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  1. - Top - End - #1
    Titan in the Playground
     
    Lizardfolk

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    Default Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Warhammer 40,000 in the Playground

    I'm new to the hobby. Which army should I start?
    It really depends on what you want to play. And how your meta-game shapes up. Find out what everyone else is playing near you, and play anything not those armies for best results. Otherwise, if you're starting from scratch with no-one really to play with - or, you've got a friend who is also starting from scratch - buy the Dark Vengeance starter box.

    What's Dark Vengeance?
    Dark Vengeance contains a rulebook and a bunch of dice.

    It contains roughly 850 Points worth of Dark Angels. However, it only contains around 500 points worth of Chaos Space Marines. Of course, if you're playing DV as it's meant to be played, you're never using all of the models at once so the points difference doesn't really matter.

    However, in practical terms, the Dark Angels are only barely legal and lack enough Scoring models. And, while the CSMs are legal, they're almost 300 points behind and lack anything that packs a decent punch. You will also need the relevant Codecies for your faction as it will dramatically change the way you play the game as opposed to using the reference sheets that come with DV.

    How much does it cost?
    The Dark Vengeance box, one Codex, one other box of your choosing, and a Starter Paint Set costs you about the same as a Playstation 3 and one game*. In both cases, you'd be good to go for about a month. This author thinks of most boxes as console games, and Flyers and Land Raiders are the AAA-Title Collector's Edition game. The difference being that in this hobby you can use all your 'games' at the same time, and continuously.

    Is WH40K expensive? Yes. I suppose it is. We all know it is. But, practically speaking, it's no more expensive than any other hobby.

    *Priced in $AU where everything is more expensive - although the ratios should be the same.

    Okay, I've got everything. What next?
    Play some games. Playing some actual games, is a far, far better learning experience than anything you could glean from the internet. Although we really would appreciate some stories and how you're finding your army.
    Find out what works for you, find out what doesn't (just because the internet likes something, doesn't mean you will too). You, more than anyone know who your opponents are and what they're putting on the table. You are in the best position to find out what you need to bring to the table.

    However, if you're still stuck. Just ask.

    How many points do I need? What size board do I need?
    There are ways that you can play 200, 400 and 500 point games using altered rules. But, if you want to play the game as-is, the recommended minimum is 750.

    The game 'balances out' at 1500. Most games should be played at this level since pretty much all armies get a fair shake.

    However, in other meta-games, find out what the local tournament standard is. Most people in your area should be playing at that points level. While you're at it, here's How to write an army list.

    As for board size; a 4x4' table can accommodate up to 1250 with reasonable room left for movement. But, after that you should probably look at finding a 6x4' area. The floor is never a bad start.

    I did what you said and I still lost. What gives?
    First, this game is all about dice. Dice are random (most of the time anyway), sometimes you just get bad rolls all game and there's nothing you can really do about it. It's best to accept it, otherwise you're not going to have a very fun time.

    Sometimes your opponent can make a minor change in his list - like changing from Plasma Cannons to Lascannons. That can totally alter the flow of the game and what happens when they next play you.

    Sometimes the terrain placement is just bad (or the terrain itself is bad) and right from Deployment you can find yourself getting shot at and there's nothing you can do about it. Really, this can only stress how important terrain can be to how the game gets played.

    And, lastly, maybe you just 'did it wrong'? Maybe you used [X] to shoot [Y] when they should have been shooting [Z]. Maybe you Charged, when the better move could have been moving backwards and Rapid Firing instead? There are all sorts of ways you can be out-played. You didn't just lose because your opponents' Queens are overpowered.

    Terrain? You said this hobby was only as expensive as any other.
    Yes and no. Most of your 'starting' terrain can be household items. Books. Soda-cans. Small boxes. Whatever.

    If you look around the internet, you can also find a few tutorials on how to make some really decent-looking terrain. Made out of what you essentially would have otherwise thrown in the bin.

    Only GW Terrain actually costs you any significant money. Making your own should only cost a few dollars tops - and your time and effort.

    How much terrain do I need?
    Up to 12 pieces is the official word. However, that can get crowded pretty fast if you've got big pieces.

    A better guide is roughly anywhere between 25-33% of the board should be covered by terrain. On a standard 6x4' table, you would want anywhere between 6-8' square of terrain. It seems like a lot. But if you divide that up to 7-12 pieces, it doesn't look like much. Or you could just put a 2x3' block in the centre of the board.

