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Post by chunk on Jan 29, 2015 0:13:58 GMT
Thanks for the clarification, jack! Wow, that +1 to RP...brutal.
Also you can't mix and match Relics from different sources, since they're detachment-specific. It explicitly states "“Certain units chosen from the Mephrit Dynasty Detachment and Formations can also make use of the Relics and Warlord Traits listed below” so you can't combine Mephrit dynasty Relics with main book Relics on a single model, since that model can't be from both detachments simultaneously.
EDIT: Flayed Ones are significantly better now, with 5 attacks on the charge with Shred.
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Post by stonehorse on Jan 29, 2015 0:20:27 GMT
I collect both Tyranids and Necrons, I fell out of love with Necrons after the awful background of the 5th edition Codex. After waiting what felt like a lifetime to get a new book it felt like a slap in the face. Last January the 6th edition Tyranid Codex dropped, and was very badly recieved, this Codex has felt propped up with the new units in White Dwarf, the endless data slates and formations it keeps on getting. I've lost count now. Now the Necron Codex is leaking, and it seems a far cry from what happen last January. I don't know how Tyranids are meant to deal with Necrons. They can out shoot, out move, and with the new Flayed Ones and Wraiths out combat Tyranids. After playing with Tyranids for a year and well, feeling like I was fighting against an up hill struggle I may have to see if I can get over the new background... that and the ostentatious newer models, what is with all those head pieces and robots pushing buttons on machines? The Codex seems very strong, the small nerfs toMSS AND Tesla Snap shooting are fine when you look at what they got. I just feel sorry for Tyranids, Dark Eldar, and Grey Knights. This Codex is sounding more and more to be in line with Tau power level. I thought Flayed Ones stayed the same? Flayed Ones are now 4 attacks with Shred and AP5, also they cause fear and are Fearless, add in Deepstrike, Infiltrate, and the new RP... all for 13 points a model. Yeah, they are really good. Glad I have 20 of them, might have to proxy their rules apart from the RP in place of Genestealers.
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Post by bolk on Jan 29, 2015 2:28:09 GMT
Ah, I see I remember them completely wrong. I read the rules on this thread and found them quite useful, I just didn`t see anyone commenting them and guessed they stayed the same. If they had Rending as well they sure would put Genestealers to shame.
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Post by arapaima on Jan 29, 2015 3:02:50 GMT
Rending and shred for genestealers!I just hope they move stealers to another slot and give them ymgarl stealers rules/point cost. It fits their fluff now that they more infiltrators instead of rank and file shock troopers thrown into the meat grinder en masse.
How is the necron community recieving the new codex?
If we going to get a new codex, I hope we at least get the same treatment. Buffs to less viable stuff instead of outright Nerf to anything they think is OP n call it a day.
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Post by kuzare on Jan 29, 2015 3:09:27 GMT
First comment (in this post) this is an interesting codex. There are some who like and some who don't. At the moment I am on the fence, I feel as though I have already read it, but I still haven't got my copy yet !! There can't be any doubt that there are some major Nerfs to Necrons here. Tesla is one, points increase for Annihalation Barges and Night Scythes for another, versatility of Crypteks for a third, inability to link Destroyer Lord to Wraiths for a fourth, Res Orbs for a fifth, need I go on. But there are some major improvements as well, I think Destroyers have been mega boosted (now I know they have Relentless) Wraiths are even better and they were good before, Praetorians might work, Lychguard might work Flayed Ones (if you play them) are better and overall the Re-animation protocols work better. The things I am worried about now overall are anti Air, this from a point where Necrons once ruled the skies, sufficient shots to deal with hoard armies, I don't see there being hordes or Necron Warriors included in most lists, how do we deal with Imperial Knights (but who doesn't have that problem), lack of alpha strike. There are a lot of issues here in my opinion, however, I think the special rules with some of the formation are going to break the bank. If you asked me how I was going to play Necrons going into the future I am would say I would start with a standard force organization detachment then add the Destroyer Cult. This would then translate into two squads of Wraiths, the Destroyers of course, an Overlord and then 20 or so Immortals (I don't like Warriors but I confess with a ghost ark they are probably well up there)that takes me to about 1500 to 1600 points. Leaves me a few 100 points to then add the flavor to the list and plug the gaps and until I see the codex, I still don't know how I am going to do that. What is going to form the core of anyboy else's list ?? For my 'Crons everything is actually going to stay very much the same, except the new Necron Decurion will probably form the backbone for my organization. The standard Reclamation Legion setup is more or less what I was playing with already. 2 Necron Warrior Squads in Ghost Arcs (which by the way are like the best way to handle Imperial Knights outside of a drop pod full of combi-meltas. Just glance that S.O.B to death). Immortals in a Scythe, and the Lord will still be on his CCB with the pimp new Str7 Ap2 Flamer (F-you Terminators). The Tomb Blades with the Gauss Blasters and Nebuloscopes will turn Tau, Scouts, and anything Eldar or Nid into radioactive vapor cover or no. That sounds like a rock solid start to me. After that get some Deathmarks as an Ace in the Hole against DeepStrike and any MCs you are too lazy to just glance to death with massed Gauss fire.
