So my fantasy career is progressing a bit faster than I intended but at least I am having fun in the process. So my first tournament is this upcoming saturday and I must say I am completely unprepared. I am not even close to being painted (I've got two models painted, My Sorceror lord of Tzeentch, and my Standard bearer for my warriors) and I've only actually played one game so far. (Planning on getting at least 3 more in before the tournament.) I am going into this fully expecting to get my ass handed to me. And I'm ok with that, frankly I just want to meet more fantasy players in the area so I can start getting some games in with someone other than Chris. Not that there is anything wrong with Chris... I just need some variety.
So anyway here is my list that I plan on bringing, it's 1500 exactly:
Lord: 255
(General)lvl 3 Sorceror lord of Tzeentch, Talisman of endurance (5+ ward, 4+ after mark), Blood of Tzeentch (Re-roll 1 casting dice per turn as long as not a 1)
Hero: 185
Lvl 2 sorceror of Slaanesh on barded chaos steed, talisman of preservation (4+ ward)
HEROES: 185
Core: 700
10 Marauder Horsemen: 130
30 Chaos Warriors, full command, mark of tzeentch, blasted standard (4+ ward against shooting) Shields: 570
Rare: 300
2 Chaos warshrines of Tzeentch: 150 ea.
So the plan is pretty straight forward, the lord hangs out in the unit of warriors as they march their asses forward. The warshrines buff said unit so it will steamroll anything it comes into contact with. The Marauders ride up and make flank charges. I hope against hope that I roll titillating delusions as one of my spells for my Slaanesh sorcerer so I can get into combat a turn earlier. Otherwise he just rides around sowing dissaray as he pleases. I realize the putting all of my eggs in one basket of warriors choice probably isn't the best idea but until i get the models I need to spread out this is probably my best bet.
One thing I want to point out that I like about the army is the saves, check this out:
Warriors: 3+4++ while being shot at 3+5++ in close combat 3+ against magic
Sorceror lord: 4+4++ all the time
Slaanesh sorceror: 2+4++ all the time
Warshrines: 4+3++ all the time
Marauder Horsemen: 6+ (6+ means its good right... Right?)
Anyway you'll notice that outside of the Marauders my army is one tough nut to crack. I am considering upping my Sorceror lord's Ward to 3+ and the slaanesh sorceror down to 5+ but I figure the Slaanesh sorceror needs it more anyway.
So that's what I've got. Let me know what you all think.
Sunday, August 8, 2010
Friday, August 6, 2010
And finally lords
his is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
So now for the final entry as far as pre-existing units go for my list, the lords.
HQ Choice:
Silver Necron Lord: WS: 5 BS:5 S:4 T:6 W:4 I:4 A:3 Sv:3+5++ Ld:10
Gold Necron Lord: WS: 6 BS:5 S:5 T:7 W:5 I:5 A:4 Sv:2+4++ Ld:10
Platinum Necron Lord: WS: 9 BS:5 S:7 T:8 W:6 I:10 A:5 Sv:2+3++ Ld:10
Silver: Infantry, independent character
Gold: Infantry, independent character
Platinum: Monstrous creature.
Equipment:
May replace Staff of light with any combination of two one-handed weapons or one two-handed weapon.
One-handed weapons:
Special Rules:
Necron
That's it for now, I would love to hear some feedback. also if I had time I would have covered the New unit I would include: The Skiff. A transport vehicle with a portal and standard issue particle whip, just no power matrix.
Now I am off to do something other than stare at a computer for four hours as I type up rules that no one will ever use.
Thanks to anyone who actually made it through all of the entries. Let me know if anything is hardcore broke or not very clear.
So now for the final entry as far as pre-existing units go for my list, the lords.
