keyword. His dynasty is the Maynarkh...

   
Made in se
Dakka Veteran





So we got:

Cadian'crons (but better)
Vior'la'crons. (but better)
Melee'crons. ( )
Speedy'crons.
Shotgun'crons.

I actually like all of these dynasty codes.
Well done GW, finally a Codex where all traits seem viable, instead of the usual "1-2 good, 1-2 decent, rest is garbage".

Just reading the Novokh-codes has increased the chances of Necrons being my next army with 50%.
The Thousand Sons-player within me get's kinda bitter when reading the Mephrit-code however:
Rubric with Infernobolter: 20 ppm.
Nephrit Necron Warrior with Gauss Flayer: 12 ppm (possibly less).

8 points for a 3+/5++ and All is Dust instead of being troop,s a 4+ and RP? So worth it...not.

This message was edited 2 times. Last update was at 2018/03/10 04:42:25


5500 pts
6500 pts
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13.000 pts
 
   
Made in us
Decrepit Dakkanaut





 MinscS2 wrote:
So we got:

The Thousand Sons-player within me get's kinda bitter when reading the Mephrit-code however:
Rubric with Infernobolter: 20 ppm.
Nephrit Necron Warrior with Gauss Flayer: 12 ppm (possibly less).

8 points for a 3+/5++ and All is Dust instead of being troop,s a 4+ and RP? So worth it...not.



Well...their gun is only as good when at 12", RP could possibly not activate (we'll have to see if this changes), and a 2+ is a good deal better than a 4+.

8 points worth? Not really, but certainly more.
   
Made in se
Dakka Veteran





 Daedalus81 wrote:
[RP could possibly not activate (we'll have to see if this changes)


That's true. I forgot how weird RP is in 8th.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Daemonic Dreadnought






AL

I hope there's a stratagem for charging after advancing that can be paired with Nephrekh. That boost to the threat range of the likes of Wraiths, Praetorians, Nightbringer, Lychguard...

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Pile of Necron Spare Parts



Georgia

No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?

Index - 19059+ pts
Beta Codex 17309+ pts
Working on 8919+ pts 
   
Made in us
Fixture of Dakka






DudzeExperiment wrote:
No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?


Red Scorpions, Elysians, DKoK?
   
Made in us
Loyal Necron Lychguard





DudzeExperiment wrote:
No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?

There's no precedent for anything, yet. We'll know when Fires of Cyraxus comes out if the Red Scorpions get their own rules.
   
Made in us
Freaky Flayed One




 King Pariah wrote:
I hope there's a stratagem for charging after advancing that can be paired with Nephrekh. That boost to the threat range of the likes of Wraiths, Praetorians, Nightbringer, Lychguard...


The Nightbringer has no Dynasty keyword, so alas. Neither do Praetorians actually, but one hopes they'll finally get it in the codex.
   
Made in fi
Jervis Johnson






 Red Corsair wrote:
Mephrit is by far the strongest one. Your talking about veil of darkness 20 warriors into rapid range with -2 ap or 10 immortals with -3. On guass immortals it basically is the equivalent of none overcharged plasma on every guy... Thats nuts. Destroyers with ap -4. Man that trait is good. It's also the only fix to telsa unless they change the profile which eve if they do will still make this stronger. A night scythe or doomscythe would actually kill things with this lol.


Indeed. I can't see if people are being sarcastic or not but these are amazing SEPT TRAITS. Compared to Tau it's like night and day.

A trait that gives an army a flat bonus to AP is simply amazing. It's an offensive version of -1 to hit.

The other traits are good too, and in an army with 3 detachments we'll no doubt see some mixing.

It's easy to see there's a different design team behind the Necrons than the Tau.


This message was edited 2 times. Last update was at 2018/03/10 07:37:12


 
   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

DudzeExperiment wrote:
No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?


Do we have a precedent for FW factions getting traits in GW codexes is the question really.
   
Made in au
Freaky Flayed One



Sydney, Australia

Doctoralex wrote:
Eh, not really. It kind of only affects the Triach Stalker and the Doom Scythe (if the Death Ray remains Heavy).

Will it effect the Stalker, as it currently isn't assigned to a specific dynasty? (Or will Stalkers and Praetorians now be able to have dynasty keywords?)
   
Made in il
Warplord Titan Princeps of Tzeentch






EDIT: post got mixed up somehow, can be deleted.

This message was edited 1 time. Last update was at 2018/03/10 09:54:34


can neither confirm nor deny I lost track of what I've got right now. 
   