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Post by chronos on Jan 29, 2015 4:09:00 GMT
Can you tell us what items are listed under the ranged weapons, the melee weapons and technoarcana with points?
We would like to know if an Overlord/lord/Destroyer lord can arm himself with a Dispersion Shield?
Does a Warscythe replace the models staff of light?
Thanks again.
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Post by ackoogin on Jan 29, 2015 8:08:19 GMT
Thanks for the clarification, jack! Wow, that +1 to RP...brutal. Also you can't mix and match Relics from different sources, since they're detachment-specific. It explicitly states "“Certain units chosen from the Mephrit Dynasty Detachment and Formations can also make use of the Relics and Warlord Traits listed below” so you can't combine Mephrit dynasty Relics with main book Relics on a single model, since that model can't be from both detachments simultaneously. EDIT: Flayed Ones are significantly better now, with 5 attacks on the charge with Shred. Unless the relics in the main codex state a limitation then if I have a character from a Mephrit detachment/formation then what is stopping me taking one from each source? The limitation is normally applied in the supplement (i.e. "can select a relic from those listed in their relevant section instead of from those listed in Codex: Blood Angels"). There is nothing like that for Mephrit at the moment.
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Post by N.I.B. on Jan 29, 2015 9:12:56 GMT
Barges have a TL tesla destructor and a tesla cannon. So the new Tesla Destructor is still twinlinked? I guess all our dreams can't come true. Can you confirm this, jackedup? And do Tesla still arc on 6's? I don't know how Tyranids are meant to deal with Necrons. They can out shoot, out move, and with the new Flayed Ones and Wraiths out combat Tyranids. The Codex seems very strong, the small nerfs toMSS AND Tesla Snap shooting are fine when you look at what they got. I just feel sorry for Tyranids, Dark Eldar, and Grey Knights. This Codex is sounding more and more to be in line with Tau power level. wat. Did you never play the Oldcrons? Are we reading the same rumours? Tyranids are the Kings of the sky, and Newcrons are lacking Skyfire. No more MSS. This is huge. No more no-go zones from Surflords. Just send in your MC's. No more sweeping attack from CCB. HAH! Suck it! Tesla lose bonus on Snapfire. Big nerf to Necron shooting and a huge boon for Flyrants. Gauss autowound on 6's is more of a sideways move against T6. Annibarges got a 33% point increase and a nerf (Tesla). 2+ save Overlords seem hard to come by, not sure if even possible. Newcrons seem to be balanced, is the feeling I get at this point. Nothing except the new Wraiths really pop as OP. Maybe Destroyers. Looks like a very solid codex, with the worst offenders toned down. Granted, there might be OP synergies hidden in how it all comes together with the formation special rules. Edit - the new way RP works is also a nerf. As is today, you can kill a Necron lord and have it annoyingly stand up again and again, after your shooting/combat phase is over. I've lost several games due to this/dropped tournaments placings. Really really annoying. No more I tell you! The new way it works, from what I gather, is that RP is basically a ward save (that doesn't stack with FNP) that you roll immediately. If you kill something, and it fails armour/Invo/RP save, it's dead and stays dead. Tactically, it means you can secure a zone much easier against Necrons.
