Warhammer 40,000: Kill Team (HoR)/Tactics/Necrons(7E): Difference between revisions

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Heralds of Ruin for the Necrons solves some of the more dire issues that mar them in normal play, but regardless of any changes, they lose their gifts by the lack of vehicles in major gameplay.  They're still flimsy, I2 hurts them shittons, and they're still made for numbers, and some of their moneymaker techniques did get toned down to avoid the cheeseness.
Heralds of Ruin for the Necrons solves some of the more dire issues that mar them in normal play, but regardless of any changes, they lose their gifts by the lack of vehicles in major gameplay.  They're still flimsy, I2 hurts them shittons.  That said, however, the new Resurrection Protocols and the tools designed for them do help a lot with their staying power, and in classic HoR faction, they manage to keep old edition flavor in new-edition contexts.
 
Despite this, though, they still have some of the best HQs and some of the best upgrades available that keep the undying masses running.


==Rules==
==Rules==
*'''Dimensional Travel''': Flayed Ones and Deathmarks Deep Strike like normally.
*'''Dimensional Travel''': Flayed Ones and Deathmarks Deep Strike like normally. Considering that Deathmarks can wound on a 2+ the turn they arrive this way, it's a must.
*'''Reanimation Protocols''': Necrons can't go lone wolf, as they have to be within 6" of another Necron that can reanimate in order to do that.  Models with Ever-Living aren't bound by this though.
*'''We'll Be Back!''': If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results.  This is useless on Troops, but it allows Special and Leader choices to return to battle.
**'''We'll Be Back!''': If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results.  This is useless on Troops, but it allows Special and Leader choices to return to battle.


==Wargear==
==Wargear==
*'''Shadowloom''': Gives a model StealthIn a game full of cover like this, Stealth is a miracle.
*'''Nebuloscope''': A cheap upgrade that gives a model Ignores CoverA mega-neat upgrade to add.
*'''Nebuloscope''': A cheap upgrade that gives a model BS5A neat upgrade to add.
*'''Shadowloom''': Gives a model +1 CoverIn a game full of cover like this, this will go far.
*'''Targeting Matrix''': Models that don't move can re-roll shots to-hit of 1.  
*'''Targeter''': Models that don't move can re-roll shots to-hit of 1.
*'''Emergency Repair Protocols''': Got a lone beatstick?  Is a RezOrb too expensive/inaccessible?  Buy this, it gives you one re-roll on the RP and for far cheaper.
*'''Enhanced Servomotors''': A tool with utility, this gives Move Through Cover and 1+ to Jump/Climb tests.  It allows beatsticks to charge where he wants and the shooters to flee and find easy cover.
===Leaders Only===
===Leaders Only===
*'''Resurrection Orb''': It's a RezOrb.  You love it.  It gives models within 6" a 4+ to Reanimation.  It's incredibly pricy though, so you need to find the allotted room for it.
*'''Tomb Blade''': Congratulations.  You're now on a Tomb Blade.  You can now take more than 3 hoverbikes.  Only thing is that you lack any upgrades for it.
*'''Resurrection Orb''': It's a RezOrb.  You love it.  It gives models within 6" a re-roll for RP for a turn.
*'''Targeting Relay''': It's a good idea for shooty Leaders.  If they hit even once, the enemy get a markerlight-lite that grants anyone else that shoots at them  Twin-Linked.  OH SONNA YEAH.
*'''Targeting Relay''': It's a good idea for shooty Leaders.  If they hit even once, the enemy get a markerlight-lite that grants anyone else that shoots at them  Twin-Linked.  OH SONNA YEAH.
*'''Disruption Field''': A 5++ against shooting.  Always an okay snag.
===Noble Only===
===Lord Only===
*'''Ether Crystal''': A good Interceptor Weapon if you can't grab Deathmarks: Anyone that Deep Strikes within 6" of the Noble takes an S8 AP5 hitIt'll help if you can set up against a Deep-Strike heavy force that tries to get up in your robo-grille.
*'''Quantum Shielding''': It's  a bit expensive, but it gives a 3++However, before you go calling hax, this thing will be lost the instant you fail even ONE save.  Ever.
*'''Sempiternal Weave''': Ol' belovedYour Noble now has a 2+ Armor save.
*'''Mindshackle Scarabs''': It's been nerfed to one use only, but other than that, it's similar to normalRoll for Leadership on 3d6, failing means that every model within base contact with the user takes a blow.  It's still pretty neat to take for choppy leaders.
*'''Pariah''': If you ever wanted to bring these badasses back from 3E, this'll be pretty close.  Everyone within 3" loses -2Ld and the Lord auto-denies and blasts/vortexes don't hurt himPretty prime for a beatstick Lord, though it's costly.
*'''Pariah''': If you ever wanted to bring these badasses back from 3E, this'll be pretty close.  Everyone within 3" loses -2Ld and the Lord auto-denies.  It's alright, but nothing near the ultra-badasses from the old editions.
*'''Necrontyr Command''': All Necrons within 12" can re-roll Morale, Pinning, and Fear tests,  It's...pretty pointlessYou're all Ld10 anyways.
*'''Necrontyr Command''': Expands the Resurrection range to 12".  Not bad in comparison to the RezOrb.
*'''Override Protocols''': Grants melee weapons Haywire.  Combo with a Warscythe to practically spell the doom of any transport or Kan that tries to eat you.  Cheapest.  Buy.  Ever.
===Cryptek Only===
===Cryptek Only===
*'''Chronometron''': Your 5++ against shooting, now for everyone within 6".
*'''Seismic Crucible''': A Mega-Rumblah, this replaces Overwatch by forcing models within 3" to take Difficult Terrain.
*'''Tremorstave''': A 36" S4 AP- replacement for your Staff of Light that makes a hit enemy take Dangerous Terrain next turn.  Pretty much what you want if you don't want your Cryptek canned.
*'''Gloom Crystal''': An analog to the Psychic Hood, this allows models within 6" to Deny on a 4+.
*'''Gloom Crystal''': An analog to the Psychic Hood, this allows models within 6" to Deny on a 4+.
*'''Seismic Receptacle''': A Mega-Rumblah, this replaces Overwatch by forcing models within 3" to take Difficult Terrain.
*'''Stasis Field''': A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn.  Yeah, this is good to troll them and then make them run.
*'''Stasis Field''': A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn.  Yeah, this is good to troll them and run away.
*'''Gaze of Flame''': The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.
*'''Gaze of Flame''': The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.
*'''Voltaic Staff''': A 24" S5 AP- gun with Assault 4 and Haywire, this is essentially a Staff of Light on Steroids.  Where a Noble can pop them open with the Warscythe and Override, now you can with this staff for just as cheap.