HQ Choice:
Silver Necron Lord: WS: 5 BS:5 S:4 T:6 W:4 I:4 A:3 Sv:3+5++ Ld:10
Gold Necron Lord: WS: 6 BS:5 S:5 T:7 W:5 I:5 A:4 Sv:2+4++ Ld:10
Platinum Necron Lord: WS: 9 BS:5 S:7 T:8 W:6 I:10 A:5 Sv:2+3++ Ld:10
Silver: Infantry, independent character
Gold: Infantry, independent character
Platinum: Monstrous creature.
Equipment:
- Staff of light: power weapon, may be fired in the shooting phase with the following profile: Str: 5 Ap:2 18" Assault 3
- Cloak of Darkness: Enemy units within 12" of a Silver lord have a -1 modifier to their leadership. This range is increased to 18" for gold and platinum lords. Platinum lords cause an additional -1 as well.
May replace Staff of light with any combination of two one-handed weapons or one two-handed weapon.
One-handed weapons:
- Warscythe
- Warblade
- Flencing claws
- Injector
- Burning orb: ranged weapon Str:4 Ap:4 12" Assault 2d6 (a pair would fire 4d6 shots)
- Ungiving Bracer: grants +1 T
- Royal warscythe: +3 Str, Ignores invuln saves.
- Heavy Gauss Destroyer
- Ultimatum Orb: Str 5 Ap: 1 18" Assault 1 Large blast.
- Eternity Vessel: increases invulnerable save by +1
- Gaze of flame: (as per current necron codex)
- Chronometron: (as per current necron codex)
- Veil of darkness: (as per current necron codex)
- Destroyer body
- Ressurection Orb: Units within 12" of a Necron lord with a res orb may always roll their feel no pain even if it would otherwise be negated.
Special Rules:
Necron
That's it for now, I would love to hear some feedback. also if I had time I would have covered the New unit I would include: The Skiff. A transport vehicle with a portal and standard issue particle whip, just no power matrix.
Now I am off to do something other than stare at a computer for four hours as I type up rules that no one will ever use.
Thanks to anyone who actually made it through all of the entries. Let me know if anything is hardcore broke or not very clear.
Wraiths
his is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
Time for Wraiths, yet another upgraded version of the Necron warriors...
Fast Choice:
Warrior Wraiths:
WS: 5 BS:4 S:3 T:5 W:1 I:2 A:1 Sv:4++ Ld:10
Jetbike: Unit size 3-15
Options:
May choose two close combat weapons from the following list: (any combinations as usual, they all choose the same)
Special Rules:
Necron, Phasing
Phasing: Wraiths ignore all terrain for all intents and purposes. They count as having offensive grenades. Wraiths roll an additional dice to penetrate vehicles in close combat. Wraiths do not have an armor save, instead they have an invulnerable save.
Time for Wraiths, yet another upgraded version of the Necron warriors...
Fast Choice:
Warrior Wraiths:
WS: 5 BS:4 S:3 T:5 W:1 I:2 A:1 Sv:4++ Ld:10
Jetbike: Unit size 3-15
Options:
May choose two close combat weapons from the following list: (any combinations as usual, they all choose the same)
- Flencing claw: (counts as a lightning claw granting an additional attack, +3 attacks total if taken as a pair resulting in 4 attacks base, 5 on the charge)
- Warblade
- Warscythe
- Injector: Grants the poisoned attacks (3+) rule, a second one changes this to (2+)
Special Rules:
Necron, Phasing
Phasing: Wraiths ignore all terrain for all intents and purposes. They count as having offensive grenades. Wraiths roll an additional dice to penetrate vehicles in close combat. Wraiths do not have an armor save, instead they have an invulnerable save.
Destroyers
This is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
Destroyers, once again operate off the standard Warrior body with different upgrades and equipment, this one is pretty straightforward.
