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I'd say there's a new article gone up, but the Inquisition seem have redirected us to a 404 error.

https://www.warhammer-community.com/2018/03/19/ fixed it

This message was edited 1 time. Last update was at 2018/03/19 15:16:39


 
   
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Dallas area, TX

That SC box actually makes me mad. I just made the decision to buy some Necrons for my son to start playing (just Warriors and Destroyers) and didn't like the old SC set. This new set would have been PERFECT.
I guess I'll have to wait and see if he really is interested in starting an army, as opposed to what we do now which is just play very, very small games MAYBE once a month or so.

-

This message was edited 1 time. Last update was at 2018/03/19 15:21:09


   
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I like that they think people are still taking Overlords/lords/barges for orbs when they moved that functionality to crypteks and made orbs a pricey once per game item only really suited for something deathstarish.
   
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Sioux Falls, SD

Sigh... So what other stuff is a good idea to add to the SC and Forgebane. I suppose some Ghost Arks and more Warriors. What else?

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 casvalremdeikun wrote:
Sigh... So what other stuff is a good idea to add to the SC and Forgebane. I suppose some Ghost Arks and more Warriors. What else?


That's an option, but so is an immortal focused core.

Destroyers are very good, especially with some heavies for a much needed anti-tank role.
   
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 Hragged wrote:
Aeneades wrote:
Necron players - was tempted to pick up two ForgeBane and one of the new Start Collecting sets. Is this a sensible starting position for a Necron force or too many of the wrong units?

Thanks

So that would be an Overlord, Command Barge/Annihilation Barge, 2 Crypteks, 12 Warriors, 15 Immortals/Deathmarks, 10 Lychguard/Triarch Praetorians, 6 Wraiths, 3 Scarabs.

Sounds pretty decent to me, I'd probably add more Warriors and Scarabs to increase their unit size, and they conveniently come in the same box.

Also, due to scarabs having 3 wounds, a lot of people used to 'cheat' a bit and instead of building 3 bases of 4 scarabs, built 4 of 3 instead, saying 1 wound = 1 scarab, resulting in one 'free' base per box.
   
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 BroodSpawn wrote:
I'd say there's a new article gone up, but the Inquisition seem have redirected us to a 404 error.

https://www.warhammer-community.com/2018/03/19/ fixed it


"glorious resin"

Kill me.
   
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Think you're looking for this article https://www.warhammer-community.com/2018/03/19/preview-the-sautekh-dynasty-tomb-blades-and-the-catacomb-command-bargegw-homepage-post-2/

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Liking it so far. Nice additions and we can finally revive Characters now...

   
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 Nevermind wrote:
Liking it so far. Nice additions and we can finally revive Characters now...


That's a fun ability to have. I still fondly remember an Apocalypse game in which my opponent's doomsday device blew up and killed pretty much everything on the table. Except then my lord got back up, brushed the dust off and happily walked into the sunset.

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on the forum. Obviously

I like how its a 4+ roll as well. Just like in 3rd ed.

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 CthuluIsSpy wrote:
I like how its a 4+ roll as well. Just like in 3rd ed.


That's the part I don't like. I don't own dice that roll 4+.

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on the forum. Obviously

 Geifer wrote:
 CthuluIsSpy wrote:
I like how its a 4+ roll as well. Just like in 3rd ed.


That's the part I don't like. I don't own dice that roll 4+.


Yeah, it is a low chance, but I can see the reasoning behind it. It is an ability that brings back an HQ that will be getting a wound or more back next turn. I don't think there's any generic HQ in the game who can do that.
In fact, if he comes back in your opponent's fight phase you are guaranteed to get a wound back and do something with him, as at that point its the end of the turn.

This message was edited 3 times. Last update was at 2018/03/19 17:31:49


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And you can always spend another CP to reroll that 4+ should you fail the first time.

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Should just be 2CP for auto-res, but I suppose that's not 'fun' ™
   
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 CthuluIsSpy wrote:
 Geifer wrote:
 CthuluIsSpy wrote:
I like how its a 4+ roll as well. Just like in 3rd ed.


That's the part I don't like. I don't own dice that roll 4+.


Yeah, it is a low chance, but I can see the reasoning behind it. It is an ability that brings back an HQ that will be getting a wound or more back next turn. I don't think there's any generic HQ in the game who can do that.
In fact, if he comes back in your opponent's fight phase you are guaranteed to get a wound back and do something with him, as at that point its the end of the turn.


Oh, don't get me wrong. I'm cool with that, especially since I have been pretty opposed to rules in the past that give you free models. Keeping it to 4+ with one wound is fine.

I'd just prefer something like 3+ or 5+, because my fifty-fifty chances aren't.

 MinscS2 wrote:
And you can always spend another CP to reroll that 4+ should you fail the first time.


I can fail the second roll, too! Don't make me prove it!

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on the forum. Obviously

 MinscS2 wrote:
And you can always spend another CP to reroll that 4+ should you fail the first time.


You know I thought of that, but is that even allowed? Can you use a stratagem to influence a stratagem?

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You're influencing a dice roll not a stratagem.
   