==FOC==
==FOC==
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==Leaders==
==Leaders==
*'''Necron Lord''': Those nostalgic of Oldcrons (or play [[Dawn of War]]) will remember the time where Cron Lords were badasses, here represented by giving them 2W and the same statlineThey have the stock weapon options as well as a choice for either the Sempiternal Weave or the Phase Shifter.
*'''[[Necron Lord|Noble]]''': Those nostalgic of Oldcrons (or play [[Dawn of War]]) will remember the time where Cron Lords were badasses.  These Nobles are just budget versions of Lords, who themselves are budget versions of Overlords (with the Noble losing -1S/T compared to the Noble)As a plus, though, paying those 20 bonus points for a Lord gives you a bonus wound tooAmong the basic tools are the Scarabs (Mega situational), Phylactery, Phase Shifter, and Dispersion Shield (to the glee of speculators everywhere).  He's pretty much your beatstick.  Only sad thing is that you can't use Destroyer Lords anymore.
**'''Destroyer Lord''': For the price of 40 Points, A Cron Lord becomes a Destroyer Lord with the reflecting statline (sans a Wound)It loses the option for the Phase Shifter for Hatred (EVERYTHING), which isn't a terrible trade.
*'''[[Cryptek]]''': The only other Leader.  Since 7E gutted everything fun about the Cryptek, HoR made its work in giving parts of the harbinger disciplines as accessories, and as a bonus gets Szeras' ability to give all models within 6" +1 to RP. Aside from that, he can grab the Phylactery, Phase Shifter, and MSS.
*'''Cryptek''': The only other Leader, this Cryptek doesn't get the whole list of upgrades, but can take each discipline's weapon and the Solar Pulse, Timesplinter Cloak, Nightmare Shroud, Chronometron, and Harp of Dissonance (Upgrades from each Harbinger Discipline).  The upgrades it gets are better suited for being a support/troll HQ than for killy.
==Core==
==Core==
*'''Necron Warrior''': They're Necrons.  Use them for general uses.
*'''Necron Warrior''': They're Necrons.  Use them for general uses.
*'''Necron Immortal''': Necrons with the weapons they usually have.  With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
*'''Necron Immortal''': Necrons with the weapons they usually have.  With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
*'''Flayed Ones''': Displaying intelligence still missing from GW (and [[Matt Ward]] to a degree), Flayed Ones are troops here.  They're otherwise similar, but they're incapable of contesting objectives or using the We'll Be Back! rule.
*'''[[Flayed One]]''': Displaying intelligence still missing from GW (and [[Matt Ward]] to a degree), Flayed Ones are troops here.  Only limitation here is that they're hardcapped 0-5.  Then again, bringing more rarely tends to be a good idea.
*'''[[Tomb Blade]]''': Hardcapped 0-3 without a Biking Leader.  They're jetbikes that can bounce around and piss off anything trying to shoot them, and with the price cuts the update gave them, you can comfortably field them.  Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
*'''Canoptek Scarab Swarm''': They're swarms of scarabs.  They can't get anything from campaigns, so use them as screens.  Sad thing is that these guys are hardcapped 0-3, and thus your dreams of drowning the other guys in bugs will  remain only a possibility for [[Tyranids]].
==Special==
==Special==
*'''Deathmark''': The Deathmarks gain a major buff from the HoR rules: Their prey can now either be the Leader or every Special unit, and they can always wound on a 2+AWESOME.
*'''Deathmark''': Take advantage of those Deep Strike rules.  They are practically golden when managing Deep Strike heavy forces like Terminators.  
*'''Lychguard''': The lack of super-heavy kill weaponry of S FUCK and AP MURDER gives the Lychguards some better use, especially with the shields.  However, they're still real costly to use.
*'''Lychguard''': The price cut does pretty well for the Lychguard, making one now a decent purchase if you need a beatstick and went Cryptek/biker.
*'''Triarch Praetorian''': The Rod of the Covenant's alright, but it's usually more recommended to grab the Void Blade and Particle Caster.
*'''Triarch Praetorian''': The Rod of the Covenant's a decent take with the fine AP2, while the Caster-Blade combo gives more attacks and can be utterly devastating in combat with both Entropic Strike and Rending.
*'''Canoptek Scarab Swarm''': They're swarms of scarabs.  They can't get anything from campaigns, so use them as screens.  Sad thing is that these guys aren't troops, and thus your dreams of drowning them in bugs will only remain a possibility for [[Tyranids]].
*'''Canoptek Wraith''': The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers.  They can't win anything from campaigns either, but that's not a big problem between their excellent mobility and the 3++.
*'''Canoptek Wraith''': The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers.  They can't win anything from campaigns either, but they're not disposable like the Scarabs.
*'''Necron Destroyers''': While the move to Jump Infantry makes them a very useful tool for jump-harassment and they have a gun that can be easily used to punch vehicles and crush infantry, but with the lack of vehicles, Destroyers just feel a bit out of place when those points could have gone to another Warrior or Immortal and some upgrades for someone.
*'''Tomb Blades''': They're jetbikes that can bounce around and piss off anything trying to shoot them.  Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
*'''Necron Destroyers''': They're a little more useful in a non-vehicle meta, but they're still targets.  Make sure nothing closes in on you, and keep tabs on where everyone's going.


