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Made in us
Fresh-Faced New User




punisher357 wrote:
Azuza001 wrote:
Great, we need an faq for the faq.

The way I read it is this.

"matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere)."

Does the unit arrive during the first turn? Well, yes, it started the battle on the field during the first turn, all the units on the field during the first turn have "arrived" on this turn. I suppose that does mean that you can't use the veil to move something up during the first turn because the veil says

"When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer)."

This is pretty much exactly called out by the rule. Your taking them from the battlefield and placing them whereever you want, but since they arrived this turn (turn 1) it can only be in your deployment zone. Lame but what ever.



VOD happens after the movement phase....so after your unit was already deployed within your deployment zone you then use the VOD and move it up. The new Deepstrike rule doesn't affect this.


VOD happens at the end of the movement phase, which is still the movement phase, not after. After the movement phase would be the psychic phase, you understand?
   
Made in us
Numberless Necron Warrior




So anyone else considering Praetorians/Lychguard with Anrakyr and reroll failed charge warlord trait?
   
Made in gb
Fresh-Faced New User





So with the FAQ's am I correct we got no love for the tomb world from forge world :/
   
Made in jp
Proud Triarch Praetorian





Guys, please keep the YMDC debates to a minimum.

 
   
Made in us
Regular Dakkanaut




 skoffs wrote:
Guys, please keep the YMDC debates to a minimum.


What does YDMC mean?
   
Made in sg
Warrior with Repeater Crossbow




Requizen wrote:
Hobby question: Anyone with a Tesseract Vault magnetized it? Right now I've just pushed the "arms" in to hold with pressure, but I think it's possible to get a magnet into the slots so you can pop them on and off with no problem. Anyone done this?


I've had it done for ease of transport. It's very possible.

One magnet goes on the end of the cable that anchors above the horizontal spars, and magnets on the chunky bit that goes below as well.

I will caution that it does make the model more "fragile", as it isn't glued down. It's a huge model anchored by long and relatively flexible weight bearing structures, so you'll find it wobbles a lot more.

On the bright side, if it falls, most of the pieces stay in place. I'll try to take a pic when I can.
   
Made in us
Wicked Canoptek Wraith



United States

Inevitableq wrote:
 skoffs wrote:
Guys, please keep the YMDC debates to a minimum.


What does YDMC mean?


You make da call
   
Made in jp
Proud Triarch Praetorian





Inevitableq wrote:
 skoffs wrote:
Guys, please keep the YMDC debates to a minimum.

What does YDMC mean?

Stands for You Make Da Call", Dakka's rules debate forum-
https://www.dakkadakka.com/dakkaforum/forums/show/15.page

 
   
Made in us
Wicked Canoptek Wraith



United States

Raxxamous wrote:
punisher357 wrote:
Azuza001 wrote:
Great, we need an faq for the faq.

The way I read it is this.

"matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere)."

Does the unit arrive during the first turn? Well, yes, it started the battle on the field during the first turn, all the units on the field during the first turn have "arrived" on this turn. I suppose that does mean that you can't use the veil to move something up during the first turn because the veil says

"When they do, the bearer, and up to one friendly <DYNASTY> INFANTRY unit within 3" of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9" from any enemy models (the second unit must be set up wholly within 6" of the bearer)."

This is pretty much exactly called out by the rule. Your taking them from the battlefield and placing them whereever you want, but since they arrived this turn (turn 1) it can only be in your deployment zone. Lame but what ever.



VOD happens after the movement phase....so after your unit was already deployed within your deployment zone you then use the VOD and move it up. The new Deepstrike rule doesn't affect this.


VOD happens at the end of the movement phase, which is still the movement phase, not after. After the movement phase would be the psychic phase, you understand?


This is my last comment on this...deployment happens before movement.... thus deployment is already done, your unit was wholly within your zone, then movement occurs, then vod occurs....new deep strike rules don't affect this because your unit was deployed wholly within your zone, it wasn't held off the board and then brought in. It was on the board in your deployment zone....you understand?
   
Made in pl
Regular Dakkanaut




 Aza'Gorod wrote:
Diesinthewarp wrote:
As a Necron player and a GK player I know which one of my armies will get more game time.

Love the Anakyr and Szeras change.
Overall as well happy because I lost to Drukhari at the weekend. Turn one they dropped in from reserves as well as flew in from over 24in away pinning me in my deployment zone and doing the best impression of shooting metal fish in a barrel while collecting maelstrom points at will.

I have emailed GW regarding the deciever bomb. Though I have another question (might be a dumb question) are tomb sentinels, flayed ones affected like destroyers by the rule about not appearing from reserves turn 1? Not planning on running any just interested.


The FAQ doesn't affect deceiver bomb, look at the exception listed it says "this does not apply to units set up after the first battle round begins, but before first turn" this is exactly how deceiver works so it's is exempt.

If monolith and nightscyte grab unit from reserve you can't transport them outside yours deployment zone in 1 round. Also unit afected by deciver ability can't charge in 1 turn. So bomb was nerfed. Now you can only use them for take rapidfire range.

