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November 9, 2011 by darrell
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It’s time for a look at the troops section of the new Necron Codex.
Does that mean we can use a Millenium Falcon model to represent a Night Scythe??!!! Sweet as!
I’m going to have to choose the Tesla Carbines, 24″ range is not so bad, even normal marines have to stand still to get 1 shot off at that range. Plus the Tesla rule does offset your failed rolls to hit.
Oh and with the Warriors at their current points cost you can get 120 warriors for only 780 Points!!!! That still leaves plenty of room to tool up with other nastiness!
plus you take an Overlord with a res orb and 5 lords with res orbs and split them up into each unit…they’re all now getting back up on 4+
A couple of Ghost arcs and you’ll be laughing!
I’ll be going with at least 3 units of 20 and a couple of units of 10 Immortals with Tesla Carbines to guard their flanks…tomb blades and Triarch Stalkers…*drool!*
I can’t wait to see your fast attack, Elites, and HQ sections!
Err… you can get 60 for those points. A full 20 man unit costs 260pts.
yep, you’re right, it’s 1560 Points for 120. Still 60 Warriors is not to be sniffed at even if they are 6 squads of 10…or 3 squads of 20. I realised my mistake after I posted…can’t see an edit function so. Ah well.
Aren’t the warriors 13 points each?
15 for the obligatory first five and 13 additional up to 20 yes.
Ops sry 13 each. I stand corrected.
Yup we may have had a slight mis calc on the fly – bottom line makes them even better value though.
Skimmers are wrecked when they suffer an imobalised result if they moved flat out this turn.
I’d probably go for the AP4 weapon every time I think, less range, more effective when it fires though.
I like the whole monolith corridor idea for whizzing troops around.
Plus, with my monolith being christened the gillian taylforth, having it sit at the side of the transport stop sucking off anything that gets close is kind of fitting.
Skimmer immobilised rule.
a skimmer that is immobilised immediately crashes and is destroyed (wrecked) if it moved flat out on its last turn. If it moved slower, it suffers an immobilised result as normal.
The night scythe is a very nice troop transport for 100 points.
I agree with you Warren, moving this bad boy up and then dropping off 5 Tomb Blades (100pts for 5 of them) and just look at the other bloke’s face = priceless
warren, If you take a Phareon Overlord with and maybe Vanguard obyron as well as few crypteks to enhance them you could make your immortals relentless and be able to shoot at full effect with the Guass blasters…as well as get the old style nightmare shroud.. .where you can leave Close combat
Night scythe needs a model now, deffo will be a multi build kit – and loving the idea of dropping off the little jetbikes for chessy killiness
Good thing about having Immortals as troops is that not only they give extra choice of troops but you can actually give them one of two options.
I was working through a few ideas last night.
I reckon Anrakyr the Traveller, a unit of 10 Immortals, Vargard Obyron, a Lord with Orb and a Crptek with either a Volcaic Staff & Lightning Field or else Gaze of Flame and an Eldritch Lance would be pretty vicious at taking out either troops or vehicles. You don’t even need to attach them to a Night Scythe, although the extra target and shooting may make it worthwhile.
The Immortals would get Counter-Attack and Furious Charge, as well as Defensive Grenades or else cause D6 S8 AP5 hits if they get assaulted. Sadly you can only have 1 Cryptek attached in this way. Obyron could whisk them away out of combat if anyone does assault them & Anrakyr would have a chance to use an enemies vehicle against them – as I don’t think his ability would have to be part of the units shooting, as it’s at the start of the phase – before any other actions. Either that or he can launch his Tachyon arrow
Or else I’d Deep Strike some Lychguard with Dispersion Shields in a Night Scythe as close to multiple enemy units as possible (depending on what they are) – but let’s save that for Elites
I think units of Warriors with Res Orb Lords (65 pts) will add to their shooting as well as make them more durable. Add a Ghost Ark and it’s a pretty good combination. The trick may be to be quite aggressive, to use it’s broadsides and unit of embarked warriors to get as many shots as possible.
Firstly Ghostarks are way better if you consider firing from the transport itself. Its Open topped so all the warriors can fire from it. So 10 24″ S4 AP5 shots from them plus 5 24″ S4 AP5 from each Flayer array. All of which can independently fire at different targets. So In rapid fire range thats 40 S4 AP5 shots. Which glance on a 6.
Also this may be pushing it a bit but Trazyn on a command barge would be awesome. Since the sweep attack rule states that any strength bonus and special abilitys from the close combat weapon apply. Also he can capture objectives lol.
Don’t forget that Gauss doesn’t auto-wound anymore. That might have contributed to the reduction in points, just a hair though. I mean, you won’t be taking out T9 or T10, but it’s still something, I think…
Also, Rez Orbs only affect the unit you’re in. So no Rez Orb shenanigans anymore.
Oh, and don’t forget, since the Ghost Ark is Open-Topped, it is still possible to Wreck yourself with a Glancing hit, but that’s on a 1 then a 6…
Darrel wanted to see a monolith with flashing lights check out this article on the BOLS blog: http://www.belloflostsouls.net/2011/11/40k-hobby-pimp-my-monolith.html
Great video, thanks for making them! They really give me a feel for these 40k armies.
carbines for low save armies and blasters for high save armies
Cheaper is always better in my books. The more the options a player has the better it is.
My problem with the night scythe is that if it gets destroyed (which isn’t much of a leap considering armor 11), embarked units don’t disembark, instead they go into reserve. So if you’re trying to speed your unit across the board and the scythe gets killed, your unit is stuck walking on from your board edge, beyond nullifying what you tried to do with it.
yep, the turbo boost cover save could be good but you are banking on first turn so you can turbo boost it and get that. It could get taken out before it gets the chance. Perhaps taking imotekh with his 4+ seize initiative is useful.
Sucking off a unit of 20 warriors? What are you, an Ultramarine or something?
surely you mean blood angel? They’re our new bromance
Surely it’s the Dark Eldar they try to emulate? Or maybe it’s a Slaneeshii deamon barge in disguise! :O
question about dispersion shields. It says ‘if THIS save is used’ so does that mean only weapons AP3 or better are used then you get to deflect shots, because the BRB says you always have to take your best save possible?
that’s something which also came to my mind. but why would i even consider taking a worse save for a chance to deflect some hits to a nearby unit?
Am I the only one having a problem starting all the new necron video’s? They dont start and all I see is advertisement playing.
Sad that you didn’t discuss the special rule of the sweeping attack of the command barge. I find it quite interresting to be able to allocate wounds on specific models from my opponents unit. And because these hits are resolved in the movement phase the transported character could still get out and attack another unit… oh and there’s still left the shooting phase for the command barge.
The stat comparisons take me back to sitting next to my nan on pools night
Ballistic skill 4 .. Tottenham 2
You just needed the Beepedy beepedy beep bit between the numbers.
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