Fast Choice:
Necron Destroyer:
Jetbike: Unit size 3-12
Destroyer: WS: 3 BS:4 S:3 T:6 W:1 I:2 A:1 Sv: 4+ Ld:10
Destroyer Baron: WS: 4 BS:4 S:3 T:6 W:1 I:3 A:2 Sv: 4+ Ld:10
Equipment:
Gauss Destroyer: Str:5 Ap:4 36" Heavy 3, Twin-linked, Rending
Destroyer platform: Increases toughness by 1 (this is a hard increase, affecting Feel no pain and instant death) changes unit type to jet-bike.
Options:
The entire unit may be upgraded with disruption fields.
One model for every three in the unit may exchange their Gauss destroyer for either a Heavy Gauss Destroyer, a Warscythe, or a pair of Warblades. (Destroyer Barons may not take Heavy Gauss Destroyers)
One model may be upgraded to a Destroyer Baron, it may choose two options from the following list (both choices can be the same option if desired, if two guns are chosen they combine their profile)
Necron
Weapon Profiles:
Heavy Gauss Destroyer: Str 9 Ap2 48" heavy 1, Twin-linked, Rending
Warblade: power weapon that grants +1 I and ignores invulnerable saves. (A pair would grant +2 I and +1 attack for having an additional weapon)
Warscythe: power weapon that grants +1 S and ignores invulnerable saves. (A pair would grant +2 Str and +1 attack for having an additional weapon)
Destroyers, once again operate off the standard Warrior body with different upgrades and equipment, this one is pretty straightforward.
Fast Choice:
Necron Destroyer:
Jetbike: Unit size 3-12
Destroyer: WS: 3 BS:4 S:3 T:6 W:1 I:2 A:1 Sv: 4+ Ld:10
Destroyer Baron: WS: 4 BS:4 S:3 T:6 W:1 I:3 A:2 Sv: 4+ Ld:10
Equipment:
Gauss Destroyer: Str:5 Ap:4 36" Heavy 3, Twin-linked, Rending
Destroyer platform: Increases toughness by 1 (this is a hard increase, affecting Feel no pain and instant death) changes unit type to jet-bike.
Options:
The entire unit may be upgraded with disruption fields.
One model for every three in the unit may exchange their Gauss destroyer for either a Heavy Gauss Destroyer, a Warscythe, or a pair of Warblades. (Destroyer Barons may not take Heavy Gauss Destroyers)
One model may be upgraded to a Destroyer Baron, it may choose two options from the following list (both choices can be the same option if desired, if two guns are chosen they combine their profile)
- Warblade
- Warscythe
- Particle Projector
- Gauss Destroyer
Necron
Weapon Profiles:
Heavy Gauss Destroyer: Str 9 Ap2 48" heavy 1, Twin-linked, Rending
Warblade: power weapon that grants +1 I and ignores invulnerable saves. (A pair would grant +2 I and +1 attack for having an additional weapon)
Warscythe: power weapon that grants +1 S and ignores invulnerable saves. (A pair would grant +2 Str and +1 attack for having an additional weapon)
Big and scary
his is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
Time for the classic Necron unit, the Monolith. Frankly this is one of the models I think they've pretty much got right. Lets go into what changes I would make.
Heavy Support:
Monolith
Bs: 4 F:14 S:14 R:14
Tank, Skimmer, Transport capacity 20 (Immortals count as 2 models, Tombspyders count as 3)
Equipment:
So looking back maybe I did make a few more changes than I thought I had. I added some weapon options to create some variety and make it so your monolith will work how you want. I also decreased both the particle whip and defensive discharge array to str 4 so they count as defensive weapons, this is so no matter what other weapons you are charging with the power matrix you may fire both the defensive weapon and the ordnance weapon.
Time for the classic Necron unit, the Monolith. Frankly this is one of the models I think they've pretty much got right. Lets go into what changes I would make.
Heavy Support:
Monolith
Bs: 4 F:14 S:14 R:14
Tank, Skimmer, Transport capacity 20 (Immortals count as 2 models, Tombspyders count as 3)
Equipment:
- Particle Whip: Str 4 Ap4 24" Heavy 1, Large blast, ordnance.
