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necrontyr

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necrontyr last won the day on August 14 2019

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About necrontyr

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  1. Slight modification to Unit Coherency rules:
  2. Yeah, but it's a lot better than just having those models run away. I like the new Morale personally.
  3. Also new Morale rules:
  4. Master Your Strategy We’ve been hinting at it for the past few weeks, but today is the day we finally spring the new rules for Strategic Reserves in Warhammer 40,000 on you. Brace yourselves – this is one of the biggest changes to the game’s core rules, and it will have a massive impact on your future battles. Let’s dive right in. What Are Strategic Reserves? The Strategic Reserves rules are designed for use by Battle-forged armies and represent the tactical advantages that a well-organised force will enjoy not only on the battlefield but in the wider theatre of war. They give YOU total command over your strategy, offering you the chance to divide your forces, outmanoeuvre your opponent and hold back reinforcements, just as battlefield leaders have done for countless generations! If used with sufficient cunning, Strategic Reserves have the potential to give you a massive advantage over your opponent by outflanking them or bringing overwhelming force to bear and blunting their attacks – as you’re about to see. How Strategic Reserves Work The ability to place units into Strategic Reserves costs Command points, depending on the combined Power Ratings of the units you wish to deploy in this manner. It’s worth pointing out at this stage that, if your units have abilities that enable them to set up somewhere other than the battlefield (such as a teleportarium chamber for the Teleport Strike ability of Terminators or when using the Cult Ambush ability of the Genestealer Cults), the Strategic Reserves rules don’t apply to them. Though it may seem like using Strategic Reserves to shield some of your most valuable units from the guns of your enemies is a no-brainer, it comes at a cost beyond a few Command points. Strategic Reserves can’t arrive until the second battle round at the earliest, as they’re busy moving into position. As a result, if you hold more units back, the forces you do deploy on the battlefield may find themselves heavily outnumbered at the start of the battle. However, bringing fresh forces onto the battlefield in the right place and at the right time can turn a battle’s outcome on its head. There’s more to it as well – the longer you hold your nerve and keep your Strategic Reserves off the battlefield, the further forward they can advance to outflank the enemy army and launch an attack, even directly into your opponent’s deployment zone itself! This delayed reinforcements method is especially effective with melee-focused armies – especially if you’re able to support such an attack with abilities or Stratagems that offer bonuses or re-rolls to charge rolls, such as with Orks, Black Templars or Tyranids of Hive Fleet Behemoth. Being able to get the jump on your opponent in their own deployment zone can be devastating to their battle plans. Lying in Ambush Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them! Remember, as we mentioned in our preview of the new Flyer rules, any Aircraft that leave the battlefield automatically enter Strategic Reserves,* so will be free to return to combat airspace later in the battle as described above. Let us know how you’re planning to use Strategic Reserves in the new edition on the Warhammer 40,000 Facebook page, Instagram and on Twitter using #New40K. * And no, this doesn’t come at a cost in Command points for the privilege! Your pilots are free to pull off whatever spectacular and/or reckless manoeuvres they wish to spin round and roar back onto the battlefield, guns blazing.
