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2020/07/25 13:35:42
Subject: Re:Necron 9th edition general discussion thread.
Eyjio wrote: Did anyone else catch these dynasty codes flashing by? Some are really insane. Bit hard to read, but Nephrekh gives a 6++, Nihilakh seems to grant army wide Objective Secured, Szarekhan have a 5++ against mortal wounds, etc. Also, Nihilakh has the interesting phrase "When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding Dynastic Agent and C'tan Shard units) has this code, you can select both of that command protocol's directives instead of just one" - are we getting doctrine equivalents?! Also interesting it's talking about armies, not detachments, I wonder if the new Space Marines will follow suit.
Well, optimism for being good just went through the roof, now I'm a bit worried we'll be overtuned! I can't believe how strong some of this sounds, especially compared to what I was expecting.
I'll take being overtuned for a bit than being underpowered.
The Mephrit trait looks like it adds range to weapons as well, but that's the only one I can read.
Mephrit:
+3" to all ranged weapons except Pistols
Additional -1 AP for half range
Nephrek
6++
Automatic 6" Run with semiFly as of now
SemiFly when disengaging
Novokh
+1 to Charges
Additional -1 AP first turn of combat
Nihilakh
Objective secured (every model counts as 2 if you already have it)
AP -1 becomes AP 0
Szarekhan
5+++ against Mortal Wounds
Each time an unit shoots or fight, reroll 1 wound roll
Sautekh
Reroll Morale
Rapid Fire at 18"
Necrons also have gained a new Faction Wide Rule (Protocols with 2 directives) that is boosted by mono Dynasty armies (you can have both the directives of a specific Protocol if your entire army is comprised of a single Dynasty)
2020/07/25 13:37:21
Subject: Re:Necron 9th edition general discussion thread.
Sasori wrote: I'll take being overtuned for a bit than being underpowered.
The Mephrit trait looks like it adds range to weapons as well, but that's the only one I can read.
Agreed, if it's too strong we'll get the nerf bat like SM, but it's rare to get significant buffs.
It's hard to read the top ones, but I think I can make out all of Nephrekh:
* Models with this code have a 6+ invulnerable save.
* Each time a unit with this code Advances, it can translocate. If it does, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. If a unit translocates, until the end of the turn, models in that unit cannot shoot.
* Each time a unit with this code Falls Back or translocates, until the end of the phase, models in that unit can move across models and terrain as if they were not there
* When the Protocol of the Sudden Storm (pg 31) becomes active for your army, if every unit in your army (excluding Dynastic Agent and C'tan Shard units) has this code, you can select both of that command protocol's directives instead of just one.
So, an interesting change to them. You can either advance as normal, or get the 6" buff but be totally unable to shoot - a minor nerf. But then you also get a 6++ on everything, which is great. Also, it looks like every dynasty gets some variant of that point at the bottom, so that's fun.
2020/07/25 13:39:25
Subject: Re:Necron 9th edition general discussion thread.
Eyjio wrote: Did anyone else catch these dynasty codes flashing by? Some are really insane. Bit hard to read, but Nephrekh gives a 6++, Nihilakh seems to grant army wide Objective Secured, Szarekhan have a 5++ against mortal wounds, etc. Also, Nihilakh has the interesting phrase "When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding Dynastic Agent and C'tan Shard units) has this code, you can select both of that command protocol's directives instead of just one" - are we getting doctrine equivalents?! Also interesting it's talking about armies, not detachments, I wonder if the new Space Marines will follow suit.
Well, optimism for being good just went through the roof, now I'm a bit worried we'll be overtuned! I can't believe how strong some of this sounds, especially compared to what I was expecting.
I'll take being overtuned for a bit than being underpowered.
The Mephrit trait looks like it adds range to weapons as well, but that's the only one I can read.
Mephrit:
+3" to all ranged weapons except Pistols
Additional -1 AP for half range
Nephrek
6++
Automatic 6" Run with semiFly as of now
SemiFly when disengaging
Novokh
+1 to Charges
Additional -1 AP first turn of combat
Nihilakh
Objective secured (every model counts as 2 if you already have it)
AP -1 becomes AP 0
Szarekhan
5+++ against Mortal Wounds
Each time an unit shoots or fight, reroll 1 wound roll
Sautekh
Reroll Morale
Rapid Fire at 18"
Necrons also have gained a new Faction Wide Rule (Protocols with 2 directives) that is boosted by mono Dynasty armies (you can have both the directives of a specific Protocol if your entire army is comprised of a single Dynasty)
Damn, good job.
