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Post by cmcd on Sept 1, 2020 10:14:57 GMT -5
New models added to the app war of silence factions. The new Lokhust heavy destroyer and the Doomstalker have “official “ sheets. Same for the servo turret and the invader ATV for space marines. Of note. The new destroyers doesn’t not have re-roll 1s to hit. But the Uber gauss weapon is 3D3 Damage. The Canoptek Doomstalker does not have living metal or quantum shielding. But does have a 5++ save.
The ATV’s Onslaught Gatling Cannon has gained 2 more shots to be Heavy 8, and you can take 3 of ATV’s per squad.
The Servo turret is T5 , W5, save 2+, BS2.
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Post by LizardTau on Sept 1, 2020 14:21:37 GMT -5
Only 5 more points for the multi melta on the atv might be good. 85 each.
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Post by trantos01 on Sept 1, 2020 16:15:15 GMT -5
New models added to the app war of silence factions. The new Lokhust heavy destroyer and the Doomstalker have “official “ sheets. Same for the servo turret and the invader ATV for space marines. Of note. The new destroyers doesn’t not have re-roll 1s to hit. But the Uber gauss weapon is 3D3 Damage. The Canoptek Doomstalker does not have living metal or quantum shielding. But does have a 5++ save. That's....weird. I mean the common thing about all destroyers before now has been that they reroll ones to hit. Does the app show what the second weapon option for the heavy destroyers is like?
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Post by cmcd on Sept 1, 2020 21:03:31 GMT -5
Yeah I know. Even the key words dont have Destroyer Cult.
Weapons: Enmitic Exterminator 36" // Heavy 3D3 // S 7 // AP -1 // D 1
Gauss Destructor 36" // Heavy 1 // S 10 // AP -4 // D 3D3
70 Points a model. Max 3 per squad
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Post by trantos01 on Sept 12, 2020 17:09:46 GMT -5
Seems that Command Protocols are more like the Space Marine doctrines than the Admech Canticles. It seems that you assign a protocol to each battle round and pick one of two directives to use. Of course depending on your dynasty, you can activate two of said directives instead of picking. Interesting way of adjusting your army's capabilities depending on what you run into.
Crypteks: We have to pay points to get items that give them abilities. Depending on how costly it is/how expensive the model itself is, this could add up quickly.
Silent King: 16 wounds means he can hide behind obscuring terrain but doesn't benefit from Look out Sir. Though that's probably what the Menhirs are for. Here's hoping that Lychguard can protect him as well and he has some good defenses becuase unlike Guilliman, you don't have to carve through all the surrounding units in order to get to him.
Ophydian Destroyers: Interesting deep strikers but no invul, T4 and a 4+ save makes them pretty fragile (get them into combat or they just die). Should be great at mulching t4 guys though and the presence of Living Metal on a destroyer is interesting. It might mean that all multi-wound Necrons will heal now.
Plastic Flayed Ones. Have to see how many come in a kit because they're probably still in the 'max size or no point' type of unit.
New Crypteks: I like the designs but the chronometron has been nerfed in my eyes. Re-roll charges and a 5+ invul for one unit? I needed that 5+ invul aura against the enemy constantly shooting at my gunline (and in particular my multiple destroyer units). As for the Psychomancer, a 6' aura really isn't going to do much since as a cryptek, he's far too flimsy to get into the middle of a fight.
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Post by cmcd on Sept 13, 2020 12:43:50 GMT -5
Don’t forget that the silent king is a unit. So there are 2 models of 5 wounds. That unit is 26 wounds.
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Post by trantos01 on Sept 13, 2020 14:32:51 GMT -5
Don’t forget that the silent king is a unit. So there are 2 models of 5 wounds. That unit is 26 wounds. True. Though the Menhirs are going to need some good invul saves, quantum shielding and/or special abilities to protect him for more than half a turn of shooting. I mean as is, a single las-cannon can pop one of these things since they're only t7 and 5 wounds.
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Post by trantos01 on Sept 14, 2020 11:05:50 GMT -5
No solid rules yet but the wording in the blurb is interesting. So from the sounds of it, shooting/attacking a group of Necrons with large numbers of small units just gives them more chances to reanimate. You need a single model/large unit with a large amount of firepower to effectively drop them.