    I don't like using Special Characters, and I think Allies are dumb.
    Your opponents probably don't. Special Characters are pretty powerful and there's no real reason that you shouldn't be using them if your opponents are. That's not to say that all Special Characters are good - they aren't - and certainly don't get the impression that just because it's a Special Character that you need to use it - you don't. But some of them are still good and they do make certain armies a lot better.

    However, Allies, on the other hand. Are often a required part of the game. Some armies just don't have the units required to fend off other units. Does this make the game unfair? Kind of. But, GW doesn't update their entire range at once (it's a big range), and so some units are always going to be better than others. But, allowing Allies is a big step to evening the playing field.

    So which Allies should I pick?
    This guide is very rough. But should provide you with at least a starting direction.

    I can't paint.
    Like any skill worth having, you get better if you practice. 90% of a good paint job is just brush control - how much paint you put on your brush and where you put it. The other 10% is just colour theory (yeah, it's a thing). The most important tool this author has is a $5 Colour Wheel.

    But, on a more serious note, the only real reason that you need to paint is if you want to participate in tournaments. Well, that and painted models just look better - if you've practised, of course.

    Unfortunately, painting is a practical skill, not knowledge. The only person who can get you better at painting is you. Wraith has put together how you can go about Painting your army without losing your mind.

    Which army is the best?
    That's a loaded question. It depends what points limit you're playing at (at 1500 there really isn't one). But, there is no 'best' army. Plasma beats Terminators beats Mech beats Plasma. 40K is much like Rock, Paper, Scissors. None of the armies are 'best', as each army can be countered. Some armies are better than others, but there is no 'best'.

    However, as you play the game you will notice that your Codex doesn't have the units that beat another Codex. That's not to say that you haven't won any games, and it's not to say that your opponents' armies haven't lost several games to armies that just aren't yours. It just means that your army can't beat your opponent's army with what you've got available to you. That's why Allies need to be in the game.

    Wait, so there are bad Codecies?
    Yes. The only Codex that you shouldn't really get is Black Templars. It doesn't work the way it should, and the way it does work...Doesn't. For now, if you like the imagery for Black Templars, certainly buy the models (if you don't buy the models at all, GW will think they're not selling and will think that nobody wants them and they'll keep delaying a new release) and just use the Codex for Blood Angels. Red Templars are a real thing. However, if you paint your Black Templars as Black Templars...You can't really get around it.

    Every other Codex should be usable between 1000-1500 points. But, after that you may need to delve into Allies. I wont outright say what these Codecies are, but you'll know if you've got one.

    Whoa, back up! You don't have to use the models that the books tell you to?
    Nope - the books are only rules on how to play the game, not rules on what colour models you have to buy, and you're allowed to use whatever theme of model you want in order to use them.
    If, just for example, you wanted to play a small, powerful army like Grey Knights but prefer to use 'evil' looking models like Chaos Space Marines, it is perfectly fine for you to make up some appropriate Chaos Space Marine models and use them with the Grey Knight rulebook. Just be sure to explain what you're doing to your opponent before you start playing - it's only fair to let them know if you're doing something unusual.

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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Thanks, Cheesegear. Subscribing now.
    Guess who's good at avatars? Thormag. That's who.

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    Titan in the Playground
     
    Lizardfolk

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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Previously in the Playground...

    Timberwolf was trying to get
    600 points of Space Wolves without doing the Rune Priest, Grey Hunters and Long Fangs combo. My reponse.
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    Quote Originally Posted by Lycan 01 View Post
    Cheesegear, have I told you yet that you're awesome?
    Quote Originally Posted by MeatShield#236 View Post
    ALL HAIL LORD CHEESEGEAR! Cheese for the cheesegear!
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    And with that, here's my new list for Chaos Space Marines.

