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Made in us
Pyromaniac Hellhound Pilot






Barcha wrote:
I'm sad to hear that the warlord trait is bad. I had thought it was a good way to ruin charges, so that will definitely have to change. I'm thinking I'll probably dump one of the doomstalkers for a triarch stalker.

What do you think of spyders this edition as backup for scarabs? probably with a gloom prism, because denial for 5 points is pretty okay in my book. Cutting the technomancer buys me quite a bit of flex room, and I'd be tempted to put one on the table.






I did a video tactica on spyders.

This message was edited 1 time. Last update was at 2020/10/20 01:32:28


   
Made in us
Regular Dakkanaut




So I belive this works until they release an FAQ for FW... or new FW books...

There are two FW characters part of the Maynarkh dynasty.

As it is, Maynarkh becomes a custom dynasty.

So all custom dynasties get access to the following characters:

Kutlahk the world killer
- unique, old school MWBD
- 12" infantry advance and charge aura

Toholk the Blinded
- Old School cryptek aura (3", 5++ aura, infantry)
- Old School Reanim aura (+1 reanim rolls)
- upgrade living metal to be d3 on any 1 vehicle for the whole game

- Obviously Toholks old school reanim aura is super good.
- Advance and charge for Skorpehks and or Lychguard who also get a 6" pregame move?
- MWBD for destroyers?

All seems super good. Now, I'll admit right now it won't last, it's 100% an exploit of circumstance. But until they FAQ it, rules is rules.
   
Made in gb
Proud Triarch Praetorian





I have looked at Maynarkh characters a couple times, but honestly, I am kinda hoping they get custom Dynasty traits in the upcoming Compendium.

In othe rnews, could someone who has already recieved their book answer me if the Spyders can still repair tings, how many points that upgrade is if it's purchased and confimr if it stack (either with itself or the cryptek. I'm expecting not itself, and yes cryptek, as we were)

Cheers

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
Longtime Dakkanaut




I think it would be super gamey to try to use the FW Maynarkh characters in a custom dynasty, or, frankly, to use them at all when they're so clearly based on the outdated old rules.

It's only 5 points for the Spyder repair upgrade, but it can only heal <Dynasty> Vehicles, not anything else. It doesn't stack with itself, but would stack with the Technomancer heal if you buy it.
   
Made in gb
Proud Triarch Praetorian





Ok, so exactly the same as it used to be, but Spyders internally are worth more now.....

Interesting. Thanks

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 fi
Locked in the Tower of Amareo





 CKO wrote:
Can you get -4 AP withe Mephrit and vengeful stars? I don't know if modifiers only apply to hit rolls.


Only to hit and to wound. If it applied to AP...Marines would be open as hell. Terminator getting hit by multi melta? Save on 3+! Even power armour would never save on worse than 4+

That ought to put to end any idea that there's some universal modifier cap. There isn't. It's specifically for to hit and to wound

2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut




yukishiro1 wrote:
I think it would be super gamey to try to use the FW Maynarkh characters in a custom dynasty, or, frankly, to use them at all when they're so clearly based on the outdated old rules.

It's only 5 points for the Spyder repair upgrade, but it can only heal <Dynasty> Vehicles, not anything else. It doesn't stack with itself, but would stack with the Technomancer heal if you buy it.


Sorry, but I don't believe it stacks. Both abilities even though named differently say:

...you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be [b]repaired once per turn.[/b]

They do not have a caveat of "by this ability" or anything. A model may only be repaired once per turn, full stop.
   
Made in gb
Proud Triarch Praetorian





The distinction in 8th Ed was that the Cloak on the Cryptek made Living Metal regenerate D3 instead of 1, and then the Spyder gave an additional D3

however, you reminded me that there's a lot of repair-stack-prohibiting in the Iron Hands Supplement FAQ, which stopped the Librarian and Techmarines repairing the same tanks...

I guess we'll have to wait and see if it gets FAQ'd....

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
Regular Dakkanaut




I really don't think it requires a FAQ, as it is written the intent and function seems clear.

Reparing a Tesseract Vault or the Silent king for 1+2d3 per turn would be insanely good.
   
Made in au
Hissing Hybrid Metamorph






I would almost guarantee that their intention is to only let something get repaired from one source a turn and not have it stack. That’s still 1 for Living Metal and D3 from the repairer which is still neat. Then with the Command Protocol it could get 2+d3 which is solid. I’m sort of tempted (though probably isn’t worth it) to keep a spyder near a group of Doomstalkers along with the Canoptek buffing Technomancer to give them +1 to hit as well.

