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So 8th edition 40K is well and truly upon us, and early indications are that it’s given the game a real breath of fresh air!
What prompted this blog was the fact that after a month I’d finally finished painting up my Ghost Ark…huzzah!
This got me thinking about how effective this fascinating army is in the new edition. This is written purely from the point of view of looking through the new Index (including the Imperial Armour Index) and assessing it from that point of view. I may change my view after I’ve played…
Reanimation Protocols. Very different from 7th Edition, where RP were just treated like a second armour save. As long as a unit doesn’t disappear completely, you can roll a 5+ RP roll for every eligible figure lost every turn for the duration of the game. And that’s 4+ for every eligible unit within 3” of a Cryptek;
Living Metal. Eligible vehicles and characters automatically recover a Wound every turn;
Necron Warriors. Great value for only 12 points a figure (or 6 Power for a unit of 10);
Monoliths. For the first time since 5th Edition, it might be worth having one of these bad boys. The Portal of Exile (D6 mortal wounds any any attacking unit); the fact it can move and shoot heavy weapons; and the effectiveness of its Gauss Flux Arc and Particle Whip are all real plusses;
Imperial Armour. Some of the Forge World models are REALLY good, and add real depth and ability to a Necron army.
Points Cost. A lot of the key Necron models are now prohibitively expensive in terms of their points cost. Destroyers and the aforementioned Monolith are really expensive. Tomb Blades are now 39 points (assuming you give them Shieldvanes), a lot for a model with only 2 Wounds and a 3+ Sv. But the biggest lead is a Canoptek Spyder, now 81 points with a Gloom Prism (which you’ll need if the Necrons are to do any Deny The Witch rolls);
Gauss. Now enemy vehicles need not fear a Necron army. True, Gauss Flayers get a -1 armour save, and Gauss Blasters a -2, but no automatic wounds on a 6 I’m afraid.
I’d like to think the Pluses outweigh the Minuses but we shall see…
My Own Necron Army
I started collecting Necrons circa 2005, albeit slowly. I lost interest for a while, but in 7th Edition the army became awesome again, especially with the addition of the Decurion detachment. So I added a bunch more stuff: Tomb Blades, Immortals, a Ghost Ark and (from Forge World) a Tomb Stalker.
I went for a slightly unusual colour scheme. In the original Codex (way back in 2002) whilst most of the Necrons illustrated were in the standard Bolton Metal, I saw some interesting alternative paint schemes. One group of four examples were in “Ceramics”. This idea really appealed to me. Given their ancient armies, the Eldar, used a lot of heat weapons, Ceramics is a better material in dealing with heat than metal is, so that’s the rationale I gave myself. Plus, living and working in and around Stoke-on-Trent, the UK’s ceramic city, I wouldn’t resist painting them Wedgwood Blue!
What will I add to them next? Given the importance of Detachments, looks like I’ll need a couple more HQ types, and I’m definitely drawn to a Cryptek…
Helbrecht could taste the taint of Chaos on his tongue as he urged his sergeant to speed the Landraiders towards rthe industrial complex at Ikton 5 Khorne the most savage and abandoned of the Chaos filth were already there in strength.
This was my second game of 8th edition with the greatest chapter the Black Templars ( no magic loving close combat) against Khorne close combat no magic and no shooting. the chaos node deployed worth marines on the left flank and vile demons on the left screened by flesh hounds urged on by a demon prince and the insane Kharn the Betrayer. Opposing the demons were two Landraiders full of marines led by the chapter master and the Emperors champion
The action began with the Khorne horde advancing mercifully too far away for a turn 4 chargeThe Templars responded with a hail of fire from the Landraiders and the dismounted marines which destroyed the fleshounds opening up a charge lane for the marines and Helbrecht to engage the bloodletters demons. On the other flank the predator and the storm talon destroyed a 10 man berserker unit
Crying vows of loyalty Hebrecht and his crusaders charged tied the demons. Whoops forgot the rerolls to hit so only killed 8 and they responded in kind with their hellblades – ouch!
Next turn saw the demons summon another swarm of bloodletters which surged forward to join the Melendez and the swooping demon prince and kharn the betrayer also charged. In a whirlwind of blows Kharn’s axe Gorechild slew Helbrecht. At this point I used two command points to allow my remaining marines to strike before the charging demons and removed the reamaing blood letters from play the demon price then killed a few marines.
The remaining marines took advantage of the new rules to withdraw from combat carrying Helbrecht shattered form with them The Landraiders moved forward to exact vengeance and The isolated Khorne heroes died in a hail of assault cannons rounds. Marine firepower is brutal and another squad of berserkers died to my two support units.
Turn 3 and the heralds summoned more blood letters and some long bomb charges saw my other crusader squad and the emperors champion hit by a tide of berserkers and bloodletters. Iwas left with 4 neophyte marines and the champion though we took a toll of the heretics. Once again the marines survivors fell back and the Landraiders shot and charged (yes vehicles now have a melee value) and the support vehicles manoeuvred ans culled the remaining berserkers. Assault marines landed on an objective in the KHorne rear areas. Drop troops now land where and when you want but have to be deploy by turn 3.
Turn 4 saw the Khorne heralds charge the newly arrived assault marines and kill most of them over 2 rounds of combat.
The marine supports killed the last of the blood letters and the Landraiders and the champion killed the last of the bloodletters and the berserkers.
Khorne at last saw reason with 2 heralds facing the predator Landraiders and the stormtalon flier and we called it . 11-4 to the Imperium
1. Infantry in the open die easily
2. Marine firepower is their strength
I love8th edition
Lancashire games are bringing out:
18mm East African range