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35 minutes ago, Captain Idaho said:

Seems the Stormlord has lost his attachment to Flayed Ones, though I didn't ever feel like it was a fluffy choice.

 

I'd like to have seen him more established as a rival to the Silent King, even if not as powerful. He doesn't feel that special truth be told.

Oh don't worry, on the back of the card, it says flayed ones is the only unit it can join.

 

I kid I kid.

 

It does seem to be pretty lackluster. I've seen in other places people sharing the same sentiment. I'm kinda hoping this is because its finecast and GW had been off and on lazy about giving decent rules to old finecast models. Waiting for a proper ruleset when and if a new plastic model comes out. At least that's what I tell myself so I can sleep at night.

 

Honestly, the biggest part of info I'm getting is that this is likely to set what we will see for our lords. I at least expected a boosted toughness to 6. 

 

I'll wait for thurs to see everything, but if this card is the trend....I'm kinda getting disappointed. I'm not looking for primarch level power here, but looking at the badass that is imotekh, he looks like he would fit in with a primaris vanilla HQ. Rather than the infamous necron lord that he is(chopped off helbrechts hand). And by extension, I wish GW  would make necron lords as cool as they appear to be in lore. These ancient alien robot kings should feature amazing weapons and a better defense to boot. Maybe not as many attacks, but for the last couple editions, necron lords have felt more like something to be glossed over by opponents. Again, not looking for combat powerhouses, but the opponent should have a bit more cause for concern when running into one. Space marines being raw brute armored powerhouses and necron nobility being cold calculating metal high tech monsters. They may not hit as much , but when they hit, they hit hard and should feel like a pain to keep down. 

Granting +1CP every Command Phase looks pretty nice, especially since we all start with 0 now. I guess how valuable that is depends on how good the Stratagems are to some extent.

 

I have noticed that a lot of previously tough Characters have lost some toughness. Abbaddon, Eldar Phoenix Lords etc. My guess is that this is to offset the fact that they are easier to hide in units now. And Reanimation Protocols make trying to snipe them with Precision weapons a lot harder since if you just plink off a couple of wounds, RP will take care of that in the next Command phase.

Right now it looks like he's useful as a CP-gatherer and a once per battle mortal wound dealer. Depends on who he can tag along with, and if anyone else gives the bonus CP as well, on whether he'll be used or not.

His statline has me….not encouraged for what our overlords will look like. Ld and attacks specifically are concerning to me, but the fact he gives no buff to his unit is also concerning. I do expect overlords and lords to have SOMETHING but I would have hoped to have had it reflected on his card. 

Yeah, it'd be weird if Imotekh is a worse Overlord than a generic one, but also weird if a generic Overlord doesn't do something more than this. I've gotten used to our characters (generally) being pushovers in combat but they need to be doing at least something. Not like one Staff of Light is gonna be worth the cost.

Edited by Tyriks
typo

I'm very much looking forward to tomorrow...  wanting to know what sort of rules the Necrons have has been playing on my mind!

 

I'm really keen on seeing the Nightbringer. He's always been a favourite of mine.

Looks like (assuming points are reasonable) we'll be decent. Probably not top tier. Lots of interesting looking options, though. Doom Scythe's death ray looks fun but very swingy. Doomstalker is a bit weaker than DDA so hopefully it's cheaper.

 

Reanimator looks potentially useful, which I have to assume is a mistake based on their treatment throughout 9th.

Renimator got some much needed love.

I'm generally pretty happy with what we've got.

Got 1230am brain at the moment but there's several ways to augment/gain additional reanimation processes throughout turn and even opponents turn.  Dare I say could be fun but will need some learning to remember when and when what does what.

They really doubled down on 'every squad wants a character' by making RezOrbs trigger RP in your opponent's command phase, didn't they. 

 

I like it :D

 

And Ghost Arks are transport cap 11. Which is very nice.

 

Little miffed we can't take LHD and regular Lokhust in the same unit, but eh. Could have been a lot worse. Pretty happy with the strats, too, flat character resurrection is very nice, no more roll anymore, which I always hated.

