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Made in gb
Freaky Flayed One





 Insectum7 wrote:
 MinscS2 wrote:
\
(The Immortal has a vastly better gun than even an Intercessor though.)


At the moment the Intercessor gun can fire twice at 30" and at AP-2 for most of the game.


Fair point, though we don't know about our canticles (whatever they are called) which are meant to be doctrine equivalents as far as I can recall
   
Made in us
Regular Dakkanaut





The biggest weakness of the space marine bolter or bolt rifle is the str 4, against T5 they need 5+ to wound. Immortal guns being str 5 is vastly superior.
   
Made in us
Gore-Soaked Lunatic Witchhunter







 Crusaderobr wrote:
The biggest weakness of the space marine bolter or bolt rifle is the str 4, against T5 they need 5+ to wound. Immortal guns being str 5 is vastly superior.


...Against T5 and T8. They're not the most common Toughness values around.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Freaky Flayed One





 AnomanderRake wrote:
 Crusaderobr wrote:
The biggest weakness of the space marine bolter or bolt rifle is the str 4, against T5 they need 5+ to wound. Immortal guns being str 5 is vastly superior.


...Against T5 and T8. They're not the most common Toughness values around.


Besides crypteks, warriors and scarabs I dont think any of our units are T4 anymore, all of our units are at least T5 now
   
Made in us
Decrepit Dakkanaut





 Insectum7 wrote:
 MinscS2 wrote:
\
(The Immortal has a vastly better gun than even an Intercessor though.)


At the moment the Intercessor gun can fire twice at 30" and at AP-2 for most of the game.


Turns 2 and 3 is not most of the game...
   
Made in gb
Longtime Dakkanaut




United Kingdom

 AnomanderRake wrote:
 Crusaderobr wrote:
The biggest weakness of the space marine bolter or bolt rifle is the str 4, against T5 they need 5+ to wound. Immortal guns being str 5 is vastly superior.


...Against T5 and T8. They're not the most common Toughness values around.


And T4 which is very common.

In an immortal vs marine shoot out wounding twice as often is pretty big.

OK not sure that S4 is 'big' weakness, but S5 is a lot better on a T5 model.
   
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puree wrote:
 AnomanderRake wrote:
 Crusaderobr wrote:
The biggest weakness of the space marine bolter or bolt rifle is the str 4, against T5 they need 5+ to wound. Immortal guns being str 5 is vastly superior.


...Against T5 and T8. They're not the most common Toughness values around.


And T4 which is very common.

In an immortal vs marine shoot out wounding twice as often is pretty big.

OK not sure that S4 is 'big' weakness, but S5 is a lot better on a T5 model.


And T4, yes, but a large percentage of the T4 infantry in the game are getting an extra wound.

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The new immortals are quite solid.

But the 24" gauss gun of the warrior could be bit of a downer if we consider the possible 30" Bolter (old)marines and sisters "may" get.


i am referring to the leaked company command squad datasheet which includes a 30" boltgun profile which "may" turn out to be a new boltgun profile or just an upgraded veteran version of the regular boltgun

This message was edited 1 time. Last update was at 2020/08/14 19:57:04


 
   
Made in gb
Freaky Flayed One





Manous wrote:
The new immortals are quite solid.

But the 24" gauss gun of the warrior could be bit of a downer if we consider the possible 30" Bolter (old)marines and sisters "may" get.


i am referring to the leaked company command squad datasheet which includes a 30" boltgun profile which "may" turn out to be a new boltgun profile or just an upgraded veteran version of the regular boltgun



I hope its a veteran version, 30" boltguns just makes it that bit harder to field warriors as unless you advance you cant get into range before they can fire at you

This message was edited 1 time. Last update was at 2020/08/14 20:00:03


 
   
Made in de
On a Canoptek Spyder's Waiting List




 Aza'Gorod wrote:
Manous wrote:
The new immortals are quite solid.

But the 24" gauss gun of the warrior could be bit of a downer if we consider the possible 30" Bolter (old)marines and sisters "may" get.


i am referring to the leaked company command squad datasheet which includes a 30" boltgun profile which "may" turn out to be a new boltgun profile or just an upgraded veteran version of the regular boltgun



I hope its a veteran version, 30" boltguns just makes it that bit harder to field warriors as unless you advance you cant get into range before they can fire at you



exactly my thoughts

we may have better ap and be a bit cheaper but we are slower for the most time and the lack of range means they have an easier time to shoot us before we can.
   
Made in gb
Proud Triarch Praetorian





Manous wrote:
 Aza'Gorod wrote:
Manous wrote:
The new immortals are quite solid.