  5. Faction Focus: Adepta Sororitas The Sisters of Battle may be among the Imperium’s most elite military wings, but how will they adapt to the new edition of Warhammer? Well, we’re here to investigate, channelling the wisdom of playtester Andrew Gonyo to get the inside scoop. Have your boltgun, flamer and melta at the ready, as it’s time for the Adepta Sororitas Faction Focus! Who Are They? The Adepta Sororitas are the military arm of the Ecclesiarchy. They are divided into several Holy Orders of highly trained and dedicated warriors, whose faith in the God-Emperor of Mankind is absolute. In battle, they purge the enemies of Humanity with a zealous fury and steely determination that rivals even the mighty Adeptus Astartes. So strong is their conviction in the God-Emperor’s divinity that it is not uncommon for them to perform deeds on the battlefield that are nothing short of miraculous. How They Play in the New Edition They may wear power armour and wield boltguns as their primary weapon, but the Sisters of Battle are a very different beast to the Space Marines on the battlefield. Here to give us some pointers on how they’ll play in the new edition is Andrew Gonyo. In addition to being a playtester and member of Team USA, he’s won tournaments more times than Saint Celestine has returned from death! Andrew: The Adepta Sororitas were a big hit when they released earlier this year, and one of the biggest improvements we’ll see in the new edition for them is an increase in the number of available styles of play. While there are currently several viable styles, the strongest Adepta Sororitas armies in matched play tended to be very infantry heavy, with a fairly high model count. However, my favorite army compositions for the Sisters of Battle – and probably in general – is now more of a mechanised/mixed force approach. With the changes to how vehicles interact with the game, I think you’ll see more viability to these styles of play than we currently do. Next, while some Factions have many ways to deploy, Adepta Sororitas have generally been a bit more straightforward: they’re either hoofing it on foot, riding in a transport, or are one of the two units – Seraphim and Zephyrim – capable of dropping directly onto the battlefield. However, we’ll soon be able to get some of our key units into more interesting positions using Strategic Reserves. This gives a new lease on life to a few units that were a bit too fragile for me to want to deploy or that needed to get close to the enemy, but previously couldn’t – Mortifiers and Penitent Engines, I’m looking at you. Lastly, as a brief note on the Fight phase, I think there are two main ways the Adepta Sororitas are going to excel. Multi-charges are getting much riskier and harder to perform for most,* but with the help of their faith and a couple of trusty Miracle dice, the Sisters of Battle are really going to shine. Secondly, many Adepta Sororitas units are quite squishy – and the prevalence of Overwatch in the current edition really made certain unit types questionable to go charging into. In the new edition, that will become much less of a problem with the changes to how Overwatch works. I think the largest challenge players will face in the new edition is the change to the Look Out, Sir rules, which requires more careful positioning of your Characters for them to benefit from the same level of protection. Adepta Sororitas armies tend to be somewhat dependent on key support Characters, so having them become more vulnerable will present a new challenge. I intend to overcome those by keeping a close eye on what I keep near them – there should be no shortage in my army of both Vehicles and decently sized Infantry units, and the two of those together should give me all the protection I need to keep my linchpins alive. In the new edition, I’ll be approaching the Sisters of Battle with more use of multiple small units. The changes to both Blast weapons and morale favour armies that field medium-sized units. I previously used larger units, but now with the benefit of playing smaller, more sensibly sized squads, I’ll have some points left to take other units – more Dedicated Transports, maybe even the Mortifiers I always wanted but couldn’t quite fit in. Key Units Now that we know the score, let’s take a look at some units from the Adepta Sororitas roster upon whom the God-Emperor’s divine benevolence has fallen. Hospitaller Andrew: There are a few Adepta Sororitas units I never leave home without, the first being the Hospitaller. Failing Morale tests can be devastating in the new edition, which is going to make the Hospitaller’s Last Rites Stratagem key to keeping your important units around for longer. Seraphim/Zephyrim Andrew: Adepta Sororitas are spoiled for choices when it comes to units that can drop directly into the fray, but I’ll almost always end up taking both Seraphim and Zephyrim for their speed and ability to pop into a backfield at a key moment. Whether you choose one or both units really depends on what you’re after – the close-range (literal) fire support of the Seraphim or the armour-shredding melee punch of the Zephyrim, backed up by their access to the handy Embodied Prophecy Stratagem. Penitent Engines As if these engines of mutually destructive horror weren’t already geared up to dish out some serious pain in melee, the Big Guns Never Tire rule will mean that Penitent Engines can use their heavy flamers at point-blank range – much like the Blaze of Agony ability allows Mortifiers to do. Get them stuck in and start cooking your targets even as you bloodily dismember them with buzz-blades and beat them to death with enormous flails! Thanks, Andrew! How do you plan on delivering the God-Emperor’s holy wrath to your foes in the new edition? Let us know on the Warhammer 40,000 Facebook page, Instagram and on Twitter using #New40K.