 

Scarabs don't need a CP to blow up anymore which is DELIGHTFUL.

The strats are all much better than I was expecting. Our strats have been somewhat lackluster (taken as a whole, anyway) for as long as we've had stratagems. But all of these look solid to me.

 

Points have often been too high for us so we'll have to see what they do this time. I'm optimistic.

Sort of looks like my whole army just got better, moreso considering the "take what you want" approach to list building this edition. I'll have to figure out how I want to run my Lokhust models but everything else looks plug-and-play for me in 10th. Considering I don't have or plan to own any of the newer units that have been released this is a pleasant surprise. Things I'm looking forward to:

 

Overlord w. Scythe and ResOrb and Technomancer leading Lychguard. Probably still with Veil, great to see that enhancement persisting into 10th.

 

Technomancers leading my 20-Warrior blobs.

 

Doom Scythes with increased reliability when shooting. Stoked to see a bit of consistencely sprinkled across its weapons, extra stoked the tesla weapon shifted to 2D.

 

Scarabs, while being lowered to max 6 bases, look just as fun as they've always been. Also I can stop making more of them because I definitely have the 3x units maxed out.

 

Heavy Lokhust with D6 gauss weapons will be on my table more often than not even if I only have 2 of them.

 

My DDA is looking forward to getting more consistent shots in as well.

 

Plus more probably. I've been at work and my lunch break is done so no more rules reading for now.

Doing a second read through. 
 

ccb has its 4+ invulnerable save back, thank god. That and T8 should help it survive a bit longer. Holy :cuss: Ghost arks just HAVE a 4+ invuln. I think the only vehicles WITHOUT one are the monolith and the croissants, the latter of which makes sense and the former of which is just a meme at this ping. 
 

I forget where, but I think someone commented that Szarekh looked to have lost anything to do ruleswise with the C’tan, but Deadly Demise D6+3 is what the Tesseract Vault has, so definitely still there in a fashion. Scarabs have deadly demise, on top of auto explode too, which is neat. 
 

Overall, I don’t think there’s a single unit I’d actively avoid playing. Even the Starsteles could see some limited use given their RP buff. 
 

I’m definitely more excited the more I read this. 

The army looks mostly good, I'm dead happy with much of it.

 

Not impressed with the Triarch Stalker. It's so poor and won't find any pull in most armies.

 

Special characters aren't so good... when you could just use your points for characters with the amazing Resurrection Orb or Crypteks. Illuminor Szeras and Catacomb Command Barges can't hide either so I'm not sure they'll have much purpose over generic, hidden characters. 

 

Oh and the Hexmark... it's a worthless as the Triarch Stalker sadly.

 

Now some stuff I love... Heavy Destroyers are still powerful. Skorpekh Destroyers basically got the best of both weapons, extra attack and S7! Yum.

 

Strategums all look good.

 

The Reanimator... it looks great. Sure it dies easily enough to concerted effort but with target saturation it can survive to really help things rise up. Back on the street. They've done their time, took their chances.

 

And Flayed Ones have ALL the attacks. Amazing.

Edited by Captain Idaho
1 hour ago, Captain Idaho said:

The army looks mostly good, I'm dead happy with much of it.

 

Not impressed with the Triarch Stalker. It's so poor and won't find any pull in most armies.

 

Special characters aren't so good... when you could just use your points for characters with the amazing Resurrection Orb or Crypteks. Illuminor Szeras and Catacomb Command Barges can't hide either so I'm not sure they'll have much purpose over generic, hidden characters. 

 

Oh and the Hexmark... it's a worthless as the Triarch Stalker sadly.

 

Now some stuff I love... Heavy Destroyers are still powerful. Skorpekh Destroyers basically got the best of both weapons, extra attack and S7! Yum.

 

Strategums all look good.

 

The Reanimator... it looks great. Sure it dies easily enough to concerted effort but with target saturation it can survive to really help things rise up. Back on the street. They've done their time, took their chances.

