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2020/07/27 20:40:53
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.
Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.
Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
2020/07/27 21:14:17
Subject: Necron 9th edition general discussion thread.
Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.
Always 1 on the crazed roll.
2020/07/27 21:29:17
Subject: Necron 9th edition general discussion thread.
Drudge Dreadnought wrote: Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.
Nothing concrete whatsoever, we are still totally in the dark. There are theories but nothing worth repeating at this stage
The Circle of Iniquity The Fourth Seal
2020/07/27 22:27:13
Subject: Necron 9th edition general discussion thread.
Drudge Dreadnought wrote: Sorry if this has been addressed somewhere, but was there ever a confirmation of how Reanimation Protocols will work now? I've seen some rumors floating around, but not sure if any were confirmed.
Nothing concrete whatsoever, we are still totally in the dark. There are theories but nothing worth repeating at this stage
I wouldnt really care if they didn't reveal any more rules between now and our codex i just want to know how RP is gonna work as that's such a big thing for us
2020/07/27 23:02:20
Subject: Re:Necron 9th edition general discussion thread.
As of right now, you're still playing Necrons with the 8th edition codex plus the extra datasheets from Indomitus. Reanimation Protocols won't change until the new codex is released in October.
Automatically Appended Next Post: Well, it looks like the guys over at The Army Painter got their Indomitus box...
Spoiler:
This message was edited 1 time. Last update was at 2020/07/28 01:47:52
'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
2020/07/28 05:45:44
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.
Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.
Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.
Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.
Automatically Appended Next Post: I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?
If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.
This message was edited 1 time. Last update was at 2020/07/28 09:47:30
2024 painted/bought: 109/109
2020/07/28 12:36:11
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.
Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.
Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.
Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.
Automatically Appended Next Post: I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?
If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.
I'm hopeful that we keep destroyers as a new Lokhust destroyer model.
The fact that we have Lokhust HEAVY destroyers means I expect we will see the light variant eventually.
GW doesn't usually stick heavy on a model unless there's another variant of it.
Bolter, heavy bolter
Rail rifle, heavy rail rifle
Intercessor, heavy intercessor
Just to give a few examples
2020/07/28 13:53:28
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: They should have really released a downloadable Big mek with KFF pdf. Having to buy an expansion to get the rules for a model which will become obsolete in a few months anyway is a bit gakky.
Umm what model got obsolete? KFF mek is still more than usable. Necron stuff aren't going to become obsolete either.
Sorry, that wasn't clear. I was talking about the book, not the model.
The Big Mek with KFF rules will most likely show up in the Ork Codex, so buying Psychic Awakening for that is pointless, imo.
Yeah. And codex is when? Codexes don't get all replaced in few months. Expect to have 8e codexes for couple years. It took like 1.5 years to replace indexes with codexes in 8e and then still had couple new ones. Now there's less of a rush to replace them to 9th.
Automatically Appended Next Post: I'm worried/wondering what's the fate of our destroyers going to be. Locust seems to be either new variant alltogether or replacement of heavy destroyers. Whatabout regulars? And if it's new will old ones get new models or will they keep old models on sale?
If old models go off then those are to legends. Suddenly I'm happy I never got around buying those heavy destroyers like I planned after CA19...Might have proven to be expensive short term addition.
New WHC article on expanding the indomitus Necrons, they had the Lokhust destroyer and this bit:
"If you like your Necrons ultra-violent and utterly without remorse, you’ll no doubt be a fan of your new Skorpekh Lord and its murderous kin. With the introduction of these out-and-out melee specialists, the Destroyer Cult is now a force to be reckoned with at every distance. Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another – even more so than when in the presence of both their Lords for re-rolls on hit and wound rolls of 1."
Kharne the Befriender wrote: New WHC article on expanding the indomitus Necrons, they had the Lokhust destroyer and this bit:
"If you like your Necrons ultra-violent and utterly without remorse, you’ll no doubt be a fan of your new Skorpekh Lord and its murderous kin. With the introduction of these out-and-out melee specialists, the Destroyer Cult is now a force to be reckoned with at every distance. Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another – even more so than when in the presence of both their Lords for re-rolls on hit and wound rolls of 1."
It also mention Szeras: "He’s a serious force multiplier, able to use Rites of Reanimation twice each turn..."
Anyone have any Idea on what this might be? It's not a rule on his datasheet
You missed this little tidbit...
Whether of the Skorpekh or Lokhust variety, Destroyers work exceptionally well in conjunction with one another...
No mention of the 'normal' Destroyers, just Skorpekh and Lokhust. This is a hint that GW is likely going to replace the existing Destroyers with the Lokhust Destroyers (including the Heavy and Lord varieties).
'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
2020/07/28 16:25:34
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: Ah, so it would seem that Lokhust are the new designation for the old destroyers. Makes sense.
Yes. And I'd bet even money that the Lokhust Destroyer seen HERE is actually the Lokhust Lord with some sort of enmitic weapon.
This message was edited 1 time. Last update was at 2020/07/28 17:50:39
'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
2020/07/28 16:58:46
Subject: Necron 9th edition general discussion thread.
CthuluIsSpy wrote: Ah, so it would seem that Lokhust are the new designation for the old destroyers. Makes sense.
Yes. And I'd bet even money that the Lokhust Destroyer seen HERE is actually the Lokhust Lord with some sort of enmitic weapon.
No, that is 100% just a Lokhust Heavy destroyer. In the article that officially revealed them it talked about both variants and revealed their weapon names. Gauss Annihilator and Enmetic Exterminator for the enmitic version.
The big question is are we getting more new kits or are they just renaming the old kits until we get some new ones in the future.