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Post by kaelon on Sept 14, 2020 11:08:09 GMT -5
Sounds like they'll be getting a FNP but calling it reanimation. Sooooo scary robot death guard
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Post by trantos01 on Sept 14, 2020 11:17:43 GMT -5
Sounds like they'll be getting a FNP but calling it reanimation. Sooooo scary robot death guard Sorta? You'd be removing the models from the board and then putting the ones that revived back. Also for the multi-wound models they aren't resisting any of the damage; they just get back up after getting blown apart.
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Post by Jack Shrapnel on Sept 14, 2020 11:29:42 GMT -5
This is much, much, much better reanimation... after everytime the unit suffers casualties makes it 100 times better than it is now. warriors can actually reanimate... and the reanimator crab walker now has greater utility (although can still be shot off the board if not hiding).
Two big robot thumbs up!
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Post by trantos01 on Sept 14, 2020 15:20:31 GMT -5
This is much, much, much better reanimation... after everytime the unit suffers casualties makes it 100 times better than it is now. warriors can actually reanimate... and the reanimator crab walker now has greater utility (although can still be shot off the board if not hiding). And I'm going to do a bit of theory-crafting based on something a poster over on spacebattles brought up.
In 8th RP would kick off at the start of your turn but here it seems to only naturally activate when somebody attacks your units. But back on the 12th the previewed Command Protocol's Directive 1 had 'Rites of Reanimation' being buffed along with Lord's Will and My Will be Done.
The latter two abilities we've seen and used all the time though the Lord's Will is talked about as if it's a directed ability ala MYbD and not an aura. Rites of Reanimation however from my searching has only been seen in the July 28th preview where it was mentioned that Illuminor Szeras could use this ability twice per turn.
Combined with the fact that the Plasmancer doesn't have any reanimation related abilities along with Szeras PA profile not having the mentioned ability, I bet that this is what Crypteks are going to get in place of Technomancer (+1 to RP rolls) when the codex drops and Necron properly transition to 9e.
As for what I think it will do? Trigger reanimation protocols during the command phase.
So if you have a mauled warrior unit that failed a lot of RP in the last volley, the reanimator zaps them and then the Cryptek invokes the Rites, getting as many as possible back in the fight.
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Post by voodoo on Sept 14, 2020 15:30:31 GMT -5
This is much, much, much better reanimation... after everytime the unit suffers casualties makes it 100 times better than it is now. warriors can actually reanimate... and the reanimator crab walker now has greater utility (although can still be shot off the board if not hiding). Two big robot thumbs up! Makes Chris's "Neverending Game" list all the deadlier. With RP triggering constantly, you can't just focus fire a unit a turn. They may not be able to do much in return, but good damn luck in shifting them off objectives. You'd have to get hard into their ranks with blender units that can put out a hateful number of wounds in a single phase to have a chance.
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Post by Frosty the Pirate on Sept 14, 2020 17:56:14 GMT -5
This is much, much, much better reanimation... after everytime the unit suffers casualties makes it 100 times better than it is now. warriors can actually reanimate... and the reanimator crab walker now has greater utility (although can still be shot off the board if not hiding). Two big robot thumbs up! Makes Chris's "Neverending Game" list all the deadlier. With RP triggering constantly, you can't just focus fire a unit a turn. They may not be able to do much in return, but good damn luck in shifting them off objectives. You'd have to get hard into their ranks with blender units that can put out a hateful number of wounds in a single phase to have a chance. I agree this is both much better for Necrons and much better for game play in general. It really makes Necrons an anti MSU army and encourages them to take big blocks of warriors. The counter is obviously the chronometron nerf so you can't just hand out an invulnerable save to everyone. You have to choose wisely which unit gets it. Seems like a fair trade to me
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Post by trantos01 on Sept 14, 2020 18:12:18 GMT -5
I agree this is both much better for Necrons and much better for game play in general. It really makes Necrons an anti MSU army and encourages them to take big blocks of warriors. The counter is obviously the chronometron nerf so you can't just hand out an invulnerable save to everyone. You have to choose wisely which unit gets it. Seems like a fair trade to me Though I bet that Necrons are going to get a stratagem similar to Phaeron's Will that let's you do MWbD twice for Chronometron users.
Also we have to consider Orikan the Diviner. Because that guy is no doubt going to get a rules update since his big thing in 8e was that his invul aura protected against shooting and melee attacks instead of just the former. So letting him have duel Chronometron action would make sense.
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