    HQ

    Lucius the Eternal [165]

    Chaos Lord- Terminator Armor, Mark of Slaanesh, Veteran of the Long War, Sigil of Corruption, Lightning Clas, Power Fist, Melta Bombs, Combat Familiar [197]

    Elites

    5 Man Terminator Squad- Mark of Slaanesh, 2 Lightning Claws, 2 Chainfists, Icon of Excess, Veteran of the Long war, Reaper Autocannon, Champion (Power fist, gift of mutation, lightning claw), Land Raider transport with Dirge Caster, Dozer Blades, and Daemonic Possession. [577]

    Troops

    10 Man Noise Marine Squad- 8 Sonic Blasters, Blastmaster, Icon of Excess, Champion (Doom Siren, Melta Bombs, Power Weapon, Gift of Mutation), with Rhino Transport [344]

    10 Man Noise Marine Squad- 8 Sonic Blasters, Blastmaster, Icon of Excess, Champion (Doom Siren, Melta Bombs, Power Weapon, Gift of Mutation), with Rhino Transport [344]

    10 Man Noise Marine Squad- 8 Sonic Blasters, Blastmaster, Icon of Excess, Champion (Doom Siren, Melta Bombs, Power Weapon, Gift of Mutation), with Rhino Transport [344]

    30 Man Squad of Cultists [150]

    30 Man Squad of Cultists [150]

    Heavy Support

    Forgefiend [175]

    Forgefiend [175]

    Total: 2,621

    Thoughts, suggestions?
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  5. - Top - End - #5
    Dwarf in the Playground
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Cheesegear View Post
    Timberwolf was trying to get
    600 points of Space Wolves without doing the Rune Priest, Grey Hunters and Long Fangs combo. My reponse.
    Well if you don't want a solid all comers list, you might as well get your superman on. a Bear Thunderlord with a Hammer and 2 wolfwounds to Look out! onto is a start. I prefer claw lords, but thats just me, and you can't deny that hammers will do work.

    280 Wolf Lord - Storm shield, Thunder hammer, Thunderwolf, Saga of the bear, 2x fenrisian wolves, Runic Armor
    105 - 5x Wolf Guard - 3x Combimelta, 2x combi-whatever.
    35 -Drop Pod
    85 - 5x Grey Hunters w/Plasmagun
    85 - 5x Grey Hunters w/Plasmagun

    3x Combi-meltas in a pod come down turn 1 and end a land raider, 2 wolf guard to make bigger, higher LD GH squads, and a big burly threat who can smack stuff around.
    You can cheapen up the Wolf Lord and/or lose the plasma to make one of the wolf guard a terminator with a CML to hang out with your Grey Hunters or buy a Fenrisian Wolfpack to take some bullets while the bossman marches upfield.
    Last edited by BoSheck; 2012-12-30 at 02:52 AM.

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    Ettin in the Playground
     
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    I preferred "Tyranids; Forever Alone, Forever Hungry" But this title's fine too.


    Anyway, I figured I might as well try updating the Necron and Grey knights guides to 6e, seeing as my desktop is kaput at the moment and my laptop lags on most games apart from DOW II Retribution Last Stand mode (And yet it still freaks out with much, much older Infinity Engine games. Strange). So, expect to see those in the coming days.
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    Bugbear in the Playground
     
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    I'm liking all these, but actually have the models to do BoSheck's list, so I might try that one out when I next play. Cheers guys, any other ideas, keep 'em coming.

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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Tychris1 View Post
    And with that, here's my new list for Chaos Space Marines.

    <chaos list>
    I'll try and keep it brief, but don't take my word for it

    1) Get a points limit: a proper one. The most popular tourny format seems to be 1750/1850 nowadays (the former becoming more popular), with 1.5k and 1999+1 being popular as well. No one I know of plays 2.6k or even 2.5k, and the total given here makes it seem that you've just taken your collection and made a fluffy list with every upgrade that you could have. Can't really give focussed advise because I don't know what points you're actually playing at, so I'm not too sure as to how much leeway you have in terms of spare points.

    2) I see chaos, but no baledrakes, nurgle spawn, 4 AC havocs or soloblits, which are the things that set chaos apart from any other MEQ army. The list that you're running could be achieved through SW/IG with much greater success. Think about including some of these.

    3) Lucius is.. meh. IMO, he's just a MoS Lord with Claws and a siren, but I suppose he's decent enough. Your second HQ choice puzzles me. He can't fit into the raider and you already have lucius to unlock Noisies, so I can only assume he's leading the second cultist squad to give them fearless. He's very, very expensive though (the most a standard lord should ever go to is 170pts: the amount it costs to get a juggarlord). Claw and Fist is a useless setup now: you'll always go at I1 if you have an unwieldy weapon as per the FAQ, even if you choose not to use it. Combat familiar is a waste of points since it doesn't really contribute much. Shouldn't be running MBombs and PFist on the same guy ever. If you really are that concerned about raiders and monoliths, take a chainfist instead and get 4 S8+2D6 attacks instead of 1 (or was it 5? Can't remember if you can use Claws with Fists as specialist weapons). Otherwise, drop this guy down to PA Lord with Sword, Bombs and Burning Brand (sigil optional)