[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]
[[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]

Revision as of 03:57, 6 February 2015

Heralds of Ruin for the Necrons solves some of the more dire issues that mar them in normal play, but regardless of any changes, they lose their gifts by the lack of vehicles in major gameplay. They're still flimsy, I2 hurts them shittons. That said, however, the new Resurrection Protocols and the tools designed for them do help a lot with their staying power, and in classic HoR faction, they manage to keep old edition flavor in new-edition contexts.

Rules

  • Dimensional Travel: Flayed Ones and Deathmarks Deep Strike like normally. Considering that Deathmarks can wound on a 2+ the turn they arrive this way, it's a must.
  • We'll Be Back!: If a model with Reanimation Protocols dies after Damage results, they must roll a d6: on a 1-4, they stay dead, on 5-6, they count as having rolled a 2 on the Damage Results. This is useless on Troops, but it allows Special and Leader choices to return to battle.

Wargear

  • Nebuloscope: A cheap upgrade that gives a model Ignores Cover. A mega-neat upgrade to add.
  • Shadowloom: Gives a model +1 Cover. In a game full of cover like this, this will go far.
  • Targeter: Models that don't move can re-roll shots to-hit of 1.
  • Emergency Repair Protocols: Got a lone beatstick? Is a RezOrb too expensive/inaccessible? Buy this, it gives you one re-roll on the RP and for far cheaper.
  • Enhanced Servomotors: A tool with utility, this gives Move Through Cover and 1+ to Jump/Climb tests. It allows beatsticks to charge where he wants and the shooters to flee and find easy cover.

Leaders Only

  • Tomb Blade: Congratulations. You're now on a Tomb Blade. You can now take more than 3 hoverbikes. Only thing is that you lack any upgrades for it.
  • Resurrection Orb: It's a RezOrb. You love it. It gives models within 6" a re-roll for RP for a turn.
  • Targeting Relay: It's a good idea for shooty Leaders. If they hit even once, the enemy get a markerlight-lite that grants anyone else that shoots at them Twin-Linked. OH SONNA YEAH.