This message was edited 1 time. Last update was at 2018/04/17 05:55:56


 
   
Made in us
Numberless Necron Warrior




punisher357 wrote:

This is my last comment on this...deployment happens before movement.... thus deployment is already done, your unit was wholly within your zone, then movement occurs, then vod occurs....new deep strike rules don't affect this because your unit was deployed wholly within your zone, it wasn't held off the board and then brought in. It was on the board in your deployment zone....you understand?


To add to this, the intention of the rule from the FAQ, "The ability to arrive on the battlefield mid-game has always been powerful, enabling units that can do so to arrive where they will be most effective while granting them immunity from attacks until they are on the battlefield."

The key takeway for me is that our units don't have immunity from attacks since they are already on the field...
   
Made in no
Grisly Ghost Ark Driver





Yeah it specifically says it doesn't apply to models already set up
   
Made in au
Dakka Veteran




Australia

Good news everyone! With the FAQ changes the Night Scythe is even less appealing!

We can't use Emergency Invasion Beams if the Night Scythe is destroyed outside of our Deployment Zone during turn 1. Or can we? Does that mean our models just zip right back to our deployment zone magically because they *have* to be placed there?
   
Made in gb
Freaky Flayed One





Kuguar6 wrote:
 Aza'Gorod wrote:
Diesinthewarp wrote:
As a Necron player and a GK player I know which one of my armies will get more game time.

Love the Anakyr and Szeras change.
Overall as well happy because I lost to Drukhari at the weekend. Turn one they dropped in from reserves as well as flew in from over 24in away pinning me in my deployment zone and doing the best impression of shooting metal fish in a barrel while collecting maelstrom points at will.

I have emailed GW regarding the deciever bomb. Though I have another question (might be a dumb question) are tomb sentinels, flayed ones affected like destroyers by the rule about not appearing from reserves turn 1? Not planning on running any just interested.


The FAQ doesn't affect deceiver bomb, look at the exception listed it says "this does not apply to units set up after the first battle round begins, but before first turn" this is exactly how deceiver works so it's is exempt.

If monolith and nightscyte grab unit from reserve you can't transport them outside yours deployment zone in 1 round. Also unit afected by deciver ability can't charge in 1 turn. So bomb was nerfed. Now you can only use them for take rapidfire range.


I never said some parts of it hadn't been nerfed ( You've never been able to charge if re-deployed by deceiver) I just thought he was questioning whether you could 're -deploy outside your deployment zone

Edit also last thing I'll say on this after skoffs pointed out we have YMDC for this, but the new DS limitations mean you must DS on 1at turn in your own table edge but there are some exceptions, now considering units arriving from monolith and NS must be within 3inchs of said units wouldn't that be considered and exception?

This message was edited 1 time. Last update was at 2018/04/17 07:02:25


 
   
Made in it
Longtime Dakkanaut





 Eonfuzz wrote:
Good news everyone! With the FAQ changes the Night Scythe is even less appealing!

We can't use Emergency Invasion Beams if the Night Scythe is destroyed outside of our Deployment Zone during turn 1. Or can we? Does that mean our models just zip right back to our deployment zone magically because they *have* to be placed there?


"Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). "

As long as you are not blowing your own NS during your turn, you are not affected by this.
Same for Deathmarks, out of turn deepstrikes are not affected by this rule.

   
Made in no
Grisly Ghost Ark Driver





Spoletta wrote:
 Eonfuzz wrote:
Good news everyone! With the FAQ changes the Night Scythe is even less appealing!

We can't use Emergency Invasion Beams if the Night Scythe is destroyed outside of our Deployment Zone during turn 1. Or can we? Does that mean our models just zip right back to our deployment zone magically because they *have* to be placed there?


"Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). "

As long as you are not blowing your own NS during your turn, you are not affected by this.
Same for Deathmarks, out of turn deepstrikes are not affected by this rule.



Great catch!
   
Made in gb
Regular Dakkanaut




the enemy players first turn is still a players first turn though (it does not, if that quote is accurate, say the controlling players first turn...)

Mark.
   
Made in no
Grisly Ghost Ark Driver





Cheeslord wrote:
the enemy players first turn is still a players first turn though (it does not, if that quote is accurate, say the controlling players first turn...)

Mark.


Isn't it a fair interpretation that my first turn is over when my enemy's player turn starts?

Otherwise it should have read "the first turn" rather than "a player's first turn" if that wasn't the case?
   
Made in de
Poxed Plague Monk





well a fluffy opponent would let you use that stratagem, since its like an emergency-disembark and strictly limited in where to place the arriving models





still sad they didnt buff the monolith

This message was edited 2 times. Last update was at 2018/04/17 09:52:06


6k 6k
3k 1k
 
   
Made in nl
Regular Dakkanaut




Im pretty sure we can still use the VOD in Turn One, as the new Beta Rules explicitely targets "units arriving on the Battlefield" and not teleporting things around that are already on the Battlefield.

If this ruling stand, Necrons are one of the few Army who can still set up a pretty powerfull shooting Alpha Strike (D3 Units with Deciver+VOD).