- 4 twin-linked Heavy Gauss Flayers
- Portal
- May replace power matrix with four Particle Projectors (see tomb spyder entry), their shots may be combined to fire with the following profile: Str 10 Ap1 72" Heavy 2, Twin-linked, Melta
- May replace all twin-linked heavy Gauss flayers (see immortal entry) with a defensive discharge system: (deals one S4 wound to each unit within 12" of the monolith for each model in the unit within the 12" area of effect.)
- Power Matrix: once per turn you may choose one of the following options:
- Fire a particle whip with the following profile Str:9 Ap3 36" Heavy 1, Large blast, ordnance
- Charge the Defensive discharge system: deals one S6 wound to each unit within 18" of the monolith for each model in the unit within the 18" area of effect.
- Charge the portal: models embarked in a vehicle with a portal may disembark anywhere within 12" of the monolith, any number of units may disembark this way.
- Living Metal: as in current Necron codex
- Ponderous: The monolith may only ever move up to 6" in any movement phase. It is always treated as having not moved. Furthermore, ponderous vehicles may fire ordnance weapons in addition to their other weapons.
- Portal: Models embarked in a vehicle with a portal may disembark from any vehicle with a portal on the table. Each portal may only be disembarked from once each turn unless otherwise stated. Models may embark into a vehicle with a portal as long as they are within 6" of it instead of the usual 2". Furthermore units may disembark up to 6" away from a model with a portal. (keep in mind that a unit may not embark and disembark in the same turn)
So looking back maybe I did make a few more changes than I thought I had. I added some weapon options to create some variety and make it so your monolith will work how you want. I also decreased both the particle whip and defensive discharge array to str 4 so they count as defensive weapons, this is so no matter what other weapons you are charging with the power matrix you may fire both the defensive weapon and the ordnance weapon.
Elites continued... Tomb Spyders?
his is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
It is my personal opinion that tomb spyders were done horribly wrong in the current Necron codex, so I have made some major Changes to them to make them much more in line with how I think they should be. Here's what I did, I'll run you through it all after you see the profile:
Elite Choice:
Tomb Spyders. You may take up to three tomb spyders per Elite choice slot.
WS: 3 BS:3 S:4 T:6 W:2 I:2 A:2 Sv:2+6++ Ld:10
Independent Character
Equipment options:
Each tomb spyder may choose two peices of equipment from the following list, if equipped with two particle beams it may fire both as a single weapon:
Artificer arm
Crushing claw (Power fist, a pair would grant +1 attack per BRB)
Particle beam
Equipment:
Disruption field
Special Rules:
Unearth (does not grant to units joined, but may be deployed with units that already have it)
Fearless, Artificer.
Artificer special rule: Units accompanied by a tomb spyder get +1 on any feel no pain rolls they are called to make.
Artificer arm: for each artificer arm a tomb spyder is equipped with, you may re roll one feel no pain roll per turn for any model in the same unit as a tomb spyder.
Particle Beam: two profiles: Str 7 Ap3 24" Heavy 2 Rending. Str 9 Ap1 36" Heavy 1
If equipped with two particle beams they may instead be fired with the following profile: Str 10 Ap1 48" Heavy 1, Twin-linked, Melta.
Spyders are here to act as unit upgrades for other units. They add some much needed fire power to any unit that they join and are flexible. One thing I would like to point out is that they purposefully slow down flayed ones and scarabs. Simply put they are just big and can't move as fast. I did this on purpose to make it less of an auto include to any unit and so it would change the dynamics of how the unit works when it is joined by a Spyder. (That and having an 24" threat assault range just somehow seems scary on something with 4 Str 8 attacks on the charge)
It is my personal opinion that tomb spyders were done horribly wrong in the current Necron codex, so I have made some major Changes to them to make them much more in line with how I think they should be. Here's what I did, I'll run you through it all after you see the profile:
Elite Choice:
Tomb Spyders. You may take up to three tomb spyders per Elite choice slot.
