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Offline ederus

Odp: Nowości Games Workshop
« Odpowiedź #5160 dnia: Październik 17, 2011, 05:56:09 pm »
Obecni DE sa lajtowi, kiedys byli hardkorowi. Lepiej bierz necronow :wink:
106 miles to Chicago, we've got a full tank of gas half a pack of cigarettes, its dark and we're wearing sunglasses.

Hit it!

Offline Wosho

Odp: Nowości Games Workshop
« Odpowiedź #5161 dnia: Październik 17, 2011, 06:11:31 pm »
Ale teraz bedzie pewnie wysypic blaszaków ;)
Poczekamy na pd..codex  i zobaczymy czy da sie cos pograc czy wszystko bedzie tak drogie ze nie grywalne  :wink:

Offline PaulShin

Odp: Nowości Games Workshop
« Odpowiedź #5162 dnia: Październik 17, 2011, 08:23:22 pm »
Też mi dylemat, je biorę oba ;p

Offline Wosho

Odp: Nowości Games Workshop
« Odpowiedź #5163 dnia: Październik 17, 2011, 08:27:56 pm »
Taaa tylko ja chciałbym też zacząć w battla grac turniejowo za jakiś czas, bez scen ;)

Offline ederus

Odp: Nowości Games Workshop
« Odpowiedź #5164 dnia: Październik 17, 2011, 08:44:16 pm »
Cytuj
w battla grac turniejowo za jakiś czas
106 miles to Chicago, we've got a full tank of gas half a pack of cigarettes, its dark and we're wearing sunglasses.

Hit it!

Offline Wosho

Odp: Nowości Games Workshop
« Odpowiedź #5165 dnia: Październik 17, 2011, 08:46:04 pm »
No dobra ale to temat plotkowy a nie dylematy co zaczac zbierac.
Koniec OT :)

Offline PaulShin

Odp: Nowości Games Workshop
« Odpowiedź #5166 dnia: Październik 17, 2011, 10:31:28 pm »
Swoją drogą, co do tego Quantum Shielding - Scourge z Haywire Blasterami to będzie coś :P

Offline Kelvan

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« Odpowiedź #5167 dnia: Październik 18, 2011, 09:39:04 am »
Destroyers 1-3 per unit.......
Necrons, Catachans, Eldars, Dark Eldars, SM Raptors

Offline afruniu

Odp: Nowości Games Workshop
« Odpowiedź #5168 dnia: Październik 18, 2011, 09:51:22 am »
wiem, że wiesz  :wink: dawaj więcej  :badgrin:
narka
"There must be some kind of way out of here..."

Offline Wosho

Odp: Nowości Games Workshop
« Odpowiedź #5169 dnia: Październik 18, 2011, 09:58:58 am »
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Crypteks vs. (basic) Lords in the 'Royal Court': both have more like   squad leader stats then character stats (1 wound each for example) with both of   their base points are in the exact same range as an IG Commissar, for example. However, all of the   upgrades for these guys clock in the 5 to 45 point range (each option) with   probably a 15 point median for their gear, so you can imagine that these guys   will very quickly eat up your points if you give them many (or any) upgrades.   

The Lords have access to 4 Weapon upgrade options (Warschythe, Gauntlet   of Fire, Hyperphase Sword & Voidblade) and 5 wargear-esque options   (Sempirternal Weaev, Mindshackle Scarabs, Tesseract labyrinth, Ressurection Orb   & Phase Shifter). Of all those weapons and upgrades only the Rez Orb   benefits the unit. The rest of the upgrades just give the Lord extra benefits in   combat or armor save.

So really, if you're looking to make the Lord   improve a unit by leading it, besides adding some CC punch to the unit your only real choice is the Rez   Orb and the Rez Orb is on the high end of the points scale for their wargear so   it isn't exactly a steal to get a Rez Orb into a unit (which for those who   aren't keeping up boosts their Resurrection Protocols to a 4+).

Crypteks   can be taken plain jane if you wanted (with only a Staff of Light), but if you   want to upgrade them at all, then you have to select a 'discipline' that they   follow. There are five disciplines to pick from and each one costs some amount   of points to take, with the only benefit being that you get an upgraded weapon   instead of the staff of light that fits into that discipline's role.

The   5 Disciplines are: Harbinger of Destruction (described as 'plasmancers', weapon   is Eldritch Lance, wargear choices are Gaze of Flame & Solar Pulse),   Harbinger of Eternity (able to read the future, weapon is Aeonstave, weargear   choices are Chronometron & Timesplinter Cloak), Harbinger of   Transmogrification (described as 'geomancers', weapon is Harp of Dissonance,   options are Seismic Cruicble & Tremorstave), Harbringer of the Storm   (described as 'ethermancers', weapon is Voltaic Staff, options are Ether Crystal   & Lightning Field) & Harbringer of Despair (described as   'psychomancers', weapon is Abyssal Staff, options are Nightmare Shroud &   Veil of Darkness).