  6. Overwatch Overhaul We’ve been taking a look at some of the changes to the core rules that will have the biggest impact on your games. The studio has received a lot of feedback about Overwatch – so these updates are designed to make it a more deliberate and thoughtful action. The goal is to help balance melee-oriented versus shooty armies and inject a little more strategy on both sides. What is Overwatch? Simply put, it’s the snapshots a unit takes when an enemy is running in their direction, blades in hand and warcries in their throats. Overwatch plays a crucial role in Warhammer 40,000 – it causes armies that prefer melee combat to exercise a bit of caution as they rush to get to grips with the enemy, and punishes them for charging into heavy firepower. While that’s still true in the new edition of the game, things will work a little differently in practice. What’s New? The first and biggest change is that Overwatch has shifted from a standard reaction to a Core Stratagem, costing 1 Command point to perform. As Stratagems can only be used once per phase, you’ll have to think long and hard about your odds of success. For example, Aggressors armed with flamestorm gauntlets are sure to roast some of the attackers, whilst a half-strength Astra Militarum squad may struggle to cause enough damage to warrant the cost. Once you decide to fire Overwatch, it works pretty much as it has in the current edition, with shots hitting on unmodified rolls of six unless specified otherwise. Overall, this is a huge boost to massed assault armies, such as Orks or Tyranids, that excel at smashing dozens of units into the enemy line all at once. Where previously, each one of those units would face retaliatory fire, now, your opponent will only be able to target ONE of your changing units, so will have to choose very carefully indeed! Do you stop the rampaging Trygon from smashing a tank or that horde of 30 Hormagaunts from shredding an infantry platoon? No easy choice. Terrain Benefits When facing a big gunline unit that’s dug into some solid terrain, this crucial boost can make your opponent think twice, especially if it’s a long-range charge that may well end in failure. You may find that some units benefit from other special rules that modify Overwatch as well, such as the T’au Empire’s For the Greater Good special rule, essentially giving them two-for-one Overwatch fire – a brilliant use of a single Command point! One of our favourite new ones is a Battle Trait your units can receive as part of a Crusade force, permanently granting them FREE and improved Overwatch. Your ice-cold veterans are having NONE of that enemy charge! Free Overwatch attacks like this are few and far between, but they’re worth seeking out because they don’t prevent you from using the Stratagem in the same phase. Be careful, though – a savvy enemy might be able to catch you off-guard if you’re in their deployment zone. The Strategic Reserves rule allows a unit to deploy on their own table edge, even if it’s within Engagement Range (1”) of an enemy, and proceed to make attacks as though they charged! This is such a situational rarity that it probably won’t come up very often, but a stunt like that completely bypasses Overwatch to surprise unwary or careless opponents. In general, attackers will want to carefully choose the order of their charges to coax the other player into using Overwatch prematurely, and defenders will need to consider whether they should withhold their Overwatch fire for later. You may find some units or circumstances granting Overwatch without the need for a Stratagem – these will be very valuable indeed!
  7. Like this: The Danger Zone Your Flyers will soon be coming and going as they please – no more bugging out or flying off into the sunset! If it leaves the battlefield, a Flyer can just swoop around to return later in the battle and deliver a murderous strafing run. In the new edition, the danger zone is very much ON the battlefield, right where it belongs!
  8. Taking Flight Get ready to don your flying goggles and finest neck scarf,* as today, we’re looking at the rules for Flyers in the new edition of Warhammer 40,000. The Danger Zone Your Flyers will soon be coming and going as they please – no more bugging out or flying off into the sunset! If it leaves the battlefield, a Flyer can just swoop around to return later in the battle and deliver a murderous strafing run. In the new edition, the danger zone is very much ON the battlefield, right where it belongs! “Requesting permission for a fly-by…” When a Flyer moves off the battlefield, it can enter Strategic Reserves,** meaning it’ll be available to return to the battle later in the game. What’s more, they can move onto the battlefield with far greater freedom than any other units arriving in this manner. In fact, your aircraft will be able to come and go as they please, provided that your opponent doesn’t spoil their fun by shooting them down… Freedom of the Skies Another key feature of the new rules for Flyers is how they interact with units on the ground. As aircraft are typically soaring overhead and not skimming along the ground, they don’t interfere with them or hinder their movement in any way. After all, a Flyer’s base is only there to help keep it aloft! Here are the highlights of how this works… The bullet points above are actually a preview of how each rules topic is conveniently summarised at the end of each section for easy reference. If you need a reminder, check the bullet points, but if you seek further clarification, you just read the full description above them. If only all things in life were that simple! You’ll also have noticed a new keyword being referenced in those rules – Aircraft. That’s because, where appropriate, many Flyers will now gain the Aircraft keyword to allow more specific rule interactions, such as those used with Infantry, Monsters, Vehicles and the like. In case there’s any doubt, at the back of the Warhammer 40,000 Core Book, you’ll find this handy list that officially clarifies which units gain the new Aircraft keyword.*** Chocks away! So, now that you know how Flyers are (landing) gear-ing up for the new edition, how do you plan to use your Aircraft? Which new Flyers will you be adding to your budding air fleet? Let us know on the Warhammer 40,000 Facebook page. And if you’ve got a Flyer your especially proud off, remember to share it with us on Facebook, Instagram and Twitter using #New40K. * Other suitably dashing pilot outfits are also available. ** We’ll be bringing you more information on how Strategic Reserves work soon, so watch this space! *** The list of Forge World Flyers receiving the Aircraft keyword will be included in their rules updates on the same day that the new edition is launched.