These all look great.
Someone in the Necron Discord pointed this out: A note on Nephrekh, you choose to advance or translocate, translocate is auto 6" advance and can ignore terrain and models, but cannot shoot after
Automatically Appended Next Post: Someone Transcribed the full text here:
MEPHRIT: SOLAR FURY
Add 3" to the range characteristic of ranged weapons(excluding something) that models with this code are equipped with.
Each time a model with this code makes a ranged attack that targets a model within half range, the armour penetration characteristic of that attack is improved by 1.
When the protocol of the vengeful stars is used you get both command protocols instead of one.
NOVOKH: AWAKENED BY MURDER
Add 1" to charge rolls made for units with this code.
Each time a model with tthis code makes a melee attack, if the model has made a charge move, was charged, or performed a heroic intervention this turn, improve the armour penetration characteristic of this attack by 1.
When the protocol of the hungry void is used you get both command protocols instead of one.
NEPHREKH: TRANSLOCATION BEAMS
Models with this code have a 6+ invulnerable save.
Each time a unit witth this code advances, it can translocate. If it does, do not make an advance roll for it. Instead, until the end of ttthe phase, add 6" to the move characteristic of the models in that unit. If a model translocated, until the end of the turn, models in that unit cannot shoot.
Each time a unit with this code falls back or translocates, until the end of tthe phase, models in that unit can move over models and terrain as if they were not there.
When the protocol of the sudden storm is used you get both command protocols instead of one.
//
//(edited)
[8:39 AM]
NIHILAKH: AGGRESSIVELY TERRITORIAL
Units with this code have the objective secured ability as in the core book. If a model in such a unit already has this ability, that model counts as one additional model when dettermining control of an objective marker.
Each time an attack with an armour penetration characteristic of -1 is allocated to a model with this code, if that model's unit is wholly within its controller's deployment zone, that attack has an armour penetration characteristic of 0 instead.
When the protocol of the eternal guardian is used you get both command protocols instead of one.
SZAREKHAN: UNCANNY ARTIFICERS
Each time a model witth this code would take a wound as the result of a mortal wound, roll one D6, on a 5+ that wound is ignored.
Each time a unitt with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacls.
When the protocol of the undying legions is used you get both command protocols instead of one.
SAUTEKH: RELENTLESS ADVANCE
Each time a morale test is ttaken for a unit with this code, you can re-roll that test.
Instead of following the normal rules for rapid fire weapons, models with this code shooting rapid-fire weapons make double the number of attacks if the shooting model's target is within 18".
When the protocol of the conquering tyrant is used you get both command protocols instead of one.
This message was edited 2 times. Last update was at 2020/07/25 13:46:28
Well done KurtAngle2! Great summary and much faster than I could do it.
Agree with Sasori that Sautekh seems maybe weakest, though it does make that new warrior gun pretty amazing! My gut tells me Nihilakh is the runaway winner, ignoring a save modifier is good but objective secured wraiths/skorptekhs/transports seems incredibly good in the new missions. That said, Nephrek's save and massive movement could be very good also, Mephirit remains excellent, and I think the reroll 1 wound roll for everything in Szarekhan is secretly maybe the best buff after Objective Secured everything...
2020/07/25 13:56:12
Subject: Re:Necron 9th edition general discussion thread.
This message was edited 1 time. Last update was at 2020/07/25 13:59:51
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2020/07/25 13:56:47
Subject: Necron 9th edition general discussion thread.
Sasori wrote: Monolith looks amazing, but holy god that is going to be a real bear to paint.
Depends on how many sub-assemblies you can make before you paint.
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2020/07/25 14:24:10
Subject: Re:Necron 9th edition general discussion thread.
