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		<title><![CDATA[Latest posts for the thread "Necrons Tactics - 11th Ed"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Necrons Tactics - 11th Ed"]]></description>
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				<title>Necrons Tactics - 11th Ed</title>
				<description><![CDATA[ New thread for a new edition.<br /> <br /> While the old codex sticks around, most gameplay mechanics from 10th will still be valid. Old 10th Ed thread for reference:<br /> <a href="https://www.dakkadakka.com/dakkaforum/posts/list/810329.page" target="_blank" rel="nofollow">https://www.dakkadakka.com/dakkaforum/posts/list/810329.page</a><br /> <br /> I'll keep an updated list here of meaningful changes that will kick in on 11th Ed launch proper.<br /> <br /> General core rules changes<br /> * 9" Unit coherency update impacting on Warrior blobs (cannot conga line, harder to move around impassable objects)<br /> * Mixed units and fast rolls (careful selection of allocation groups can boost durability, we can create a wide variety of units that could benefit from this)<br /> * Heavy - move 3" and still benefit (Doomstalker, <span class="glossaryitem" onmouseover='gp(572);'>DDA</span>, Lokhust Heavies, Deathmarks), could make Awakened/Starshatter less appealing if you focus on our good heavy units<br /> * Fights first nerfed (generally in our favour)<br /> <br /> Specific C'Tan buffs<br /> * Fly keyword for jumping terrain<br /> * Monsters moving through units<br /> * Crushing impact (tank shock)<br /> <br /> Faction pack - notable unit changes<br /> * Night Scythe - is a skimmer now not an aircraft. M14, hover (no jump over terrain penalty), has deep strike to help with drop podding<br /> * Doomscythe - is a modernised flyer, seems like it is an uppy-downy gun turret now<br /> * Cryptek leaders are now support - no change to units they can join. Doesn't seem to make any difference on combo's for double character units **edit - Cursed Legion <i>might</i> be able to stack a Destroyer leader with a Cryptek**<br /> * Vehicles that overhang their base got frame - seems like they can pivot and gain a little movement<br /> <br /> Faction pack - detachments<br /> * Awakened Dynasty, Canoptek Court, Starshatter Arsenal are our 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachments (no extra combos)<br /> * All other old detachments are 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span>, weirdly including Pantheon of Woe which has been very strong since it was introduced (I guess you would have to spam C'Tan less to take advantage of adding another detachment on so maybe this makes sense?)<br /> * New 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment options seem usable enough, but doesn't seem to be any obvious mega synergies that would make you feel bad for sticking with a 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment<br /> <br /> Other TBC changes<br /> * MFM points<br /> * Rules commentary or whatever the 11th Ed equivalent is, covering more detailed rules (healing is rumoured to be centralised but not seen yet)<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Jun 2026 18:44:54]]> GMT</pubDate>
				<author><![CDATA[ Insularum]]></author>
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