 

And Flayed Ones have ALL the attacks. Amazing.

 

I think you're discounting Szeras and the CCB.  Szeras Gets Lone operative if he's within 3" of a unit and with Reanimation protocols and the insane buffs they get opponents will need to take most Necron units entirely off the board to avoid massive regeneration. 

 

EVERY single unit that is within 12" of a reanimator (itself included!) will regenerate 2D3 wounds a turn!  Many of them doing it twice (both command phases).

 

40 Warriors led by Chronomancers with Cryptothralls, backed up by a Reanimator and Szeras will be unbelievably hard to shift!

 

You should reread the Hexmark's rules.  It's an auto include as it stands.  Throw it in between those two units of warriors and it'll shoot 6 or more times a shooting phase.

 

 

I think the hexmark is a sleeper nightmare unit in the midfield skulking behind or beside units that are gonna take shots.  Excuse me sir...did you just shoot at my friends?  That's 6 precision shots at your unit immediately after you fire, hope that unit didn't have a frail buff character in it.  Same with anyone who steps within his gun range...precison overwatch hitting on a 2+?  He has good odds against three and four wound characters AND he can shoot out of sequence.  At the minimum he forces your opponents to make decisions about what they'll risk.  He will be very points dependent though on deciding if he's a better take than another Cryptek of some kind.

 

I will agree the Triarch is a weaker link in the dex...but my eye keeps going to that particle cannon D6+6 blast with devastating Wounds...that's could be tasty if the models point cost isn't super high.

Quick note on the Triarch Stalker. Having it remove Cover with a squad of Tesla Immortals scurrying at its feet (it has no base, cram them under) could be a thing.

 

From the other thread:

 

Orikan - Immortals for 4++, the 6 atks at Str12 which convert all wound results to d3 mortals is a nice anti-character or MSU Terminator surprise. Cryptek, so can combo with a RW or Noble

 

Imotekh is CP generation, but the Overlord gets a Strat for 0CP and can repeat a used strat

 

Anrakyr - meta-dependent though collectively giving +1 to hit and wound is quite nice for a big squad of Immortals.

 

Oby - At first I read Oby as giving the whole unit 4+FnP, but it's just Zahndrekh. First First could be quite useful for Lychguard, but I think Oby should stay home unless you have to take him to take Zahndrekh. 

 

Nemesor Zahndrekh - I think the winner is Immortals (just make sure your have another character pair and some Lychguard to tackle real melee threats). Immortals with Tesla benefit from 3-6 results and if you toss in a Plasmamancer, you could be proc'ing Lethal Hits and Sustained Hits on 5+. If he's too expensive, the buff is not worth having him in such a vulnerable unit. He also can Vect a strat (increase it's cost by 1 CP for the rest of the game after it is used).

 

Szeras - Dare I say, must take? Hide him where he can Aura as many Battleline units in cover that you can. In cover, Warriors go to 3+Save against AP0 and -1, and Immortals are 3+Save against AP0, AP-1 and AP-2. Meanwhile, the weapons all benefit from additional -1AP. And this is on top of any other buffs they get from Leaders.

 

Trazyn is the big loser. He gives his unit sticky objectives - okay, sure, but sitting on objectives is why Warriors exist. The Empathic Obliterator is now Str7 AP0, 'nuff said. Surrogate Hosts is interesting, but it's best use is to replace an at-one-wound character with a fully-healed Trazyn once he's down to one wound; but it's hard to say if Trazyn does enough for this to really be worth it.

 

Royal Warden, he's great and I hope he's not over-pointed because he doesn't have an Invulnerable. For that reason, put him in a unit of Immortals with Orikan. I'd go Gauss for the additional AP because Heavy if you want stay still and touch someone beyond 18" and Assault if you want to move forward (Tesla already has Assault). Once per battle, he can remove Battle-shock from a unit with 12" for even more utility.

