After deploying, your opponent picks three objective markers, and at the end of your turn you get points for holding those 2VP for 1, 3VP for 2, 5VP for all three. Were going to look at the army abilities first, mixing up the order from the book a bit, and then cover the datasheets, and look at some hot new lists at the end. brutal killers), but can now be taken in units of up to six and got cheaper, going down to 35ppm each. The general boosts to Ctan powers obviously help it, it gets a point cut and two random extra wounds, and a 2+ base save is fantastic. However, there are fewer easy modifiers to it than before. Last of all we have the Sautekh. Technomancer, Cloak, Phylacterine Hive 100, Troops Finally, thePlasmancer. They comes with a standard-ish hero statline, and has two buff effects My Will Be Done (MWBD)and Relentless March. It still cant reliably kill a marine in a single . The Nightbringer gets an extra base attack and point of S compared to all the others and has a sweep attack, allowing him to throw out 12 S7 AP-3 D1 attacks when needed. Well dive into the specifics of the new version of Reanimation in a second, but it just being everywhere without you having to think about it now is great. I do think well see less Sautekh than we used to simply (ironically) because of how muchbetter this book is now. The list gives up no kill secondaries for maximum points, has the Lokhust unit to clear out a ranged threat (deep striking if necessary), and feels a whole lot stronger than anything like it did before. This is why we offer the book compilations in this website. You could also theoretically bring this on from strategic reserves to do the same later in the game. Ghazghkulls ability? Last, butextravagantly not least, the Silent King. Glancing over at the Marine Codex, it works a little bit less well simply because some options end up getting reprinted for a lot of units but here and for most armies its a huge relief after all the cross referencing and lookups in 8th no more having to double check that your base equipment is free, for example. They also pack two different weapon options which are both pretty cool in their own way, and actually has a built-in invuln unlike the rest of these fragile chumps. All Lords of War that are not Knights or Supreme Commanders are really tough to get into lists, coming with big CP price tags and not benefittting from detachment abilities in Super Heavy Auxiliary detachments. Given that most units with the ability had a point premium that assumed it would sometimes do something, this hurt like hell. 9th is proving to reward mobility and durability, and Nephrekh bring both to the table, along with the flexibility to deep strike in key units like Lokhust destroyers. Immortals are probably still OK, but a bit pricy. Both their warlord trait and relic mess with command protocols in powerful ways. Thanks 27 19 comments Best Add a Comment IAmInYourGarage 2 yr. ago The custom power (a replacement for the old Gaze shooting attack) is vicious right out the gate you pick a target (with no LoSir-like restrictions or anything) and roll 3d6, doing d3 MWs for each 4+. First up for new(ish) relics is the Voltaic Staff. As baseline, in your command phase they can reanimate one model from a CORE unit, or d3 Warriors. Always fun to have. My favourite Dynasty doesnt disappoint Nephrekh keep a modified version of their old translocation effect, and gain an army-wide 6++. This shouldnt actually surprise anyone familiar with my past exploits, as I am a notorius Ctan stan, but holy moly have there been some changes here. Cryptek Arcana, purchaseable space wizard upgrades. Joining the list of units Im not quite sure what the purpose of is, we have theConvergence of Dominion. Credit: Chris Cowie. Every unit in your army that isnt a Ctan Shard or a Dynastic Agent has to be from the same Dynasty. The better news for it (Obelisk and Vault too) is that it gets a base 2+ save, which goes a decent way to making its lack of an invuln less of a problem. Bookmark. Medium scan. Ophydian Destroyers can burrow back into deep strike to return on the following turn, while Tomb Blades can advance and shoot without penalty, treating Rapid Fire weapons as Assault when they do so. The trait lets you pick four protocols instead of five, and choose to double up one of them for two rounds. Across the board, this book provides a lot of good options for a melee strategy, and Novokh supports that exceptionally well, giving it a good chance of being one of the strongest dynasties. Relic wise, theVeil of Darkness has been slightly nerfed but remains a near must-have, and there are some good generic weapon options. Hes dangerous at range and up close, and against an army poorly tooled to deal with him at a distance, I can see him racking this up over a game. Rather spicily, all the named ones also get two uses each, with the only downside being that they cant use them if they Advance or Fall Back. TheReanimation Prioritisation strat makes this just that bit closer to worthwhile as alpha strike prevention, as you can hide it behind terrain (but still able to see the unit you want to protect at an angle or something) and turn the beam on when your more precious stuff is shot. Nevertheless. Getting to specify the effect slightly under half the time means that in any given situation you have a better than average chance of getting what you want (as you still get a 1/3 if you fail the check). Like any per-attack re-roll effect (and for what its worth, only gettingeither the hit or wound appears to now be the standard), you get the most benefit from this when you stack up units with a few powerful shots. Or are they? All Ctan also know two powers the named ones all have a unique one and one from the list, while the Transcendant picks two from the list. Were not going to cover off absolutely all of these, but well hit the points that matter. 4 Necron secondaries for matched play games. If you just want the spicy big gun you now have the option of the Canoptek Doomstalker instead, so if youre aiming to get value out of this you need to be moving and using the gauss. Rather than turning off Auras (theoretically good, clunky on a slow model in practice), now once per game when an opponent tries to use a stratagem you can just say no, it isnt activated (so no CP are spent) and cant be used for the rest of the battle round. 