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Necrons up next

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dusktiger
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Post  Roland Tue Jan 27, 2015 9:08 pm

Doesn't wraiths being beasts do something about ICs joining them? Or am I thinking of a previous ed?

My list (which I was waiting to assemble) went up about 135 pts, but I think there will be a LOT of wargear changes.

Is semp weave still around?
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Post  Rhaevyn Tue Jan 27, 2015 10:12 pm

so basically everything i didn't care for in necrons got removed or nerfed.

+1
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Post  Planes Tue Jan 27, 2015 10:46 pm

It's MCs that you can't join to, not beasts. I think the big thing with Beast is not being slowed on the charge/always being able to re-roll.

Not sure about the Semp Weave, though I know there is a relic that gives 2+ along with some other crap.

MSS might as well not exist anymore with how hard it got nerfed. The bearer forces a 3d6 Fear test, in challenges. There is a *very* short list of armies that would be worth taking against: Team Space Elves and Daemons. Everyone else is either immune (fearless/ATSKNF) or would probably be getting destroyed already due to melee being a thing.
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Post  Roland Tue Jan 27, 2015 10:52 pm

Every unit in my list had a nerf of some sort. A few things got better, but overall, they moved to the middle of the road like every one else.

Book is out this weekend?
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Post  Aegwymourn Tue Jan 27, 2015 11:23 pm

Rhaevyn wrote:so basically everything i didn't care for in necrons got removed or nerfed.

+1

Double +1

Looks like they did what I asked. Got rid off a lot of the obnoxious stuff. Hopefully still enough character though.
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Post  Planes Tue Jan 27, 2015 11:40 pm

From what I've seen so far the book as a whole is coming out stronger. Warriors that can hurt Wraith Knights. Scarabs that can hurt Super Heavies. Monoliths that regenerate. Praetorians basically going to half cost. Destroyers finally getting 2-wound status, and a speed boost to go with. Reanimation straight up getting stronger, especially on multi-wound models. Basic Crypteks replacing the role of old Orb Lords. Ghost Arks getting cheaper with their max range output getting doubled. Flayed Ones getting some actual love. Wraiths going up to T5 for god knows why while also effectively getting cheaper. Destroyer Cults basically being a thing now, being available in both FA and HS, along with being a Formation option for the new "Super Formation" list building method. Heck, the T-Beamer could even be considered a decent weapon now, at Str 4, AP 2, Instant Death on 6's.

One thing I don't particularly care for, though, is Royal Courts becoming a formation unit, with everyone being stuck in one big blob. If you want a Lord or a Cryptek in a squad, you have to buy them as an HQ choice. That said, basic Lord and Crypteks are now 2 wounds a pop.

Oh, and Orikaan? When he is empowered, it's permanent now.
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Post  Lore Weaver Wed Jan 28, 2015 7:06 pm

The book is different, by the looks of it. We'll see when it comes in. I don't think there's an appreciation of how much better and more durable necrons are, with Reanimation Protocols changing to be an uber FNP rule, and extending to other units. FNP 4+ re-roll 1's, on basic troops? You get it before they're removed, no, if they break, no dice, if they all die first, no dice.... it's kinda... really good.

Mindshackle scarabs are gone, but, to be honest, they were a "win more" situation anyway. I'd take a destroyer lord against most things .... S7 AP2 T6 at I2 (before fists) is gonna kill most things.... (and now, potentially better!?)

We'll see.
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Post  Planes Wed Jan 28, 2015 7:24 pm

RP is also worth a lot more on multi-wound models (Overlords, Lords, Crypteks, all flavours of Destroyers, and even some Canoptek stuff with formations). Then you have situations like a 20 strong Warrior blob with attached Cryptek and Chronometron, backed by a Ghost Ark. 4+/5++ vs shooting/4+++/d3 regen per turn. Also, odd bit of math, but Warriors are now innately more durable than Space Marines vs Power Swords and Lighting Claws due to RP's new wording.

After I get my hands on the Codex, I'm going to have to sift through it and IA 12 and see how much of this stuff retro-actively changes that text (as a good chunk of the until entries were "see Codex: Necrons" for anything they didn't actively tweak.

Also worth noting, though yet unverified: Destroyer Lords might be able to finally pick up an Invuln Save now, I suppose as a bit of a trade off for them being the only HQ that didn't get the bump to WS/BS 5.
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Post  Lore Weaver Thu Jan 29, 2015 10:22 am

Phase Shifters appear to be 4++ for 25 pts instead of 3++ for 45pts.

It looks as though Wraiths get RP now.

Tomb Blades are required for the Decurian detachment, I had Darren put a box aside for me... (Re-roll failed rolls of '1' for RP....)

While some of the jank got nerfed (Anni-Barges, Mindshackle, Entropic Strike) I think there's a vast underestimation of how good the new RP is...

Destroyers are now Jet Infantry, so no more joining to Praetorians or Wraiths.
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Post  Roland Thu Jan 29, 2015 10:41 am

That would mean the good ole D/Lord/Wraith combo is no more. What page says they can't actually join? I can see how they constantly fall in and out of coherency with movement.
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Post  Planes Thu Jan 29, 2015 12:19 pm

Wraiths only get RP through use of the Decurion, and only if you select it in place of one of the two other rules the Spyder can hand out.

Destroyer Lords can still join Wraiths, it will just be impractical, due to Jet Pack Infantry is slower in the actual movement phase than Beasts, thus throttling down the speed of the Wraiths.

An argument can be made that Entropic Strike simply got streamlined, as there is no extra roll involved for stripping the armour values, but as a result Scarabs can now rip down Super Heavies.
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