 

Skorpekh Lord is a Leader! Hahaha! Does some MW on the charge, okay. . Lethal Hits for him and his unit with a good number of attacks and the plasmacyte can be burned to give them Devastating Wounds for a phase. He doesn't hit as hard in melee against light infantry (6 Atk vs 8 for the claw), but the Harvester has scaled its Str up for 10th and now hits on 2+. The Annihilator went from 2-6 (2d3) Blast to 2-4 (2Atks, RF2) and I don't care about his shooting he's a Skorpekh Lord.

 

Lokhust Lord probably best to go with Heavy Destroyers, but works well with normal Lokhust too. Gives 5+ Critical Hit which is great for Sustained Hits on the 6Atk Enmitic Exterminators. Also gives full rerolls (hit and wound!) against units below Half-Strength. The Resurrection Orb (proc's Ressurectiuon Protocols in both Command Phases) is a must for those chonky 3W and 4W models. 

 

Lord is a Resurrection Orb (seriously, he's really not worth it without one) and +1 Move. The value of its abiilty to use strats on its unit when Battle-shocked is hard to judge. Personally, I'd rather have an Epic Hero giving an all the time buff to a unit and wouldn't include him unless he's dirt cheap and I ran out of Epic (Noble) Heros, the obligatory Overlord, three Royal Wardens (with three Battle-shock removals to go with them), and three Catacomb Command Barges.

 

Catacomb Command Barge has some nice potential. It's a rare Aura source, but also not a Leader or Lone Operative. Basically a light tank with T8, W9, and 3+Sv. The nice thing is Advanced Quantum Shields means most anti-tank weapons won't do better than a 4+ to wound (and Str16 or higher will require  a 3+ to wound). Put it next to Canoptek Spyders and a Technomancer for 6+FnP and an extra d3 wounds healed per turn. The aura gives a +1 boost to OC for all your units, 'nuff said. It's Res Orb works differently because it's not a leader. You can pick one Infantry or Mounted (i.e. Tomb Blades and Lokhust-types) unit during the opponent's Command Phase. 

 

Overlord has the useful "use a strat even if it's been used and for 0 CP" ability for his unit. This does not work for multiple Overlords because it's use is keyed off the ability. Can replace his Tachyon Arrow with a Res Orb. The arrow got a glow up, but it's still one use and needs a 3+ to wound most things you'd want to shoot it at. Seriously, take the Orb. Also has -1 damage, so that's nice against snipers.

 

Technomancer can be a mobile combat medic wiht the Canoptek Cloak (10' move, Fly, Lone Operative) and its d3 heal which works on models, not units. Run around healing Precision-ed characters, vehicles, C'tan, or other valuable multi-wound things like Heavy Destroyers. Note, he doesn't lose Leadership, so you can have the Cloak and still be in a unit, gaining the benefit of LO when the bodyguards die. Why do that? He gives his unit 5+FnP. If you are running Canopteks, you can have a Control Node for a 6" +1 to hit aura. Useful if you are running CCBs with Canoptek Spyders (see above).

 

Psychomancer suffers from copy-and-paste syndrom. Nightmare Shroud obvisouly intended to make Ld harder to use, not easier. Until more games under the belt, hard to judge his utility of forcing a Battle-shock test. Definitely doesn't have the upfront utility of other Cryptek options.

 

Speaking of upfront utility, the Chronomancer. He will make a unit of Gauss Immortals very annoying. +1 to hit for his unit, -1 to hit against them, and the can Fire-and-Fade (move after shooting). Unlike other Crypteks, I think he does fine in a unit alone.

 

Plasmancer has okay shooting and some extra damage against larger units from Living Lightning. It's all 18" range which goes well with Tesla Immortals... who also really benefit from him giving them 5+ Critical Hits for their Sustained Hits 2.


Warriors are as previewed. They can go up to squads of 20 and the additional d3+3 back on an objective at the end of your opponent's Command Phase makes putting a Command Barge nearby a definite option... or a Lord in the unit if he's cheap, I guess. They have a role (hold your objectives) distinct from being "lower stat, chaff battleline option".