But the 24" gauss gun of the warrior could be bit of a downer if we consider the possible 30" Bolter (old)marines and sisters "may" get.


i am referring to the leaked company command squad datasheet which includes a 30" boltgun profile which "may" turn out to be a new boltgun profile or just an upgraded veteran version of the regular boltgun



I hope its a veteran version, 30" boltguns just makes it that bit harder to field warriors as unless you advance you cant get into range before they can fire at you



exactly my thoughts

we may have better ap and be a bit cheaper but we are slower for the most time and the lack of range means they have an easier time to shoot us before we can.
Sternguard alwqays had 30" bolters, they just never see the tabletop so everyone has forgotten.

Experience is something you get just after you need it
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Iron Hands - 12k
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Made in de
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.
Sternguard alwqays had 30" bolters, they just never see the tabletop so everyone has forgotten.



Absolutely true but the leaked datasheet is not from the sternguard unit but from the company command box which doesnt include sternguard but only "regular" veterans. These guys never had the special issue boltgun with 30"



   
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Proud Triarch Praetorian





As far as I remember, "Sternguard" was merely a title for an all-shooty Veteran unit, same with Vanguard for all-stabby....

But I may be wrong, it's been a while since I read anything properly

This message was edited 1 time. Last update was at 2020/08/14 20:09:04


Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in de
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 IHateNids wrote:
As far as I remember, "Sternguard" was merely a title for an all-shooty Veteran unit, same with Vanguard for all-stabby....

But I may be wrong, it's been a while since I read anything properly



Hate to say it. But you are wrong ^^

There are the following oldmarine veteran datasheets in the marine codex
(which actually include the word "veteran" so no termis etc)

Vanguard Veterans -- stabby
Sternguard Veterand -- shooty
Company Veterans -- can do both and pick more or less any equipment they want with the exception of some thing (like the 30" special issue boltgun)
Tyrannic war Veterans (Ultramarines only i think?)
   
Made in us
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Company Vets are also supposed to have Bodyguard rules as well, so that's a major difference


Automatically Appended Next Post:
Also I need any leak for Sternguard. Please. Anything. I need it so bad.

This message was edited 1 time. Last update was at 2020/08/14 20:45:14


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 gb
Proud Triarch Praetorian





Manous wrote:
 IHateNids wrote:
As far as I remember, "Sternguard" was merely a title for an all-shooty Veteran unit, same with Vanguard for all-stabby....

But I may be wrong, it's been a while since I read anything properly



Hate to say it. But you are wrong ^^

There are the following oldmarine veteran datasheets in the marine codex
(which actually include the word "veteran" so no termis etc)

Vanguard Veterans -- stabby
Sternguard Veterand -- shooty
Company Veterans -- can do both and pick more or less any equipment they want with the exception of some thing (like the 30" special issue boltgun)
Tyrannic war Veterans (Ultramarines only i think?)
Fair enough, I stand, or rather reanimate, corrected.

I did not know about the Company Veterans. Maybe they're getting the Special Issue Bolters now?

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Gore-Soaked Lunatic Witchhunter







 IHateNids wrote:
...I did not know about the Company Veterans. Maybe they're getting the Special Issue Bolters now?


It'll be pretty odd, given that the Sternguard with SIA were only in the 5e book in the first place to be the Deathwatch, and the Deathwatch have not only been released as their own army but are getting rolled back into the main SM book now.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
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 AnomanderRake wrote:
 IHateNids wrote:
...I did not know about the Company Veterans. Maybe they're getting the Special Issue Bolters now?


It'll be pretty odd, given that the Sternguard with SIA were only in the 5e book in the first place to be the Deathwatch, and the Deathwatch have not only been released as their own army but are getting rolled back into the main SM book now.
Sternguard were basically lifted from the Deathwatch rules from 3rd-4th Edition, yeah. Prior to Sternguard there were still Command Squads and Veteran Squads though. Veterans were basically a Tactical Squad with extra Attacks and Ld., and in 4ht could get one of several Veteran Abilities.

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So I got an order of blood claws in today, no new box alas. I was hoping to get to leak some rules on stuff like what, if anything, would become of frost weapons

Opinions are not facts please don't confuse the two 
   
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Loyal Necron Lychguard





Working on it

Saw the repackaged cryptek with Canoptek Cloak at my flgs today, didn't buy it but I did see the statline, which didn't change, but what struck me is that the datasheet said 'Technomancer' not Cryptek, even though it was written on the package

<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator

 
   
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 Kharne the Befriender wrote:
Saw the repackaged cryptek with Canoptek Cloak at my flgs today, didn't buy it but I did see the statline, which didn't change, but what struck me is that the datasheet said 'Technomancer' not Cryptek, even though it was written on the package


It'd be a little weird, but I wonder if they're changing the name to Technomancer to differentiate it from the <Cryptek> keyword, which is shared by Plasmancers and a few named characters.
   