Now, once you've chosen a discipline to upgrade to,   you're allowed to give the Cryptek one (or both) of the listed wargear options.   HOWEVER, the rules state that 'each of the wargear options can only be   chosen once in each Royal Court'. So the only way you're going to get more than   one Veil of Death (for example) is to take a second Royal Court and even then   you're only getting a second one. So it does not look like you will be able to   spam these items.

Although there are some exceptions, for the most part   these wargear options tend to benefit the unit they're leading, or affect enemy   units that are trying to do something to the unit. Like giving the unit assault   and defensive grenades (Gaze of Flame), you already know about Solar Pulse if   you've been reading my posts closely, causing damage on enemy units Deep   Striking near or assaulting that Necron unit (Ether Crystal & Lightning   Field respectively), reducing one enemy unit's assault move against that Necron   unit by D3" (Seismic Crucible), etc. And all of the upgraded Cryptek   weapons are ranged weapons.

So in general I think the basic Lord is what   you take if you're trying to give the Royal Court some CC punch (or give a unit some CC punch)...besides the obvious   Rez Orb choice, of course! Instead, if you're wanting to upgrade your unit to   have some unique abilities and a specialty shooting weapon in it, then the   Cryptek is the way to go.



C'Tan Shards: Just to be clear   (someone asked), the Necrons do not have any kind of 'deal' worked out with the   C'Tan shards. It doesn't state how, but they are able to control them somehow   (using their super-tech) to basically point them at the enemy and get them to do   what they want, but of course in game terms this isn't represented, there's no   special 'rage' rule or anything forcing you to play a C'Tan a certain way.   

The fluff says that the Necrons are constantly hunting down missing   C'Tan shards and trying to imprison them in pocket dimensional prisons. They   know that they can never fully destroy a C'Tan (only break them into shards and   keep them from forming back together), but of course their fear is that the   C'Tans will be able to reform and then take revenge back against the Necrons.   

Every indication I get from the codex is that you'll just use the   existing models to represent C'Tan shards, because if you think about how   they're described now, a 'shard' is really much closer to what the old codex's   power-level was for a C'Tan.

As for the 2 'Manifestations of Power' each   shard must take, they each cost a different point value (between 10 & 50   points) and you can only have one of each choice in the army no matter how many   C'Tan shards you take. There is a wide variety of different things that can be   chosen, from powers that are roughly equivalent to some of the special rules   that the Deceiver & Nightbringer had access to in the last codex and plenty   of new impressive rules as well (such as making all difficult terrain on the   table dangerous for the enemy or making one enemy model in base contact have to   pass an Initiative test or be removed from the table). 3 of them are shooting   attack choices, each obviously quite a different kind of attack than the others.   

As awesome as some of this suonds, you have to temper that with the fact   that shards are nearly 200 points with no options, and once you factor in the   two manifestation upgrades, you're talking about a unit that is somewhere   between 200-300 points (depending on which two manifestations you take).   





Automatically Appended Next   Post:

The Night Scythe, Catacomb Command Barge & Doom Scythe   are Fast Skimmers (so can move flat-out).

The Ghost Ark, Doomsday Ark   & Annihilation Barge are just Skimmers (so no moving flat-out). And yes,   there is no reason the embarked models can't fire from the Ghost Ark as well as   the vehicle's Gauss Flayer arrays, but remember that embarked vehicles cannot   fire when the vehicle moved faster than combat speed (unless they disembark   first).

The Monolith is a new vehicle type, a 'heavy' skimmer which   means the vehicle can only ever move combat speed but always counts as   stationary when firing. Oh, and the Monolith has a rule that says it can only   ever Deep Strike in from Reserve.
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ELITES

Deathmarks, Lychguard & Triarch   Praetorians: 5-10

C'Tan Shard & Triach Stalker: 1 per   FOC

Flayed   Ones: 5-20


TROOPS

Warriors: 5-20   

Immortals: 5-10


FAST ATTACK

•   Canoptek Wraiths: 1-6

Canoptek Scarabs: 3-10

•   Tomb Blades: 1-5

Destroyers: 1-3   



HEAVY SUPPORT

All Vehicles: 1 per   FOC

Tomb   Spyders: 1-3

 
Cytuj
Destroyers have the same statline and the Heavy Destroyer upgrade just means   they upgrade their gun.