    4) I suggest you don't run that elite setup. That deathstar is painfully expensive for what it gives you (10 Nob Bikers w/ 2 Power Klaws, Painboy, 7 Big Choppas and Banner costs you 3pts more, and we all know who would win that fight). If you really wanted to run MoS Termis, run 10 of them on foot. At least that way you make the most out of your icon. You have rhinos to block LOS and cultists to screen for you anyway. Same deal with the Champ about wargear loadout as before. Might want to take some combi-plasmas and flamers on those guys too, but definately drop the raider.

    5) Troops seem light. 30 FnP MEQ and 60 less than GEQ is not much considering what you sometimes see at 2k (Bloodhammer running 60 Scoring FnP MEQ is one that springs to mind). Noise marine setup seems counter-productive since they have sirens and blastmasters. You aren't really gonna use both in a game, and if you do you've positioned your units wrongly so you've been caught by assault units whilst firing the blastmaster, you're actively moving to flamer things so you aren't firing the blastmaster, or you're advancing on an enemy that's already easy pickings for the rest of your dakka.

    Also, Gift of Mutation is highly unsatisfying, considering that the bonuses are mostly only in CC and Noise Marines are a shooty unit. Same thing with the termi champion.

    That's all I can think of. Forgefiends are decent, but expensive, which is why I prefer 4 AC havocs (you can get 3 units for the price of 2 forgefiends).

    Hope this helps

    EDIT:

    The list is also weak to flyers, especially considering you only have 4 vehicle hulls. I'd advise taking out the rhinos (saves you some points, and it doesn't hurt to run a pure foot list) and perhaps add in a quadgun aegis. Sit a cultist unit behind it on an objective and use the lord tagging along to shoot the quadgun with manly BS5.
    Last edited by shadowwalker64; 2012-12-30 at 02:43 PM.
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    Kobold

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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by shadowwalker64 View Post
    Claw and Fist is a useless setup now: you'll always go at I1 if you have an unwieldy weapon as per the FAQ, even if you choose not to use it.
    Err... Which FAQ? It's not in the core rulebook FAQ, at least.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Squark View Post
    Err... Which FAQ? It's not in the core rulebook FAQ, at least.
    Q: Does a model with an Unwieldy weapon Pile In at its normal
    Initiative step and then fight at Initiative step 1? (p22/23)
    A: No Ė it Piles In and fights at Initiative step 1.

    "With an unwieldy weapon" implies anyone with any unwieldy weapon fights at initiative 1.

    Core Rulebook FAQ page 3
    Last edited by shadowwalker64; 2012-12-30 at 03:38 PM.
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    Kobold

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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by shadowwalker64 View Post
    Q: Does a model with an Unwieldy weapon Pile In at its normal
    Initiative step and then fight at Initiative step 1? (p22/23)
    A: No Ė it Piles In and fights at Initiative step 1.

    "With an unwieldy weapon" implies anyone with any unwieldy weapon fights at initiative 1.

    Core Rulebook FAQ page 3
    Err... That's debatable. Frankly, it's the sort of think that requires yet another FAQ.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    1) I was aiming for 2.5k but got a little out of hand at the end (We tend to play higher points at my FLGS, ranging from 2-2.5k and sometimes even 3k).

    2) I'm definetely considering putting in Heldrakes for AA defence, and even some Oblits. But Nurgle Spawn and Havocs I'm incredibly reluctant to put in. I don't see much of the appeal in Havocs.

    3) He was originally intended to lead the Terminators, but my lack of two brain cells at the time had me working with 5th edition logic instead of 6th. Didn't know you always striked at I1 no matter what (Guess i'll be dropping the Claw) but the Specialist Weapons rule does still apply even if they are two separate weapons.

    4) Makes sense.

    5) So, drop the Rhinos, Gifts, and pour the points into more Noisy Boys? The lack of Rhinos means there is less to screen the Terminators (Albeit I'm thinking of just deepstriking them instead of footslogging them across the whole map).
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Tychris1 View Post
    Thoughts, suggestions?
    Pretty much what was already said, minus the highly debatable interpretation of the Unwieldy ruling.

    Lots and lots of overspending. Chaos units are cheap, but their upgrades aren't. You've fallen into that trap and taken too many upgrades on too few units.