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Terrifying Doombull




 Khorzain wrote:
 Kharne the Befriender wrote:
Saw the repackaged cryptek with Canoptek Cloak at my flgs today, didn't buy it but I did see the statline, which didn't change, but what struck me is that the datasheet said 'Technomancer' not Cryptek, even though it was written on the package


It'd be a little weird, but I wonder if they're changing the name to Technomancer to differentiate it from the <Cryptek> keyword, which is shared by Plasmancers and a few named characters.

Probably that. Plasmancer has 'Cryptek' and 'Plasmancer' keywords, while the technomancer ability is +1 RP rolls that the current codex Crypteks have (and they can chose between the cloak or chronometron)
So both are crypteks, but plasmancers are the MW zappy ones and technomancers are the repair ones.

Efficiency is the highest virtue. 
   
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Voss wrote:
Sumilidon wrote:
Comparing tacticals to immortals, the wounds side is not such an issue if they are the same points. The Immortals weapon is much better, toughness 5 makes a real difference and assuming reanimation protocols stay the same - id rather have all the above instead of 2 wounds.


T5 sometimes makes a difference. They don't care about the heavy bolter change, but plasma still leaves them as goo.

RP staying the same would be a major problem. Immortal squads are too small for RP to matter as its written now- its simply too easy to wipe the unit off the board. T5 will require more gun at S4 & 5, but there is enough other stuff out there in quantity that if the opponent wants to wipe out the unit, they can. A lot of the DS suicide units that people used to use (with lots of special weapons, combi-weapons or whatever) still work just fine for wiping out immortals- the math doesn't change at all for a Stormtrooper or Chaos terminator drop, for example.


Don't get me wrong, I like the return of T5. But RP has to change.


I would just say if your opponent is firing his plasma or using an alpha strike unit on immortals then that is a win for Necron Players.
   
Made in us
Terrifying Doombull




Why? Immortals are a backbone unit, and can happily camp objectives with ObSec.

They should be a pretty high target priority to start with, and they've tended to be small units that can easily be wiped out (a feature that 9th edition base rules magnify).

This message was edited 1 time. Last update was at 2020/08/15 02:37:59


Efficiency is the highest virtue. 
   
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So I got an order of blood claws in today, no new box alas. I was hoping to get to leak some rules on stuff like what, if anything, would become of frost weapons.


At 10 pts each they should be d2, 1d3d or something else. +1 str over already +1str Power Weapons are not worth another 5 points.
   
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Scotland, UK

Random early morning thought... with Melta damage at D6+2 rather than D6 (rolling 2, picking highest), if Quantum Shielding stays the same it just got a bit better against it: average of 1.11 damage as opposed to 1.56.
   
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 unitled wrote:
Random early morning thought... with Melta damage at D6+2 rather than D6 (rolling 2, picking highest), if Quantum Shielding stays the same it just got a bit better against it: average of 1.11 damage as opposed to 1.56.

Much, much better considering modern melta was choose one and not discard the lowest. But with re-roll nerf QS will still generally be a bit weaker.
   
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Commander of the Mysterious 2nd Legion





 unitled wrote:
Random early morning thought... with Melta damage at D6+2 rather than D6 (rolling 2, picking highest), if Quantum Shielding stays the same it just got a bit better against it: average of 1.11 damage as opposed to 1.56.


this could make life difficult for sisters of battle who don't have any anti tank options other then melta and exorcists

Opinions are not facts please don't confuse the two 
   
Made in gb
Freaky Flayed One





 unitled wrote:
Random early morning thought... with Melta damage at D6+2 rather than D6 (rolling 2, picking highest), if Quantum Shielding stays the same it just got a bit better against it: average of 1.11 damage as opposed to 1.56.


Doesn't it effectively make them min damage 3 so we always have a 1/3 chance to ignore them with quantum shielding, but that's if they roll a 1. When they roll a 5/6 you dont even need to roll as thats at least 7 damage and if they roll any 4s you can just use quantum deflection.

This is assuming of course that they all stay the same
   
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UK

BrianDavion wrote:
 unitled wrote:
Random early morning thought... with Melta damage at D6+2 rather than D6 (rolling 2, picking highest), if Quantum Shielding stays the same it just got a bit better against it: average of 1.11 damage as opposed to 1.56.


this could make life difficult for sisters of battle who don't have any anti tank options other then melta and exorcists


low Miracle dice helps a bit here?

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