However, they have had a considerable drop in   points cost, as have many units in the codex. And let's not forget, before   Destroyers tended to be the only mid to long-ranged threat in the army. That   isn't the case anymore so I'd guess that it won't be quite as big a problem to   have the smaller units.
Cytuj
Heavy Gauss Cannon is still the same, but it costs you almost double the (newly   reduced) cost of a Destoyer to upgrade to one. Regular Destroyers have the Gauss   Cannon, which is now AP3, but only Heavy 2.

Warscythes do not have any   built-in shooting weapon.

And a Night Scythe has no weapon options, but   comes with a twin-linked Tesla Desructor, which is a fantastic weapon. 24",   Assault 4, S7, AP-, Tesla   & Arc. 'Tesla' (as always) means that any 'to hit' roll of '6' means TWO   additional hits (not sure if this means 3 overall hits per '6' rolled or   not...the wording is kind of ambigious, but I'm thinking, that a roll of '6'   does equal 3 hits). 'Arc' means that all units (friendly and enemy) within 6" of   the target enemy unit suffer D6 S5 AP- hits on a D6 roll of '6'.

So while the AP- of the Tesla Destructor keeps   it from being a premiere transport killer, the fact that you can generate all   those extra hits if you roll a '6' to hit (and it is a twin-linked weapon) seems   really uber-cool

Cytuj
Sorry, yes the Gauss Cannon & Heavy Gauss Cannon are now Assault weapons as
well. Should have mentioned that.

Tomb Blades (jetbikes) do not have any   real AT firepower.   

Warscythes are just 2-handed +2 Strength power weapons.
Cytuj

Let's not forget that Scarabs only went up a few points and are amazingly   potent. If you're going to want to spam anything from the FA section, I'd guess it is them.   

They still have 3A (4 on the charge) and are beasts, giving them the   typical beast 19-24" assault threat range. That means if there are any enemy   immobile or vehicles that didn't move within that range, they are almost   certainly dead, as all you need is 30 attacks (8 bases on the charge) and with   Entropic attacks each hit reduces a vehicle's armor by 1 on all facings on a 4+.   So if you have 30 attacks you'd expect to reduce a vehicle's armor down to 0   (which auto-wrecks it).

And of course even if your Scarab swarm gets   whittled down and isn't able to instantly wreck enemy vehicles, they can still   totally weaken enemy armor this way to the point where any unit in your army is   able to tear it apart with their regular shooting...so I guess what I'm saying   is that 30 Scarabs in an army sounds like a great way to turn all your   Anti-Infantry units into AT   units as well.

« Ostatnia zmiana: Październik 18, 2011, 10:18:29 am wysłana przez Wosho »

Offline Wosho

Odp: Nowości Games Workshop
« Odpowiedź #5170 dnia: Październik 18, 2011, 10:20:55 am »
Mówisz i masz  :razz:

Offline afruniu

Odp: Nowości Games Workshop
« Odpowiedź #5171 dnia: Październik 18, 2011, 10:45:04 am »
bardzo ładnie  :wink:
dzięki!
teraz jeszcze kolega Kelvan, prosimy! :biggrin:
pozdro
"There must be some kind of way out of here..."

Offline Kelvan

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Odp: Nowości Games Workshop
« Odpowiedź #5172 dnia: Październik 18, 2011, 11:03:20 am »



WAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRR RRDDDDDDDDDDDDDDD!!!!!!!!!!!!!!!!!

A tak serio, to co można znaleźć na Warseer, Dakkadakka, Heresy Online zawiera już tyle detali, że można sobie zbudować obraz kodexu.

To co mogę sprzedać to krótkie info, że w 6 edycji pojazdy dostaną po dupie. Zatem pancerz 11 i quantum shielding u necronów będzie proporcjonalnie dobre w stosunku do ilości jednostek anti-tank jaka będzie wystawiane. I to co się  teraz w nowym kodexie wydaje bez sensu, z pewnością go nabierze.
« Ostatnia zmiana: Październik 18, 2011, 11:09:45 am wysłana przez Kelvan »
Necrons, Catachans, Eldars, Dark Eldars, SM Raptors

Offline afruniu

Odp: Nowości Games Workshop
« Odpowiedź #5173 dnia: Październik 18, 2011, 11:05:58 am »
nie to akurat miałem na myśli  :wink:
narka!
"There must be some kind of way out of here..."

Offline afruniu

Odp: Nowości Games Workshop
« Odpowiedź #5174 dnia: Październik 18, 2011, 07:37:02 pm »
tada? :wink:

"There must be some kind of way out of here..."