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Post by thehangedman on Jan 29, 2015 13:14:50 GMT
Edit - the new way RP works is also a nerf. As is today, you can kill a Necron lord and have it annoyingly stand up again and again, after your shooting/combat phase is over. I've lost several games due to this/dropped tournaments placings. Really really annoying. No more I tell you! The new way it works, from what I gather, is that RP is basically a ward save (that doesn't stack with FNP) that you roll immediately. If you kill something, and it fails armour/Invo/RP save, it's dead and stays dead. Tactically, it means you can secure a zone much easier against Necrons. Except in some extreme corner case situations the new RP is almost always better. Now you get roll RP on every single wound lost instead of the last one, so it will take more wounds on average to kill. Personally I would prefer to have my Overlord standing and hitting back with a War scythe, than on his back doing nothing hoping he will stand back up at the end of phase.
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Post by britishbill on Jan 29, 2015 13:57:34 GMT
I agree Reamimation Prrotocols cut both ways. For characters it may have been better the old way, though multi wound characters might still be better as it is now. For non characters the new way is clearly better.
An interesting thought I had with respect to Lychguard with the shields joined by a character with the pumped up Res Orb. That is a 3++ save followed by a rerollable 4++ save. That takes 12 wounds to kill a single model. This is great for dumping the unit right into the middle of your opponents army via a night scythe or just sitting there soaking up all that alpha strike from drop podding marines. I did have one other comment about this codex, I like it because I don't think I sm going to have to buy even one more model. Not like my recent Nid experience!!
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Post by neomangas on Jan 29, 2015 15:29:15 GMT
can you take any of the necron decurion formations on their own... like can you just take a Royal court formation on its own, or the Canoptek Harvest formation on its own or do you have to take the Reclamation Legion in order to have access to all the other formations?
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Post by nalathani on Jan 29, 2015 15:33:44 GMT
I play necrons as my other 40k army as well. After reading everything popping up on DakkaDakka, I'm a bit jealous of both Wraiths and Flayed Ones. Flayed Ones seem to be about as powerful as our Genestealers are supposed to be. Also, compare Wraiths to our Raveners. Wraiths are the same cost and have 2 wounds, but have Str 6, T5, and a 3++ save. Like, holy (please do not swear). I'd take Wraiths over our Raveners any day, and they're both beasts that are the same cost.
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Post by WestRider on Jan 29, 2015 16:15:11 GMT
I play necrons as my other 40k army as well. After reading everything popping up on DakkaDakka, I'm a bit jealous of both Wraiths and Flayed Ones. Flayed Ones seem to be about as powerful as our Genestealers are supposed to be. Also, compare Wraiths to our Raveners. Wraiths are the same cost and have 2 wounds, but have Str 6, T5, and a 3++ save. Like, holy (please do not swear). I'd take Wraiths over our Raveners any day, and they're both beasts that are the same cost. Raveners just got the short end of the stick in a bunch of ways. Compare them to Chaos Spawn, too. It's just depressing. Flayed Ones vs. Stealers is a bit more complicated. Flayed Ones are tougher, and will kick out more basic Wounds, but Stealers will get more hits in the first place against a lot of things, and Flayed Ones don't have Rending, which can leave them suffering against things with good Armour Saves or Vehicles better than AV10. I think the extra durability does give the edge to Flayed Ones, but it's not quite as clear cut as the Ravener comparison.
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Post by nate86 on Jan 29, 2015 17:26:57 GMT
So theres 2 combos I cannot wait to try out:
Cryptek/destro lord with veil of darkness, solar staff and 6 wraiths- Turn 1 relocation behind enemy lines, pop solar pulse and that nasty unit is only getting hit on 6s with 3++ save
Orikan and 10 lychguard- orikans rerolling 1s for RP and save equates to 2+/3++ with 4+ RP so that units going nowhere.
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Post by mattblowers on Jan 29, 2015 18:12:35 GMT
Raveners just got the short end of the stick in a bunch of ways. Compare them to Chaos Spawn, too. It's just depressing. Tyranids are going to rule the assault phase against crons so I'm not sure it's all that problematic. Raveners aren't the best thing since bread, but they are decent tool in our chest. I find the sub-swarm to actually be pretty good despite the negative press and all the units in that formation are subpar to most comparable units from other armies.
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