    Those Noise Marine units should only be ~240 points once you cut the stuff they don't need, for instance. If they going to be assaulting, they don't need the extra guns, while shooty units don't need the extra CC toys. Figure out what each unit is supposed to be doing, trim them down and hey, suddenly you have the points to take an entire extra squad of them. Same for the Terminators and the Chaos Lord, trim down the unnecessary upgrades and use the points to buy more units.

    You don't need Lucius and another Slaaneshi Chaos Lord, by the way. Choose one. If you need another HQ to stand around and give a unit Fearless, then a 65 point basic Chaos Lord will do (maybe with the Burning Brand).
    Last edited by Tome; 2012-12-30 at 04:24 PM.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Squark View Post
    Err... That's debatable. Frankly, it's the sort of think that requires yet another FAQ.
    That's the way the rule is now interpreted by people I play with, as well as much of the internet community. Dumb but true. Kind of gimps huron which makes me sad :(

    Quote Originally Posted by Tychris1 View Post
    1) I was aiming for 2.5k but got a little out of hand at the end (We tend to play higher points at my FLGS, ranging from 2-2.5k and sometimes even 3k).

    2) I'm definetely considering putting in Heldrakes for AA defence, and even some Oblits. But Nurgle Spawn and Havocs I'm incredibly reluctant to put in. I don't see much of the appeal in Havocs.

    5) So, drop the Rhinos, Gifts, and pour the points into more Noisy Boys? The lack of Rhinos means there is less to screen the Terminators (Albeit I'm thinking of just deepstriking them instead of footslogging them across the whole map).
    I'll be happy to do the math for you at some point when I have time, but 3 units of 4 Autocannon havocs does more HP damage against most AVs than 2 Forgefiends (AV14 is the obvious one where forgefiends win, I'm convinced that they do more damage against AV13 too).

    Heldrakes shouldn't really be your source of AA. That would imply that you're running hades autocannon instead of baleflamer, which means you are REALLY missing out on some nasty anti-MEQ. I would either rely on dakka to kill airplanes or just run enough guys to flat out ignore them.

    Eh, rhinos are OK I guess if you want to keep them, but I think they count as giving away first blood (and if so, it's incredibly easy to kill a rhino). IG allies would serve you well if you were willing to take them (replace cultists with IG blob, get vendetta, maybe a manticore).
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by shadowwalker64 View Post
    That's the way the rule is now interpreted by people I play with, as well as much of the internet community. Dumb but true. Kind of gimps huron which makes me sad :(
    That is blatantly not the intent of the question or the answer. The question is whether pile-in and fighting happens at different initiative phases, and the answer is no; it doesn't address whether or not using a power fist is optional.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Renegade Paladin View Post
    That is blatantly not the intent of the question or the answer. The question is whether pile-in and fighting happens at different initiative phases, and the answer is no; it doesn't address whether or not using a power fist is optional.
    Wouldn't that mean Abbaddon wouldn't work? Or does he get an exception because his codex rules explicitly say so?
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by iyaerP View Post
    Wouldn't that mean Abbaddon wouldn't work? Or does he get an exception because his codex rules explicitly say so?
    It would break Abaddon, Logan Grimnar, Colour Sergeant Kell, and probably a boatload of other characters not coming to mind at the moment.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    I guess, broadly speaking, the strict interpretation of the FAQ lends itself to the interpretation Shadowalker is using. RAI seems to be otherwise, though.

    Also, just confirming a rules interpretation related to the inverse of that- If a model moves into base to base with a Necron Wraith with whip coils when piling in, it still still strikes at innitiative, right (So the pile-in move and attack don't happen in different phases).
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Tome View Post
    You don't need Lucius and another Slaaneshi Chaos Lord, by the way. Choose one. If you need another HQ to stand around and give a unit Fearless, then a 65 point basic Chaos Lord will do (maybe with the Burning Brand).
    Neither of those things is a Sorcerer. wat is this i dont even

    Quote Originally Posted by Renegade Paladin View Post
    The question is whether pile-in and fighting happens at different initiative phases, and the answer is no; it doesn't address whether or not using a power fist is optional.
    Using the Power Fist is optional, as it's stated in the rules that a model with two weapons gets to choose which weapons he uses. The answer, however, also seems to indicate that if you have an Unwieldy weapon - whether you use it or not - you fight at I1, just because you have one at all. Which would also indicate that Power Maul + Axe doesn't work either.