  9. Terrain Rules and Line of Sight So, we’ve told you how Vehicles and big Monsters are going to be even more frightening in the new edition, and how Blast weapons will offer many weapons a formidable advantage against more numerous enemies, but what about their would-be victims? Well, in line with feedback from our elite team of playtesters and you, the Warhammer 40,000 community, the terrain rules have undergone a radical overhaul, aimed at providing a more balanced and immersive gaming experience. Here’s the low-down on some of the key changes… Terrain Categories All terrain types now fit into one of four categories – Hill, Obstacles, Area Terrain and Buildings. How units interact with them depends not just on the nature of the terrain itself, but on the unit’s own size and what type of unit they are. For example, Hills are essentially a part of the battlefield for all intents and purposes, so are treated as open ground and offer no form of protection. Obstacles, on the other hand, are a footslogger’s best friend, as they offer the benefit of cover (which, for the most part, means +1 to your saving throws against ranged weapons) to Infantry, Beast or Swarm units if the obstacle is in the way of the firing unit. Terrain Traits When setting up a battlefield, you and your opponent(s) decide which terrain traits will be applied to each piece of scenery. The traits are designed to be stackable, so a single terrain piece can actually be given as many different traits as you wish. For example, you may decide to count a bunker as both Light Cover AND Heavy Cover, offering the benefits of cover at every range. You can pick traits that will have more specific effects on the game, clarifying details such as whether or not the terrain is Scalable, Breachable or even Unstable. One of the real game changers is the Obscuring trait – not only does it offer an area of the battlefield that blocks line of sight, but the largest models can still be targeted! After all, an Imperial Knight towers over all but the largest buildings, making its bulky carapace an easy target, yet it would be all but impossible for its guns to match the same firing angles in return. Another important point to note is that, even though Obscuring terrain blocks line of sight from one side to the other, a unit that’s INSIDE the terrain can still be freely targeted (though they will receive the benefit of cover if the terrain also has the Light Cover trait) and can give fire in return. However, the days of drawing line of sight through a gap in the wall and three consecutive windows to a unit on the opposite side of a huge building are over! To make life easy, the Warhammer 40,000 Core Book includes some handy guidelines for which terrain traits to apply to the most common pieces of terrain. At the end of the terrain section, there are a number of example battlefields presented, each explaining the thought processes behind the terrain selection and their positioning. This is really useful advice, as getting the quantity and density of terrain right is a key factor in playing a balanced game of Warhammer 40,000 – after all, too little terrain and shooting armies will have a massive advantage, too much and melee armies will likely dominate. A Word on Battlefield Sizes… A number of you have been getting in touch regarding the minimum size battlefield measurements we introduced in last week’s article. We’re happy to confirm that, yes, you can still use your 6′x4′ (or larger) gaming tables, be they gorgeously detailed Realm of Battle boards or lovingly created battlefields of your own design. The minimum size battlefield guidelines for Combat Patrol, Incursion, Strike Force and Onslaught battles are just that – minimum sizes. They’ve been specifically designed to make the game more accessible and compact at smaller sizes (and fit on most dining room tables), but they can just as easily be played on larger battlefields as you see fit. The minimum sizes also ensure that armies in bigger games won’t be cramped on a battlefield that’s too small for them, so will still have plenty of room to manoeuvre. So, that’s the scoop on new terrain rules, and tomorrow, we’ll be discussing units that casually soar straight over it – Flyers! Until then, let us know your thoughts on the future of terrain on the Warhammer 40,000 Facebook page.