 

Immortals are your bread-and-butter "take an objective" battleline unit. They get full Wound rerolls against targetks on an objective (reroll 1s, otherwise). Tesla has Assault to make up for the 6" range difference, but Gauss has AP-1 and Lethal Hits. I'll do the math later. 

 

Canoptek Reanimator is interesting. It's only T6 3+Sv, 6W, but has 4+FnP. I think it makes sense to think about in context. Are there enough other targets to draw anti-tank? Are there enough infantry to draw anti-infantry? If yes, then I think the Reanimator may be annoying enough to kill  that it may not draw fire. A squad of Warriors or Immortals nearby with a Technomancer can increase it's 6 (it has 2 beams) shots to BS3+ while it helps heal up all Necrons within 12".

 

Hexmark Destroyer is... good? Like, not great, but good for a purpose (assuming he's not overpointed for it). The pistols have Precision and with 6A 6S -2AP and 1D, he could take out a lot of non-Marine characters. They're 18" range, but that's good enough for his Lone Operative to kick in. And he can Deep Strike into position to help make it happen. Then on their turn, if the enemy moves closer, he activates Overwatch for free (and doesn't proc it as used) while hitting on unmodified 2+ rolls. Yeah, that'd finish off most characters. That he can shoot enemies after they shoot nearby Necron units is just icing on the cake. I could see one being a must take if they're 60-80 points.

 

Lychguard are everything you want from them. Stats are pretty much the same, but they traded their 2+Sv for -1 to wound rolls when there's a Noble in the unit... and there should be. The right combination of characters makes them quite resilient.

 

Deathmarks are very similar to their old role. The one difference is you can't Deep Strike them and then shoot when your opponent brings in a unit. Rapid Ingress works after Reinforcement so you can't replicate it with that either. Still, they're Precision snipers with Heavy 3+BS 5S -2AP 2D rifles. Could definitely have a place depending how your local meta shakes out.

 

Flayed Ones need some love in my opinion. They have Infiltrate (and Stealth) for early engagement, but their special rule only kicks in against Below Half-Strength.  They won't be doing much against heavy infantry, but 4A 4S -1AP and twin-linked will mulch light infantry. Too bad you have to slow roll them until the Flesh Hunger kicks in. The auto Critical Hit on hit is nice, but I think it could have been graduated to have 5+ Crit Hit on a unit Below Starting-Strength.

 

Cryptothralls help your Crypteks live longer by giving them 4+FnP. They also attack, possibly on death... sure, why not. More wounds in a bodyguard unit is also nice (they count as part of any unit the Cryptek joins).

 

Skorpekh Destroyers are now the anti-heavy infantry option. They got Vanguard Vetted in a good way. 4A 3+WS 7S -2AP 2D weapons across the board. Toss in PoTHV strat for +1S and additional -1AP (because they have a Skorpekh Lord with them, right?) and watch Marine bodies go flyng. In my opinion, you'll want to proc the Plasmacyte early for Devastating Wounds while you have as many attacks as possible. Though with a Reanimator or CCB w/ResOrb nearby for a Resurrection Orb....

 

Triarch Stalker is now a light tank in terms of stats, 8T 3+Sv and 12W. It lost trans-human but its invul improved to 4++. 18" range on the Particle Shredder synergizes well with Tesla Immortals, to remove Cover (b/c that is important against Tesla) from light infantry. It doesn't have a base, so the Immortals can scurry about its legs. The only other use I can see is Strategic Reserves; walk onto the board near a monster or tank, pop PotCT and hit them with a Heat Ray at melta range that can reroll wounds.

 

The Deceiver reliably puts out 2MW on a character with a 25" threat range, and lets you redeploy three units (but before you know who gets first turn). He also mulches heavy infantry with his Golden Fists. Only a 4+Sv, but with 11T low AP weapons aren't a real issue and you'll be using 4++ almost all the time; necrodermis halving the damage. Yeah, he's good if pointed right.

 

Oh, you wanted a general death-dealer? Nightbringer is here. He's pretty no-frills, just has solid profiles. Yeah, he's good if pointed right. Same defensive and point issues as the Deceiver.