This message was edited 1 time. Last update was at 2020/07/28 17:12:07
'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
2020/07/28 17:35:55
Subject: Re:Necron 9th edition general discussion thread.
Looks like whenever the Codex does drop there will be an ability called Rights of Reanimation. It is mentioned in the Illuminor Szeras bit of the below article that he can use it twice. No information about what it does but we can assume it buffs RP in some way.
Necronmaniac05 wrote: Looks like whenever the Codex does drop there will be an ability called Rights of Reanimation. It is mentioned in the Illuminor Szeras bit of the below article that he can use it twice. No information about what it does but we can assume it buffs RP in some way.
I'm willing to bet that it's the Cryptek's +1RP buff, it could be like the Royal Wardens ability and MWBD where you have to pick a unit for it to affect
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
2020/07/28 18:13:41
Subject: Re:Necron 9th edition general discussion thread.
The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?
They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.
Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.
Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?
Fed up of Scalpers? But still want your Exclusives? Why not join us?
The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?
They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.
Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.
Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?
The new Dynasty codes with Sautekh really make reapers a very attractive option if you are bringing warriors.
On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already. Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.
All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).
This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.
To those that say there is no stupid questions I say, "Is this a stupid question?"
2020/07/29 00:30:26
Subject: Necron 9th edition general discussion thread.
The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?
They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.
Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.
Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?
Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.
I might have to test that out
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
2020/07/29 01:23:53
Subject: Necron 9th edition general discussion thread.
The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?
They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.
Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.
Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?
Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.
I might have to test that out
Current rules would not allow you to switch weapons. If you kill a model with a Gauss Flayer, then when you make a Reanimation roll for that model it will come back with a Gauss Flayer. You will need to specify which dice are being rolled for models with Gauss Flayers and which are being rolled for models with Gauss Reapers.
'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
2020/07/29 02:09:21
Subject: Necron 9th edition general discussion thread.
Venerable Ironclad wrote: On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already.
Invulnerable and 'feel no pain' (ignoring wounds, in 9th edition parlance) are different. There is no overlap.
Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.
All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).
This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.
That sounds very messy.
Right now the differences we know (because they're on the Indomitus datacards) is that warriors reroll 1s on RP rolls, scarabs (canoptek unit) don't have RP, and overlords have living metal rather than RP.
This message was edited 1 time. Last update was at 2020/07/29 02:10:07
Efficiency is the highest virtue.
2020/07/29 02:42:43
Subject: Necron 9th edition general discussion thread.
The pamphlet from Indomitus shows we can freely mix Flayers and Reapers in a squad. Now, assuming that carries over to the Codex?
They might be worth taking in certain numbers within a given squad. Thought process here is that, sooner or later, a squad is going to take casualties, and the range will close.
Having say, four in a unit of 10 could mean that once casualties have occurred, that squad could still remain a pretty decent threat, as the enemy will also have suffered (in theory) casualties already.
Yes we would be sacrificing range in the early game, but for mid to late they may allow Necron Warriors to punch well above their weight?
Not a bad idea, kill off the Reapers in the early game, and as the distance closes start killing Flayers and subbing in Reapers from RP.
I might have to test that out
Current rules would not allow you to switch weapons. If you kill a model with a Gauss Flayer, then when you make a Reanimation roll for that model it will come back with a Gauss Flayer. You will need to specify which dice are being rolled for models with Gauss Flayers and which are being rolled for models with Gauss Reapers.
Right you are, definitely not used to having units with mixed weapons
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
2020/07/29 03:50:32
Subject: Necron 9th edition general discussion thread.
Anyone notice how expensive the lokhust heavy destroyer is, odds are heavy destroyers are getting the obliterator treatment, more wounds, better defense, bigger gun. Since they called them out as being different units, they don't mean the lokhust heavy destroyer to be a new version of the existing model. Having two data sheets for heavy destroyers might get a bit confusing so maybe the current heavy destroyers become an equipment option for normal destroyers.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
2020/07/29 03:56:58
Subject: Necron 9th edition general discussion thread.
Venerable Ironclad wrote: On the subject of the changes to Reanimation, I think we can make some assumptions. For starters I think we rule out it being any kind of feel no pain save, since we have seen the one Dynasty gains a 6++ as one of its traits and I would be down right pointless if Reanimation was such a save already. Next, I recall them stating it was redesigned to scale with different point values, this tell me the current system will no longer be used. I also recall a statement hinting at reanimation being different for different units, stronger for a lord and weaker for say a warrior, of course this may have just been referring to the fluff and how lords carry more personality than your warrior. There is also evidence that Caoptek units will have at least some access to reanimation. There was also mention of tactical decision making during the reanimation phase.
All of this together, I will make my predition on how Reanimation will work this edition. Reanimation will happen at the start of your turn. Models will have one chance at reanimating, if they pass they get added back to the unit, if they fail the are removed from the reanimation pool(They cannot try again next turn). Different units may have different rolls to make for reanimation. Warriors may only reanimate on a 6 while Immortals reanimate on a 5. This reanimation roll can be effected by a multiple of different factors, Cryptek, Reanimators, ResOrbs,Canoptek units with a Spider nearby ect. Units that are wiped out can still reanimate but with some form of penalty(could be a simple -1, or maybe they can only reanimate on a 6).
This is just my guess on how reanimation will play out. I wish I could site the various statements I remembered but there is just too much media to sort through. I would not be surprised if I remembered half of it wrong.
6++ is inv save so usable with fnp. New dynastys 5+++ vs mortal is proof you seeked.
And what you described is a) buffable fnp b) huge nerf
2024 painted/bought: 109/109
2020/07/29 08:54:20
Subject: Necron 9th edition general discussion thread.