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on the forum. Obviously

And the dice roll is part of a stratagem. Ergo you are influencing the outcome of a stratagem.

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 CthuluIsSpy wrote:
And the dice roll is part of a stratagem. Ergo you are influencing the outcome of a stratagem.


What about it?

If you play a Stratagem that gives a unit with a Lascannon +1 to hit and you miss, why wouldn't you be allowed to spend 1 CP to reroll that dice?

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 CthuluIsSpy wrote:
And the dice roll is part of a stratagem. Ergo you are influencing the outcome of a stratagem.

Which is irrelevant. Here's the additional restriction to command point re-rolls introduced in chapter approved;

Limits of Command
"You cannot use the Command Re-roll Stratagem to affect Mission dice rolls. Mission dice rolls include any dice rolls that are made before the battle begins (such as those that determine who chooses deployment zones or who gets the first turn), those that must be made at the end of a battle round (such as rolls that determine if the battle ends) or any rolls that determine how many victory points are awarded to a player."
   
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on the forum. Obviously

Ok, fair enough.
It won't be a 100% chance of success with the reroll, but it will be a 75% chance. Which is still pretty handy.

This message was edited 1 time. Last update was at 2018/03/19 21:43:14


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Westwood lives in death!
Peace through power!

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

 
   
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Hamburg

 casvalremdeikun wrote:
Sigh... So what other stuff is a good idea to add to the SC and Forgebane. I suppose some Ghost Arks and more Warriors. What else?

Well I think that Tomb Blades are great.
They have good firepower and help to keep the enemy at arm’s length.

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Sioux Falls, SD

 wuestenfux wrote:
 casvalremdeikun wrote:
Sigh... So what other stuff is a good idea to add to the SC and Forgebane. I suppose some Ghost Arks and more Warriors. What else?

Well I think that Tomb Blades are great.
They have good firepower and help to keep the enemy at arm’s length.
That would give me the ability to run an Outrider Detachment and a Battalion. I almost wonder if one of each of the SC and Forgebane would be good.

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South Dakota

 wuestenfux wrote:
 casvalremdeikun wrote:
Sigh... So what other stuff is a good idea to add to the SC and Forgebane. I suppose some Ghost Arks and more Warriors. What else?

Well I think that Tomb Blades are great.
They have good firepower and help to keep the enemy at arm’s length.


I really like Tomb Blades with Tesla and Nephrekh Codes (6-inch advance that ignores enemy models and terrain). Not as much fun as the Tomb Blades already have fly, but pair that up with some hopping Tesla Immortals and suddenly your enemies screening units are useless.

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v0iddrgn wrote:
TBF, nothing outside of being right next to the unit guarantees a charge in 40K. To say a charge needs to be guaranteed in order to try it is ridiculous. Overwatch isn't that scary either.


That's fair enough, but one thing you don't want is your lychguard walking up the whole board just to get into combat. If they're forced to walk your opponent can shoot them down at leisure (and not even t5 3+ sv make much of a difference this edition) and even if they don't they can move away the units you will want to charge with them. So they either have to be deepstruck (deepstriked??) or delivered by monolith/night scythe. I'm a fan of the monolith personally, gives a few more options and yes its a points sink but with our strategems even if it dies your lychguard can still teleport in...so win win.
   
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So how do people feel about the codex overall? The two shooting codes look decent, the - AP is good all around and rerolls of one to hit isn't bad for necrons though it'd be redundant for many other armies. The melee code is also good for specific builds, though I've rarely seen a melee heavy necron army.

The other two are... eh. Sautehk is clearly relying on the warlord trait and special characters first and foremost, the being able to advance and fire won't matter that often, and the necrons honestly don't have many units that need to ignore penalties to moving and firing with heavy weapons (due to a lack of heavy weapons on most units, few mixed range units, many already being able to, or said unit needing to stay still for other reasons).

The flat 6 advance is just bad, if they could always ignore models/terrain it might be mediocre, but many they got the short end.
   
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Colorado

Aren73 wrote:
v0iddrgn wrote:
TBF, nothing outside of being right next to the unit guarantees a charge in 40K. To say a charge needs to be guaranteed in order to try it is ridiculous. Overwatch isn't that scary either.


That's fair enough, but one thing you don't want is your lychguard walking up the whole board just to get into combat. If they're forced to walk your opponent can shoot them down at leisure (and not even t5 3+ sv make much of a difference this edition) and even if they don't they can move away the units you will want to charge with them. So they either have to be deepstruck (deepstriked??) or delivered by monolith/night scythe. I'm a fan of the monolith personally, gives a few more options and yes its a points sink but with our strategems even if it dies your lychguard can still teleport in...so win win.
Yeah, I plan on using my Monolith now that the strategems are allowing units to still hit the table. I'm hoping my FO's are still viable, though.
   
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About using rerolls, since that is a stratagem, you are not allowed to use two stratagems in the same phase.
   
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 Cmdr_Sune wrote:
About using rerolls, since that is a stratagem, you are not allowed to use two stratagems in the same phase.


You're not allowed to use the same stratagem in the same phase, but perhaps that's what you meant?

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