Sadly, as other have stated, the Monolith is now really crap as you cant even use him for Turn 1 Drop+teleport.
380 Points is a joke for this unit.
   
Made in de
Regular Dakkanaut




So does the methodical destruction strat function with the abyssal staffs mortal wounds?
   
Made in de
Poxed Plague Monk





Biasn wrote:
So does the methodical destruction strat function with the abyssal staffs mortal wounds?

i dont see why not. tesla triggering on 4+ seems legit

actually a sweet idea. made a quick list @1k points

Spoiler:

++ Battalion Detachment +3CP (Necrons) [55 PL, 1000pts] ++

+ No Force Org Slot +

Dynasty Choice: Dynasty: Sautekh

Use Beta Rules

+ HQ +

Cryptek [5 PL, 80pts]: Artefact (Sautekh): The Abyssal Staff, Staff of Light

Imotekh the Stormlord [10 PL, 200pts]
. Warlord: Warlord Trait (Sautekh): Hyperlogical Strategist

+ Troops +

Immortals [8 PL, 102pts]: 6x Immortal, Tesla Carbine

Immortals [8 PL, 102pts]: 6x Immortal, Tesla Carbine

Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal

+ Fast Attack +

Canoptek Scarabs [2 PL, 39pts]: 3x Canoptek Scarab Swarm

Canoptek Tomb Sentinel [9 PL, 185pts]: Gloom Prism

Canoptek Wraiths [9 PL, 207pts]
. 3x Canoptek Wraith w/ Transdimensional Beamer: 3x Transdimensional Beamer

++ Total: [55 PL, 1000pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2018/04/17 10:21:25


6k 6k
3k 1k
 
   
Made in nl
Longtime Dakkanaut





stormcraft wrote:
Im pretty sure we can still use the VOD in Turn One, as the new Beta Rules explicitely targets "units arriving on the Battlefield" and not teleporting things around that are already on the Battlefield.

If this ruling stand, Necrons are one of the few Army who can still set up a pretty powerfull shooting Alpha Strike (D3 Units with Deciver+VOD).

Sadly, as other have stated, the Monolith is now really crap as you cant even use him for Turn 1 Drop+teleport.
380 Points is a joke for this unit.
From the Rulebook Faq
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.

That means you can't VoD outside your deployment zone turn 1.
   
Made in nl
Regular Dakkanaut




Ah crap, well at least that keeps the VOD free to use later in the game as emergency get away.

Still, Deciver-porting a Tvault in the Middle of the Table is still possible and the new rules may reduce the usage of scouting units who can deny that.
   
Made in no
Grisly Ghost Ark Driver





 Ordana wrote:
stormcraft wrote:
Im pretty sure we can still use the VOD in Turn One, as the new Beta Rules explicitely targets "units arriving on the Battlefield" and not teleporting things around that are already on the Battlefield.

If this ruling stand, Necrons are one of the few Army who can still set up a pretty powerfull shooting Alpha Strike (D3 Units with Deciver+VOD).

Sadly, as other have stated, the Monolith is now really crap as you cant even use him for Turn 1 Drop+teleport.
380 Points is a joke for this unit.
From the Rulebook Faq
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons? A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.

That means you can't VoD outside your deployment zone turn 1.


To me, that is clearly related to moving and firing with heavy weapons, and does not address the new no-turn-1 deep strike, except by acceident.
   
Made in nl
Regular Dakkanaut




Sure, but the overall intent to treat "Teleporting" abilitys the same as "deepstriking" abilitys seems obvious.
   
Made in no
Grisly Ghost Ark Driver





stormcraft wrote:
Sure, but the overall intent to treat "Teleporting" abilitys the same as "deepstriking" abilitys seems obvious.


But they wrote explicitly that it doesn't affect units already set up, as will be the case with any teleporters. They wouldn't put that in unless they had thought about it and intend it.
   
Made in nl
Longtime Dakkanaut





torblind wrote:
stormcraft wrote:
Sure, but the overall intent to treat "Teleporting" abilitys the same as "deepstriking" abilitys seems obvious.


But they wrote explicitly that it doesn't affect units already set up, as will be the case with any teleporters. They wouldn't put that in unless they had thought about it and intend it.
No, they specifically excluded units set up before the first turn. Which is a significant difference.
   
Made in no
Grisly Ghost Ark Driver





Ok you lost me.

Aren't we discussing VOD turn 1? And this surely involves units set up before the first turn? What's the significant difference in this?
   
Made in nl
Longtime Dakkanaut





torblind wrote:
Ok you lost me.

Aren't we discussing VOD turn 1? And this surely involves units set up before the first turn? What's the significant difference in this?
Units are allowed to set up outside your deployment zone if they deploy before the first turn (Forward Operatives, Strike fro the Shadows)
Veil of Darkness is during the turn. The Beta rules say you can't arrive outside your deployment zone in turn 1. The Rulebook faq also says to treat units that teleport (Gate of Infinity, Teleport homer) as arriving as reinforcements.

Therefor using VoD during your first turn means you have to follow the beta rules and can't go outside your deployment zone.
The fact that they once deployment normally is irrelevant.
   
 
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