Noble Only

  • Ether Crystal: A good Interceptor Weapon if you can't grab Deathmarks: Anyone that Deep Strikes within 6" of the Noble takes an S8 AP5 hit. It'll help if you can set up against a Deep-Strike heavy force that tries to get up in your robo-grille.
  • Sempiternal Weave: Ol' beloved. Your Noble now has a 2+ Armor save.
  • Pariah: If you ever wanted to bring these badasses back from 3E, this'll be pretty close. Everyone within 3" loses -2Ld and the Lord auto-denies and blasts/vortexes don't hurt him. Pretty prime for a beatstick Lord, though it's costly.
  • Necrontyr Command: All Necrons within 12" can re-roll Morale, Pinning, and Fear tests, It's...pretty pointless. You're all Ld10 anyways.
  • Override Protocols: Grants melee weapons Haywire. Combo with a Warscythe to practically spell the doom of any transport or Kan that tries to eat you. Cheapest. Buy. Ever.

Cryptek Only

  • Chronometron: Your 5++ against shooting, now for everyone within 6".
  • Seismic Crucible: A Mega-Rumblah, this replaces Overwatch by forcing models within 3" to take Difficult Terrain.
  • Tremorstave: A 36" S4 AP- replacement for your Staff of Light that makes a hit enemy take Dangerous Terrain next turn. Pretty much what you want if you don't want your Cryptek canned.
  • Gloom Crystal: An analog to the Psychic Hood, this allows models within 6" to Deny on a 4+.
  • Stasis Field: A single-use combat weapon, this drops models in base contact to only ONE attack for the remainder of the turn. Yeah, this is good to troll them and then make them run.
  • Gaze of Flame: The Cryptek and models within 6" of him get unlimited Defensive Grenades that can't be thrown. A smart defensive idea for a decent price.
  • Voltaic Staff: A 24" S5 AP- gun with Assault 4 and Haywire, this is essentially a Staff of Light on Steroids. Where a Noble can pop them open with the Warscythe and Override, now you can with this staff for just as cheap.

FOC

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Leaders

  • Noble: Those nostalgic of Oldcrons (or play Dawn of War) will remember the time where Cron Lords were badasses. These Nobles are just budget versions of Lords, who themselves are budget versions of Overlords (with the Noble losing -1S/T compared to the Noble). As a plus, though, paying those 20 bonus points for a Lord gives you a bonus wound too. Among the basic tools are the Scarabs (Mega situational), Phylactery, Phase Shifter, and Dispersion Shield (to the glee of speculators everywhere). He's pretty much your beatstick. Only sad thing is that you can't use Destroyer Lords anymore.
  • Cryptek: The only other Leader. Since 7E gutted everything fun about the Cryptek, HoR made its work in giving parts of the harbinger disciplines as accessories, and as a bonus gets Szeras' ability to give all models within 6" +1 to RP. Aside from that, he can grab the Phylactery, Phase Shifter, and MSS.

Core

  • Necron Warrior: They're Necrons. Use them for general uses.
  • Necron Immortal: Necrons with the weapons they usually have. With the limited vehicles in the meta, Tesla Carbines tend to be more useful.
  • Flayed One: Displaying intelligence still missing from GW (and Matt Ward to a degree), Flayed Ones are troops here. Only limitation here is that they're hardcapped 0-5. Then again, bringing more rarely tends to be a good idea.
  • Tomb Blade: Hardcapped 0-3 without a Biking Leader. They're jetbikes that can bounce around and piss off anything trying to shoot them, and with the price cuts the update gave them, you can comfortably field them. Their weapons aren't bad, though it's likely you'll take the Particle Beamers to exploit the Relentless.
  • Canoptek Scarab Swarm: They're swarms of scarabs. They can't get anything from campaigns, so use them as screens. Sad thing is that these guys are hardcapped 0-3, and thus your dreams of drowning the other guys in bugs will remain only a possibility for Tyranids.

Special

  • Deathmark: Take advantage of those Deep Strike rules. They are practically golden when managing Deep Strike heavy forces like Terminators.
  • Lychguard: The price cut does pretty well for the Lychguard, making one now a decent purchase if you need a beatstick and went Cryptek/biker.
  • Triarch Praetorian: The Rod of the Covenant's a decent take with the fine AP2, while the Caster-Blade combo gives more attacks and can be utterly devastating in combat with both Entropic Strike and Rending.
  • Canoptek Wraith: The lack of heavy weapons give Wraiths some good priority, with the whips being a big help as ambushers. They can't win anything from campaigns either, but that's not a big problem between their excellent mobility and the 3++.
  • Necron Destroyers: While the move to Jump Infantry makes them a very useful tool for jump-harassment and they have a gun that can be easily used to punch vehicles and crush infantry, but with the lack of vehicles, Destroyers just feel a bit out of place when those points could have gone to another Warrior or Immortal and some upgrades for someone.