 

Void Dragon is a slightly worse version of Nightbringer, unless vehicles are involved. Then, oh dear, those poor vehicles. Same defensive and point issues as the Deceiver.

 

Transcendent C'tan have lost their bag of tricks, but have become a nuisance. They're basically a teleporting tank statline with weapons for taking out heavy infantry MSU and light tanks. Yeesh.

 

Quick note - Technomancers, Reanimators, and CCB Res Orb all work on Shards/C'tan. PotUL is probably not meant to work on single model units.

 

Spyders are vehicles, but with a statline more appropriate for super-heavy infantry, plus they can be taken in units of up to 2. They're more a utility unit than ever. They revive a Scarab Swarm models, they can give 6+FnP to vehicles with 6", they can give 4+FnP vs Psychic Attacks to everyone within 6". I suspect it will get fixed soon, but as it currently stands, you can stack all their wargear options.

 

Scarab Swarms are now merry suicide bombers, though restricted to one model per Fight Phase. Reducing OC from enemy units in engagement range makes them a nice choice to run alongside your objective grabbing units.

 

If Skorpekh Destroyers are now the anti-heavy infantry option, Ophydian Destroyers are now the anti-medium and anti-light infantry option. Their weapons are now all 5A 3+WS, 4S, -2AP, and 2D. There's currently no character who can join them and I don't think they're worth spending your enhancement on the Sovereign Coronal. As such, I think they need to pointed on the assumption they won't be getting strat buffs. The remove-and-deep-strike is really only a mobility buff, but they don't have much they can do with it other than body-block or sit on an empty objective. Though the latter could be quite nice if your opponent is relying on sticky objectives.

 

Tomb Blades analysis really suffers from not knowing point costs. They have too many combinations to consider but boil down to: fast-moving anti-infantry.

 

Triarch Praetorians, oh how I wanted to the Rod to be good. It's just not as good as the Particle Caster and Voidblade. The VB gets an extra attack and one less damage, which is compensated for by the PC being Pistol 3A 2+BS with DevWounds and the same range as the RoC which at range is 1A 3+BS which negatively compensates for its extra 2AP and one damage. It'd be different if they could Fall Back, Shoot, and/or Charge, but they can just Fall Back and Charge. Unless the match up is unfavorable, stay in combat and use the Pistols. The Charge reroll is a nice quality of life, but they have nothing to combo it with to Charge out of Deepstrike.

 

Canoptek Wraiths are... still Beasts? Huh, yeah, cool against all the Anti-Vehicle and Anti-Monster out there. Maybe it'll get errata'd or maybe it's because they're only 6T and 3W and were Beasts in 9th.  They're not as fast, they can't shoot & charge when they Fall Back, they can't move through terrain but gained Fly (a downgrade because of Anti-Fly weapons), but they can do MW by moving through a unit statistically 3 for a unit of 6 Wraiths). I'll be okay with the changes if they're pointed right.

 

Annihilation Barge is a light tank profile  that can toss out MW, but it's not very reliable at doing so. The big draw is still the guns. But that's kind of crap because the twin Tesla Destructor doesn't know what it wants to be. Sustained Hits 1, Twin-Linked 6A 8S, and 2D, but its 0AP. It lost 4 attacks to move from wounding 4T models on a 3+ to a 2+ with rerolls... while still remaining 0AP. Maybe for killing Ogryns? Are there a plethora of units with 6-8 T and rely on a 4++ or a FnP instead of a good armor save?

 

Doomsday Ark, you are so close to being good. Can you imagine if Overwhelming Obliteration gave it D3+3 attacks instead of DevWounds? As it is, I think D6+1 attacks is still too swingy when firing at tanks. Blast is cool, but you have so many other options for killing large units.

Lokhust Destroyers are slightly nerfed. They went from 6S -3AP to 5S -2AP, though the D3D is now 2D. It's the sort of alteration I've come to expect as a "lower lethality" fix for 10th.