Agree with Sasori that Sautekh seems maybe weakest, though it does make that new warrior gun pretty amazing! My gut tells me Nihilakh is the runaway winner, ignoring a save modifier is good but objective secured wraiths/skorptekhs/transports seems incredibly good in the new missions. That said, Nephrek's save and massive movement could be very good also, Mephirit remains excellent, and I think the reroll 1 wound roll for everything in Szarekhan is secretly maybe the best buff after Objective Secured everything...
I'm not really happy with any of these dynasty rules, to be honest. Some have good pieces, but the other half is rather... bleh.
It depends what the protocols actually do.
Otherwise custom dynasties may be the way forward.
Yes we have to wait till October.
On the flip side, there's probably no big events happening this year (and those small events probably shouldn't happen either to be fair), so getting a couple of months in before codex releases isn't too bad
2020/07/25 14:33:34
Subject: Re:Necron 9th edition general discussion thread.
Also slightly disappointed that we didn't get to see the creature behind the monolith
Other than the glimpses of the five surprise characters (for other armies), they really showed off very little. We know there are other SM things as well.
I guess they feel the need to drag this out for a few more months.
This message was edited 1 time. Last update was at 2020/07/25 14:37:08
Efficiency is the highest virtue.
2020/07/25 14:42:10
Subject: Necron 9th edition general discussion thread.
Nihalakh's defence against AP-1 while in your deployment is handy for the first turn and probably allows for less 'hidden' and more aggressive setup because it demands min. of AP -2 before they care all that much. And if they're in cover as well it's a big deal.
2020/07/25 14:42:51
Subject: Re:Necron 9th edition general discussion thread.
These two new codexes will be available for you to buy in October – stay tuned for more previews and more new model reveals in the coming weeks. Speaking of which – we’ll be back soon with another look into the future.
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
2020/07/25 14:45:57
Subject: Necron 9th edition general discussion thread.
So reading the crusade page they show for necrons, one of the battle traits for core units lets you benefit from Command Protocols while anywhere on the board instead of being within 6" of a Necron Character
So command protocols seem like they benefit units in 6" of characters, no idea if this is the same ones as described on the dynasty traits page
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
2020/07/25 14:49:24
Subject: Necron 9th edition general discussion thread.
It is only half (or 1/3rd since we don't know the Protocols stuff) of the trait. You get things like that with Marines. Look at DA that have a trait based on Morale tests for example (no this is not an excuse to state how Marines are functionally immune to morale because you're never taking more than 5 models in yor ITC-hammer style lists )
2020/07/25 14:52:54
Subject: Re:Necron 9th edition general discussion thread.
The Nephrekh one has a pretty cool combo with the Royal Warden. You ignore models when you fall back, and you can use the Royal Warden's ability to then shoot and charge.
Means you don't really have to worry about getting tripointed as Nephrek or having to use the desperate breakout.
Sasori wrote: Nihalakh and Nephrekh both seem pretty strong to me.
We know that 9th is so much more about the objectives than before, and both of these really support the objective game.
Granted. Both have uses.
But Nihalakh's ignore -1 Ap if you're in your deployment zone is rather... eh. It doesn't mesh well with the first one.
Not entirely happy with the no shooting on advance aspect of Nephrekh, either, though that can be worked around.
I do find it interesting that the existing Code rerolls got dropped altogether, and the Szarekhan and Sautekh rerolls are smaller in scope.
Some of this I think is fair, other parts I think miss the forest for the trees. Most lists were using Sautekh before to ignore the penalty for moving and shooting heavy weapons on veehiclees - that's now gone by default. Sautekh is now good if Imotekh remains good, but there are options now at least.
I agree the ignore AP-1 seems limited, but then objective secured is immensely strong. I would take that over rerolling 1's to hit when shooting if you didn't move any day of the week. It feels strong, especially with tesla, but it's about 0.5 wounds more on average - not a huge deal, and with all our short ranged shooting was never incredible. Comparatively, objective secured now means you can potentially do silly things like drop in a unit of deathmarks or flayed ones next to a random unit, which are now basically troops, or charge wraiths into the centre of the table, which are considerably better than most troop units can handle. It's got potential to be very frustrating to play against honestly, it fundamentally changes what units you take in an army and that's before we know what the protocols do - outrider with 6x wraithwing could be brutal, as an example.