  10. Having a Blast! We’ve all been there – a numberless horde of Tyranids is hurtling towards your army, but even as you line up your trusty ordnance weapon to blast a ruinous chunk from of their ranks, you roll a 1 for the number of shots it fires. Well, no more! The new rules for Blast weapons ensure you get the most bang for your buck when targeting larger concentrations of enemy troops… That’s right – weapons designed to engage and destroy large groups of enemies will benefit from a more reliable number of attacks to ensure they make their presence felt. As you can see, it’s not all about heavy ordnance weaponry either, but grenades and a whole bunch of other, more esoteric, guns, warheads and munitions as well. All 174 Blast weapons and Relics listed in the back of the new Warhammer 40,000 Core Book gain this ability. Here’s a selection of five of them, and why we’re happy to see them included: – Barbed Strangler (the Tyranids get to shoot up enemy hordes too!) – Deathstrike missile (yes, your favourite ICBM is getting EVEN DEADLIER) – D-cannon (yay – more warp displacement for everyone!) – Squig launcha (nomnomnom) – Phlegm bombardment (now extra icky) Despite their cool new rules, Blast weapons don’t get it all their own way – there is one drawback that makes your choice of vehicle turrets, sponsons or monstrous munitions all the more important. As we mentioned in yesterday’s article, Vehicles and Monsters can shoot their weapons at enemy units within Engagement Range (1″) of them. However, they cannot do so with Blast weapons… So there you have it – get ready to splat and exploderise your enemies to pieces in the new edition by grabbing a mighty battle tank or gribbly monster to bring their augmented firepower to bear upon your enemies! Join us again tomorrow, when we’ll be looking at the overhauled rules for terrain in the new edition.* Until then, let us know which other weapons you reckon will be picking up the Blast ability on our Warhammer 40,000 Facebook page. * If you like fielding hordes of infantry or other large concentrations of models, don’t miss this preview, as you’ll glean some insight into how to avoid getting them shot to pieces by Blast weapons!
  11. Oh boy! There are few more enjoyable experiences in games of Warhammer 40,000 than blowing your opponent’s forces to pieces with a devastating battle tank, gigantic walker or gribbly beast. Yet some wily enemies will insist upon ruining your fun by bogging your otherwise unstoppable pride and joy down in melee until it grinds to halt. No more! That’s right – Vehicles and Monsters of every description are about to become a whole lot more menacing in the new edition, as they’ll be able to deal with the pesky attention of enemies within Engagement Range (that’s 1″ to you and me) by shooting them to pieces point-blank! As you can see, the Vehicles and Monsters won’t have it all their own way – they’ll suffer a small penalty to their hit rolls (mainly because their targets will be clambering all over them trying to find a weak spot). Still, if you want to make the most of this newfound freedom, now’s the time to outfit a shiny new vehicle with those heavy flamer sponsons* you’ve always wanted! What penalty to my hit rolls? Of course, if you’re a Tyranid player, being able to shoot into combat with all your monsters is just the icing on the cake, as they’ll already be sweeping through the enemy ranks with each swing of their scything talons or enormous claws. ‘Nidzilla armies are coming back with a vengeance! But there’s more! Check out the new rules for firing Heavy weapons on the move… Notice the difference? Only Infantry models subtract 1 from their hit rolls when firing Heavy weapons after moving, meaning your Vehicles and Monsters will no longer be affected (nor will Bikes or any other form of non-Infantry units, for that matter). That means your biggest and best units will be free to take the fight to the foe with extreme prejudice! It’s fair to say that it looks like tanks, armoured walkers and monstrous creatures will soon be back on top of the damage-dealing pile – right where they should be! On the topic of damage dealing, check back with us tomorrow where we’ll be revealing exactly what Blast weapons are and what they do in the new edition.** Let us know which behemoth(s) of choice you’ll be looking to obliterate your foes with on our Warhammer 40,000 Facebook page. * Other bile-spewing, acid-spitting, primordial-goop-spraying, warpfire-blasting alternatives are also available. ** Spoiler alert: they blow stuff up. Hard.
  12. They posted recommended minimum table sizes. And of course the internet responds with outrage and hyperbole.
  13. Anybody have this commissar lying around? I got lots of IG bits and good ol dollar dollar bills for ya:
  14. My old ugly Necrons are going to be even uglier!
  15. My oldest models are my Necrons. Picked them up at Pegasus Games back in 1999.
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