If the spyder isn’t dead I’m the first few turn it can also counter charge anyone trying to go for your Stalkers and potentially get the +1 to hit still from the Technomancer.
   
Made in gb
Proud Triarch Praetorian





I never said it needed one, I simply wondered if we'd get a clarifying one.

As said, if the Cryptek cloak makes Living Metal go to d3 instead of just 1, I think we'd still be able to do 2d3.

Obviously, I know that the Rite will not make it d3+1 as the rite says outright that it's 2 instead of 1, I'm just wondering if I could have a cryptek improve living metal and then a spyder do d3 of repairs.

IH FAQ gives food for thought, but thats all. This is why I'm wondering if we'll gte an FAQ of our own.

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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

personally i feel trying to use FW after a codex got a massive overhaul like this is unwise.

Either the unit is broken and doesnt work right because it hasnt been updated to follow the codex, or is broken because its in this weird in-between phase and is hyper powerful because of it.

And since we know new FW books are imminent thats why they havnt been faq'd to fix anything. Usually they release a faq for such a thing, like when ork codex dropped they faq'd the FW stuff enough to not cause any glaring issues.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




weaver9 wrote:
yukishiro1 wrote:
I think it would be super gamey to try to use the FW Maynarkh characters in a custom dynasty, or, frankly, to use them at all when they're so clearly based on the outdated old rules.

It's only 5 points for the Spyder repair upgrade, but it can only heal <Dynasty> Vehicles, not anything else. It doesn't stack with itself, but would stack with the Technomancer heal if you buy it.


Sorry, but I don't believe it stacks. Both abilities even though named differently say:

...you can repair one friendly <DYNASTY> model within 3" of this model. That model regains up to D3 lost wounds. Each model can only be [b]repaired once per turn.[/b]

They do not have a caveat of "by this ability" or anything. A model may only be repaired once per turn, full stop.


No, they don't both say that. One says you can heal any <DYNASTY> model, the other is only <DYNASTY> VEHICLE. It's not only named differently, it has a different effect as well. That text at the end is to make clear you can't use the same ability to repair the same model twice.

There is no reason per the rules as written that you couldn't use both abilities once each on the same model. At that point, you might as well note that Living Metal also says that each unit with it "repairs" one wound a turn, and therefore that you can't use any of these healing abilities at all unless the model was at full health at the start of the command phase because Living Metal already counts as its one repair for the turn, and therefore both abilities are essentially unusable as they would only work if you somehow managed to take damage between your command phase and the end of your movement phase.

"Repair" isn't a keyword. The abilities have different names and different functions. RAW there is no doubt they stack. If GW done Gee-dubbed and meant to make the two rules the same and just screwed up the text, it needs an errata because right now they aren't the same ability and therefore stack.



This message was edited 1 time. Last update was at 2020/10/20 15:41:38


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

For the two different repair "abilities" discussion, i present to you...Admech..

Every single one of their dudes that can repair have the same exact name for the ability, but its got 3 different ways its worded. largest glaring issue is the Datasmith's for some reason only works on robots, despite being the same ability that normally is just admech for D3 and nonadmech for 1.

Also, Explodes! - almsot all of them are not given special titles, just explode, yet do different things.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




Both of those are not the situation here. When an ability has the same name, but a different effect, there's an ambiguity introduced as to whether it is really the same ability, because GW has never clearly clarified whether the name of the ability is what determines whether it's unique or not. The same problem occurs when you have the opposite situation, different names but an identical effect.

Here, the abilities have different names and different effects. The only thing that is the same is they both talk about "repairing." But so does Living Metal. And there is no way you can possibly tell me it's intended that you can't use a repair on anything that's repaired using Living Metal. So it cannot be the case that they intended the word "repair" itself to be some sort of keyword limitation.

The only way there would be a rule ambiguity here is if it is an error that the Spyder can only heal vehicles (or that the technomancer can heal non-vehicles, I suppose) and they meant to have both abilities worded identically. At that point, even though they have different names, there is an argument that they're the same ability in practice and therefore should not stack.

But then we aren't in RAW, we are speculating about whether GW may have put a typo into the book.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ah, if its not literally the same name on the rule thats different.

Otherwise Rites and Ghost Ark's ability wouldnt stack either. Same effect (on warriors anyway) but different name and Rites has an extra bit on it.