The no shoot or advance is a bummer, I'll give you that, but again, think of what we gain for that. First of all, we gained fall back through models - that's huge on its own. Secondly, a 6++ on the whole army means that all of a sudden, those scarabs, which presumably may stick at 15 points, are looking pretty fun, with T3 W4 6++ - takes a fair few shots to remove, and moving 16" a turn makes them interesting - then they can fall back over models, etc...
There's no denying some of the codes are a bit nerfed - looking at you, Sautekh - but they fit better into some of the 9th edition changes too. Just look at scarabs - for 540 points, you can have 36 in an outrider, which is 144 wounds, as much as some foot guard armies have in total. There are some real doors opened by these codes for those units - how about 144 objective secured wounds which move at least 10" a turn? How about they can charge 2d6+1", hitting with AP -1? 16" advances with a 6++? Ignoring mortal wounds on a 5++ and rerolling a failed wound roll per unit? Those are all good abilities, and it's not put you back that many points, plus there's extra unknown benefits to come. Mephirit and Sautekh look great with warriors too. I'm not going to pretend I think any of these are game breaking, and many are weaker than marine ones in the current book, but I definitely think they're stronger than what we have by a fair amount.
Automatically Appended Next Post:
Kharne the Befriender wrote: So reading the crusade page they show for necrons, one of the battle traits for core units lets you benefit from Command Protocols while anywhere on the board instead of being within 6" of a Necron Character
So command protocols seem like they benefit units in 6" of characters, no idea if this is the same ones as described on the dynasty traits page
Good eye, I can barely read them but you're right. Interesting, that might make them a fair amount less powerful than doctrines, if they're also unchanged.
Also they talk about the new Monolith as going toe to toe with a knight - are they going to be lumped in as super heavies? That would suck.
This message was edited 1 time. Last update was at 2020/07/25 15:18:40
2020/07/25 15:45:06
Subject: Necron 9th edition general discussion thread.
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
2020/07/25 16:17:56
Subject: Re:Necron 9th edition general discussion thread.
Eyjio wrote:There's no denying some of the codes are a bit nerfed
I wasn't even thinking in terms of nerfs, just the uneven nature of the traits. Objective secured is great, the other is marginal, and kind of a pain to track past turn one (did you move all the way out?)
I just have a preference for generally useful and non-fiddly traits.
That they're by and large color-scheme based makes the decision and out-of-proportion important one.
This message was edited 1 time. Last update was at 2020/07/25 16:23:15
Efficiency is the highest virtue.
2020/07/25 16:22:21
Subject: Re:Necron 9th edition general discussion thread.
Eyjio wrote: Did anyone else catch these dynasty codes flashing by? Some are really insane. Bit hard to read, but Nephrekh gives a 6++, Nihilakh seems to grant army wide Objective Secured, Szarekhan have a 5++ against mortal wounds, etc. Also, Nihilakh has the interesting phrase "When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding Dynastic Agent and C'tan Shard units) has this code, you can select both of that command protocol's directives instead of just one" - are we getting doctrine equivalents?! Also interesting it's talking about armies, not detachments, I wonder if the new Space Marines will follow suit.
Well, optimism for being good just went through the roof, now I'm a bit worried we'll be overtuned! I can't believe how strong some of this sounds, especially compared to what I was expecting.
Not all good though. Nephrek can't shoot anymore after doing full speed advance. My playstyle died.
2024 painted/bought: 109/109
2020/07/25 16:33:24
Subject: Necron 9th edition general discussion thread.
Dudeface wrote: I think that may be the most sleeper op dynasty tbh.
Not sure I'd call it a sleeper, I think most competitively minded people will immediately see how powerful it is. I mean, it all depends on how the meta shakes out and how command protocols work, but even without specifically building a new list to fit the codex, 10 Immortals or Warriors on an objective counts as 20 objective secured models - you're basically saying to the opponent that they'd better be able to wipe your unit, or you'll reanimate more guys back and make the objective nearly impossible to contest. It's extremely good. Even 3 Immortals holds against 5 scions/infiltrators/whatever other MSU drops in unexpectedly into the back field. See how it all shakes out I guess.