WS: 3 BS:3 S:4 T:6 W:2 I:2 A:2 Sv:2+6++ Ld:10
Independent Character
Equipment options:
Each tomb spyder may choose two peices of equipment from the following list, if equipped with two particle beams it may fire both as a single weapon:
Artificer arm
Crushing claw (Power fist, a pair would grant +1 attack per BRB)
Particle beam
Equipment:
Disruption field
Special Rules:
Unearth (does not grant to units joined, but may be deployed with units that already have it)
Fearless, Artificer.
Artificer special rule: Units accompanied by a tomb spyder get +1 on any feel no pain rolls they are called to make.
Artificer arm: for each artificer arm a tomb spyder is equipped with, you may re roll one feel no pain roll per turn for any model in the same unit as a tomb spyder.
Particle Beam: two profiles: Str 7 Ap3 24" Heavy 2 Rending. Str 9 Ap1 36" Heavy 1
If equipped with two particle beams they may instead be fired with the following profile: Str 10 Ap1 48" Heavy 1, Twin-linked, Melta.
Spyders are here to act as unit upgrades for other units. They add some much needed fire power to any unit that they join and are flexible. One thing I would like to point out is that they purposefully slow down flayed ones and scarabs. Simply put they are just big and can't move as fast. I did this on purpose to make it less of an auto include to any unit and so it would change the dynamics of how the unit works when it is joined by a Spyder. (That and having an 24" threat assault range just somehow seems scary on something with 4 Str 8 attacks on the charge)
Necron Immortal Warriors
his is a continuation on my previous entry on what I believe the Necron codex should be as a means to better represent the fluff and make the army less of a marine variant. I would like to take the time to point out that I am not suggesting that the changes I make are balanced for the current point values of the unit in the current codex. Frankly these changes are so radical that there in no way in hell that I am going to put my neck on the line and come up with point values for these new units. If you want to do so yourself, then by all means please do so! Let me know what you come up with.
So next up on the list is the first Elite choice entry: Immortals.
Immortal warriors, like flayed warriors are basically just warriors with different equipment and special rules. They are pretty simple, better gun, better armor. Check it out:
Elite Choice:
Immortal Warriors:
WS: 3 BS:4 S:3 T:5(6) W:1 I:2 A:1 Sv:3+6++ Ld:10
Infantry
Equipment:
Heavy Gauss Flayer: Str: 4 Ap:4 30" Heavy 2 Rending (The heavy Gauss flayer does not have a built in Powerfist)
Immortal shell: The immortal shell is upgraded armor given to Immortal Warriors. It grants a 3+armor save and has built in Disruption fields
Special Rules:
Necron, Cold Efficiency.
You'll notice that I removed the powerfist from the Heavy Gauss flayer, this is simply because I wanted immortal warriors to be the strictly shooty alternative to warriors, whereas flayer warriors are the strictly cc oriented warriors.
So next up on the list is the first Elite choice entry: Immortals.
Immortal warriors, like flayed warriors are basically just warriors with different equipment and special rules. They are pretty simple, better gun, better armor. Check it out:
Elite Choice:
Immortal Warriors:
WS: 3 BS:4 S:3 T:5(6) W:1 I:2 A:1 Sv:3+6++ Ld:10
Infantry
Equipment:
Heavy Gauss Flayer: Str: 4 Ap:4 30" Heavy 2 Rending (The heavy Gauss flayer does not have a built in Powerfist)
Immortal shell: The immortal shell is upgraded armor given to Immortal Warriors. It grants a 3+armor save and has built in Disruption fields
Special Rules:
Necron, Cold Efficiency.
You'll notice that I removed the powerfist from the Heavy Gauss flayer, this is simply because I wanted immortal warriors to be the strictly shooty alternative to warriors, whereas flayer warriors are the strictly cc oriented warriors.
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