This message was edited 1 time. Last update was at 2020/10/20 15:53:11


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




To add to the weirdness here, technically neither ability even *has* a name. They both are wargear options that say what they do via a table, not with any sort of bolded text denoting the name of the effect. If you had to say what they name of each ability was, I suppose it would be the name of the wargear option, but neither is formatted in the standard Ability: Function way.
   
Made in us
Regular Dakkanaut




Repair doesn't require a keyword, anymore than "reassemble" does in ressurection protocols.

Give that a read over and compare.

We can take it to YMDC, but I would argue RAW they do not stack.

I would love it if they FAQd it to stack, as that would be good for us. Repair the SK 1+2d3 a turn would be great.

Edit:
Living Metal doesn't conflict with this. It says that unit "regains 1 lost wound" regains, not repair.

It doesn't matter what the ability name is, but every one of the Necrons variously named abilities say "repair a model... each model may only be repaired once per turn." No limits on where the repair effect is coming from. No conflicting instructions.

This message was edited 2 times. Last update was at 2020/10/20 17:28:14


 
   
Made in us
Pyromaniac Hellhound Pilot






If I am looking at this correctly isn't the Silent King a dynastic agent meaning it lacks the dynasty keyword so it can't be healed from either.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

actually the silent king is an enigma.
He DOES have the dynasty keyword, specifically the Szarekhan one. The fact that he's also an Agent is both useful and irritating (useful because he can be used in any dynasty and annoying because he doesnt get Szarekhan bonuses, depsite the keyword being there)

The other agents (i.e. Triarch Stalker) do not have a dynasty at all so cannot be repaired if the repair is looking for one.

This message was edited 1 time. Last update was at 2020/10/20 17:35:00


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Fresh-Faced New User




 Vineheart01 wrote:
Yeah, i'd agree hes about 100pts overpriced.

Purely because he degrades like a mofo. Who else in this game degrades that severely?

He goes from 6+4+3 attacks of 3 pretty strong profiles + 2 BIG guns +2 pretty powerful auras to 2 attacks barely better than an Overlord's swing, loses the big guns, and loses 2 auras.

Seriously, that is right up there with the Titans' 4-5 degrading brackets level of stupid. All other degrading units still have something useful to offer when degraded severely, he's literally an overlord at that point with higher toughness and a single deny.


What if you use the Stellar Alignment Protocol to put him back in the top bracket? Does that reactivate Phaeron of the stars/Blades etc
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thats something that needs a faq.

Off hand, i'd say no because it just says he uses the top bracket. The rule that makes him lose the 2 auras and extra attacks is technically not bracket related.

This message was edited 1 time. Last update was at 2020/10/20 18:19:24


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Pyromaniac Hellhound Pilot






I am making videos on Necron units is there a specific unit that my fellow Overlords would like to see?

   
Made in ca
Regular Dakkanaut





 CKO wrote:
I am making videos on Necron units is there a specific unit that my fellow Overlords would like to see?


The murder buckets. I think they are really good, curious to see what others think and how they perform with and without a cryptek to babysit.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in de
Fresh-Faced New User




Just noticed Something while browsing the App.
It says the voltaic staff has 12" while in the Codex its written with 18".
Anyone found more mistakes in the App?
   
Made in au
Hissing Hybrid Metamorph






Nothing too bad, though the Monolith Death Rays are apparently Heavy D1 and have Blast lol.
   
Made in gb
Fresh-Faced New User




Surtr wrote:
Just noticed Something while browsing the App.
It says the voltaic staff has 12" while in the Codex its written with 18".
Anyone found more mistakes in the App?


On the app the deceiver has the nightbringer abilities listed instead of his own.
   
Made in de
Regular Dakkanaut




Murderbuckets are nice. I grabbed two additonal sets from ebay just in case. Might come in handy for Raise the banners, their bodyguard rule is hilariously strong, and near a Cryptek they have really nice stats. Only downside is that they might feed Attrition.
   
Made in us
Longtime Dakkanaut




I'm kinda assuming they'll bundle them with the other crypteks too as a way to raise the price, we'll see I guess.
   
Made in gb
Regular Dakkanaut





 CthuluIsSpy wrote:


Maybe they'll update the destroyer lord to be shootier or something, idk.


I don't know how long Destroyer Lords have been an option, but it feels like people have been saying this for about 10 years now At least he now has melee Destroyer units that he can buff with his aura. GW must have decided that Destroyer Lords must remain weird and mediocre and this must never ever change. They even kept him at 3+ WS unlike almost every other 'combat' character

This message was edited 1 time. Last update was at 2020/10/21 00:26:40


 
   
 
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