 

Heavy Destroyers, if pointed right, will fly off shelves to replace peoples janky looking Lokhust Destroyers. They have better break points for anti-infantry (6A 6S -1AP is near ideal for killing 3T 5+Sv models) and they're the only (non-C'tan) option for 14S when they go anti-tank/monster.

You'll want to be very careful for Anti-Fly DevWounds as many of your vehicles and your Heavy Lokhusts are all Fly.

 

Doomsday blaster on the Canoptek Doomstalker is a viable alternative to the Doomsday Ark, depending on points.

 

Ghost Arks are for getting Warriors onto midfield objectives faster and then sticking around to give them more Reanimation Protocol uses? Yes, please!

 

Doom Scythe has a wonderful joke of a special rule for its death ray. It's an anti-tank/monster statline, but it can suppress infantry or they may take a few extra hits. Oh, and its twin tesla destructor is one less strength than the Annihilation Barge, because... reasons?

 

Night Scythes can transport 1 Infantry unit... like Skorpekhs and a Skorpekh Lord! Ahahahaha! Don't mind me, just moving 20+" to drop off this unit where you can't see them so they can charge you next turn unless you change your plans.

 

Obelisk is weird. I can see the intent (create a no-fly zone), but the rules aren't great at supporting it. Like, if Gravitic Pulse were a 6" aura and it had another rule for the 18" targeted version, that would be good. 24 Anti-Fly 4+ shots are nothing to sneeze at through.

 

Tesseract Vault, ah here are the weird C'tan powers. Time's Arrow, with 1A, is not cutting the mustard compared to the other options. Needing a 2+ then a 4+ to pull it off is not worth the risk compared to a D6+3A 10S -3AP 3D Blast and Indirect Fire option.


Monolith.... Particle Whip stopped splitting the difference and is now lower strength than the Death Rays. It's dedicated anti-heavy infantry, while the Death Rays got the 12S glow up to keep pace as an anti-heavy tank weapon. Otherwise, still does Monolith things.

 

Silent King is no longer must-take, but could still be quite useful. Staff of Stars will wipe out Mortar Squads and hurt Desolation Squads while three Annihilator Beams will put the hurt on any big gribbly or heavy tank. I'm not as excited about his Triarch options. I imagine they are all useful, but more situationally depending on the match up.

Happy to be wrong about the Hexmark... admittedly I was looking at it like an assassin, whereas he is just a way to blast lots of shots at stuff that target your line.

 

Missed the Szeras rules. Was looking at his Core rules rather than the list whilst busy. Well that makes him massive. Lone Operative close to other units (essentially joining them but with an aura and none of the bad stuff like precision hits).

 

Another thing I love... Scarabs. 

I'm pretty happy with the index. Necrons are very clearly headed towards a shooting-based army rather than a melee army, so my beloved Skorpekh will probably not be seen in 2 or 3 full squads every list anymore, but I'm ok with that. Big bricks of Warriors, Tesla Immortals w/Plasmancers, and Lychguard w/Technomancers will probably be the mainstay "core" units of most lists, with various other characters sprinkled in and a bunch of various other units helping out. Heavy Destroyers and Doomsday Arks, maybe Stalkers depending on points, are our good anti-tank, while the C'tan are going to be excellent tough distractions. Overall, a good index for Necrons, of course dependent on not getting railed on points.

 

Looking forward to tomorrow to get some points and really working on lists. 

Points will make or break Necrons; the Ctan look great, as do the doomsday weapons, but I think the winner will be warrior blobs on objectives with the right support. They will be very hard to shift, it seems, and the gauss reaper is still pretty good against most infantry. 

As much as I don't think Skorpekh are the force they once were, I still really like them. Sure they've lost a pip of movement and don't have as much big target killing potential etc, but in the edition they've done fine.

 

And I'll still use 2 units of 6 as a blitzkrieg whilst my objectives camping Warriors hang back winning me the game!

Edited by Captain Idaho

I've just seen Flayed Ones down to 10 models max. Ouch. They're much more vulnerable to being swept off the board which should keep their points down. 

 

Not game breaking for them but a little frustrating eh.

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