Made in pl
Longtime Dakkanaut





 MajorWesJanson wrote:
DudzeExperiment wrote:
No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?

Red Scorpions, Elysians, DKoK?

Blood Ravens

 ImAGeek wrote:
DudzeExperiment wrote:
No Dynasty Codes for Maynarkh feels bad man. I realize they're a Forge World Dynasty but do we have an precedent for FW factions not getting Traits?

Do we have a precedent for FW factions getting traits in GW codexes is the question really.

Technically Tau, but only because there wasn't much of a Sept choice to begin with, really...
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





The Blood Ravens are not, technically, a Forge World faction, being created for the Dawn of War games by the developers. But the main studio still isn’t about to give them traits either, whilst Forge World might.
As for the T’au… I’m pretty sure the worlds had names and bare descriptions before Forge World took those and expanded them to explain where all these weird riptides were coming from.

This message was edited 1 time. Last update was at 2018/03/10 11:46:22


"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in il
Warplord Titan Princeps of Tzeentch






There are already rules for SM successor chapters though in the codex, they apply to the ravens as long they don't get thier own rules.

AFAIK, tau don't have a clause that covers kelshen

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Purposeful Hammerhead Pilot





I would imagine tau will.have the "if your sept doesnt have a tenet associated with it, then choose the most applicable" line in it.

I believe FW faq'd that you pick the trait that you feel is most applicable for playing one of their factions that doesnt have traits yet (minotaurs space marines for instance) and then faq'd that dkok and elysians specifically didnt get that as rhey had their own rules. I would imagine this will apply or be FAQ'd to apply fairly quickly. Same with the maynahk dynasty
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 BoomWolf wrote:
There are already rules for SM successor chapters though in the codex, they apply to the ravens as long they don't get thier own rules.

AFAIK, tau don't have a clause that covers kelshen

I wouldn't be surprised to see a clause covering that or Kel'shan getting its own rules with Cyraxus since they were supposed to play a part.
   
Made in ax
Missionary On A Mission






So here's a question about the Nephrekh code:
What happens if you phase through a wall but not all models have enough movement to make it through to the other side? Models must maintain coherency so the wall can't be thicker than 2" which in itself is very rare for just a wall piece.

So 19 models phase through the wall and 1 is on the other side. Next turn the unit charges, would the model left behind slowly walk around the wall to join the fight?

Then again this is pretty meh as you could just remove the model as the first casualty.

This in itself could lead to some really creative strategies, have models on different sides of walls. Like having a single model on an objective and the rest on the other side of a wall. If that single model was charged then not as many models would be able to attack it as if all models were on that side. Then again only that 1 model would be able to attack back but still...

Don't mind if I phase through your gunline to get at your tanks behind them do you? Lets pray for charge after advance stratagem or ability

Can you advance as part of a fall back from combat move?

This message was edited 1 time. Last update was at 2018/03/10 14:00:48


   
Made in ie
Longtime Dakkanaut




Ireland

Mephrit is going to be very good I imagine, an extra -1AP while in Rapid Fire range is going to be brutal. I strongly doubt that it is going to be strong on paper and weak in game.

Nephrekh is going to fun to play and makes for a fluid Necron force. Being able to advance a set number removes the randomness, being able to phase through stuff also opens up the table.

Novokoh will make melee Necrons a thing to be aware of, not just with Pariahs, but also Flayed Ones and Wraiths.

Have we heard if the codes affect all Necron models or is it going to be limited to Infantry and Bikes like Space Marines got lumbered with?

The awful naming convention strikes again'Metagold', really? Also the while Tomb Kings in Space mentality has been cemented, with the old Tomb Kings 'my will be done'.

Still amazed at how good Mephrit is.

The objective of the game is to win. The point of the game is to have fun. The two should never be confused. 
   
Made in us
Haemonculi Flesh Apprentice






 MadCowCrazy wrote:


Can you advance as part of a fall back from combat move?


No, it is explicitly forbidden.


Automatically Appended Next Post:
 stonehorse wrote:


Have we heard if the codes affect all Necron models or is it going to be limited to Infantry and Bikes like Space Marines got lumbered with?


I am sure from here on out everything not in power armor will be effected. I think that was an initial design flaw that they made and have stuck with simply because they had so many power armor codexes finished and released day one. I can't believe it's something they would do again. I expect whenever marine codexes get a rewrite that everything will get traits. It's just such a bizarre limitation, and always has been since that 7th edition book where Iron hands tanks suddenly sucked.

This message was edited 1 time. Last update was at 2018/03/10 14:42:38


   
 
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