8.1 Indexes; 8.2 Codices; 8.3 Codex Supplements; 8.4 Campaigns and Expansions; 9 9th Edition. I'm pretty happy with it and can't wait to have an entire army in this color scheme. To close this off and show how we plan to use the new toys, Ive put together two lists for you. Since thats 5pts cheaper than the other options its worth a serious look now, and this unit ends up sufficiently all-roundgood that almost every build is probably worth it somewhere (even gauss given how much the book pushes rapid fire). The Doom Scythe, once the terror of all the foes of the Necrons, probably ends up on the bench for now. Enough CHARACTERs dotted around to spread the effect. You do lose out on the additional bonuses, but there are a couple of unique and very potent effects on the custom trait list that genuinely feel like they might be worth experimenting with. OK, cool robot time. Also probably in the still good bucket, Tomb Blades. Here, being able to take two Crypteks in a single HQ slot helps, as does the option of the Hexmark Destroyer, a cheap non-HQ character who can drop in wherever needed. I worry a bit that Necrons mostly want a mixture of pressure and combo stuff, and their abilities dont really fit that, but Im willing to be proven wrong. When Ive taken it in the past its almost always been on Crypteks, and while I think a vanilla Lord probably still benefits from the extra durability, I dont see it winning out over the good stuff. Codex - Necron 9th Edition Uploaded by Copyright: All Rights Reserved Available Formats Download as PDF or read online from Scribd Flag for inappropriate content Save 95% 5% Embed Share Print Download now of 126 Back to top About About Scribd Press Our blog Join our team! On the one hand, the strength of transports in 9th is that you move them onto an objective to put it under your control, then if your opponent kills the transport whatever is inside keeps holding it, and as an AIRCRAFT this cannot do that. These are a bargain, get one. Oh the Nightbringer. He retains his ability to double-tap on MWBD and his main weapon is as good as ever, but his other sources of damage have been boosted. Finally, he now gives 2 extra CP rather then 1 in trade for losing his niche Flayed One buff. This is vastly more flexible than it used to be, and can be super helpful for getting a wounded character ready to re-join the fray. This is obviously great with any of Warriors, Tomb Blades or Immortals, though its a bit more limited than it used to be, not being able to hit things like Destroyers. They get Relentless Marchas well, and can bring aResurrection Orb, but at 70pts theyre a tough sell for one of your limited HQ slots. First up, his shooting attack has been returned to having 36 range while keeping d3 shots, allowing him to provide a potent game-long shooting threat. You can still only fire it once a game, but when you do its S16 AP-5 andflat damage 6. Interesting stuff. They have T7 and 9W each, which isnt massive, but all have the Necrodermis rule, giving them a 4++ and meaning they cannot take more than three wounds in a phase. At the other end of the scale, Novokh favour brutal melee combat, giving their units +1 to charges and improving their AP by 1 in the first round of combat. On that note, theTesseract Vault. It has actually picked up a few minor boosts, and is maybe fine in volume in Mephrit, but it continues to mostly be an answer to a question no-one asked. Tesla in general takes a bit of a knock in this book compared to 8th, but if theres a place for using lots of it Mephrit is going to be it. My gut feel is that these have ended up slightly pricier than they should have done maybe a relief for people sick of seeing three, but a relief for everyone else. Your core forces are extremely durable, while your specialist units are exceedingly effective when deployed in the right situations. Methodical Destruction returns from 8th, allowing you to pour firepower into a unit you really want dead right now, and no longer even requiring a successful wound to go through from your first volley to trigger. Theres plenty of good choices, but the stuff you can add to a Technomancer feels the strongest by far, and the Fail-safe Overcharger in particular seens incredibly well set up to support Canoptek heavy Novokh lists. Strange Echoes replacesCosmic Powers, but essentially identical. Top marks. When an enemy unit shoots or fights, if any of your models are destroyed, put a number of reanimation tokens in a pot equal to the total starting wounds of the destroyed models (so if four Lychguard with two starting wounds each die, put eight tokens in the pot). The Gauntlet of Fire is now 12 range with a heavy flamer profile, letting him rack up some body count against hordes, while hisLord of the Storm ability trades being a bit less good on the initial target (now 3MWs on a 4+) for splashing on a 4+ rather than only a 6. Expert observers may recognise that as free, reliable Vect which is quite the thing. You Give Goonhammer Writers Serotonin. Amalgamated Targeting Data OK, I guess if youre still stuck on the 8th model of playing Necrons this one stings too, but in practical terms taking three Doom Scythes is almost certainly not what you want to be doing in 9th. These do all sorts of stuff. Being able to add a point of AP to the enmitic exterminator in addition to wound re-rolls makes it a great all-purpose gun, and there I think a squad of three of these could do work. Purge the Vermin is like an inverseEngage on All Fronts from turn 2 onward, you get 2VP for each table quarter that there areno enemy units wholly within. This has a lot of potential because of the wholly within rider there are going to be a lot of missions where you can quite comfortably keep the enemy out of two quarters as long as youre keeping with the damage pace, and its honestly a big surprise that you can max this completely in turns 4 and 5 if you table your opponent on your fourth turn. The update is especially exciting if you favoured Warrior or Canoptek-based lists, both of which look vastly more interesting compared to 8th, where Immortals, Destroyers and vehicles were the main game in town and on that note, lets look at what the book covers. Quite swingy, but with Ld 10 the odds are often in your favour, and here the spikes where you do truly appaling damage probably pay for the times you miss. Zandrekh himself has a surprisingly good go at achieving that, as both his special abilities have been changed favourably. The Obelisk is the last returning hero, bearing the dubious title of being voted the worst unit in the entire of 8th Edition by the competitive community. I personally plan to take Catacomb Command Barges a. If you can find 50 more points, however, can I recommend the Catacomb Command Barge. Fundamentally, Ctan have been changed from the OK mid-tier bruisers they were in 8th into proper, terrifying monsters again, with the Nightbringer standing out as a contender in the stakes for scariest single unit in the game right now. Most units have a
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codex necrons 9th edition pdf