    Further clarification is needed. I've always played that you get the Initiative of the weapon you're using. If you're not using the Power Fist, and using the Lightning Claw instead, then you get your real Initiative.
    Otherwise, a whole bunch of Special Characters don't even work right anymore.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Squark View Post
    I guess, broadly speaking, the strict interpretation of the FAQ lends itself to the interpretation Shadowalker is using. RAI seems to be otherwise, though.
    Even RAW it doesn't.

    Check the wording on Unwieldy itself, it quite specifically applies only to attacks made with the particular weapon that has the Unwieldy rule. Not attacking with an Unwieldy weapon? Then Unwieldy does not apply.

    It is possible to twist the reading of the FAQ question as changing this, but that's: A) Not something an FAQ can actually do, being FAQ instead of Errata. B) A gross misinterpretation. C) Really super not fun, and a massive stealth nerf to Melta Bombs as well (Carrying Melta Bombs? Surprise, you're Initiative 1).
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    When they were re-done in 4th, Black Templars were the bomb. The Emperor's Champion was WS6 and 90 points. He had a sweet weapon and a free Storm Shield (back when they sucked). Then Black Templars also ran forwards when they got shot at? Holy crap!

    Then 5th came along and moved to an objective-based game. Victory Points were gone and Kill Points came up instead. Taking a f*ton of cheap units became a liability. The Glancing Hit and the Penetrating Hit Table became the same thing and Land Raiders got sad.
    Running forwards became a liability. But, because Righteous Zeal was treated as a Consolidate move, meant that Black Templars could move 'up to' the die rolled (because 'Massacre' wasn't a thing), which meant they could move 0" when they were shot at and hold objectives. They found their footing. Sure, they didn't get all the new toys like Blood Angels or Space Marines. But, when they got their '5.5' update, by exploiting all their cheap choices (5-man Las/Plas teams? Sweet!), and what they did have, they had a pretty solid list which could be quite scary.

    Why Black Templars are bad.
    How everyone got better in 6th except us - We got worse!

    1. Lack of Characters. Space Wolves don't have Characters naturally in their units either. But at least they get Wolf Guard into their units which changes everything. The second a BT Character rocks up to a unit and gets Challenged (by a Chaos Champion or something), he has to take it or do nothing. Other armies can say "My HQ doesn't want to do that, here, take this Sergeant instead." Letting the HQ model do proper attacks against the unit.
    Furthermore, it means that Black Templars have a lack of models that wield Power Fists with more than one attack. The FAQ changed Accept Any Challenge to Rage instead of Preferred Enemy. Which is kind of bad since Preferred Enemy is amazing in 6th[1]. So, if you Charge your Power Fist model could have 3 attacks, but he gets Charged - or shot at! - he stole fizzy lifting drink! You lose! You. Get. Nothing! Good day, sir! In addition, you're trading that for Abhor the Witch, a cheaper buff that gives you important psychic defense - but we'll come back to that.
    Ultimately, all your Characters that you do get need to rocking Power Fists or Chainfists if in Terminator Armour. And that Black Templars shouldn't take any units that can't get Characters for.

    [1]However, now that it's Rage instead, Chaplains have a full effect if you choose the Vow.

    2. Allies. Not only do you not have your own Psykers, but, if you want to take Allies, they can't have Psykers either! Psykers are often the best HQs in the game for most armies. You can still take Grey Knight Psykers, but it kind of gets ridiculous when you realise that everything they have is better anyway and you should just take Black Templars. It's not a huge deal, but it blocks Eldar Farseers and Rune Priests giving you valuable Psychic Defense. Furthermore, Psychic Powers in the BRB are pretty powerful. Everyone gets new toys except you.

    3. Righteous Zeal. FAQ ruling says that you must move the maximum distance rolled. Black Templars can not hold objectives if they get shot at. They can not win games. Bottom line, if you can't hold objectives, you lose. Therefore, Black Templars need Allies. Allies aren't exactly viable in anything less than 1500 Points. Black Templars aren't effective in low point games because they simply can't win if they get shot at on the last turn.
    You pass the Morale check, you run forwards.
    You fail the Morale check, you run backwards.
    Lose-lose. Either way you're not on the objective.

    4. Templars are expensive. No natural Grenades means Walkers and melee-Monstrous Creatures laugh at Templars, wheras they are terrified of other Marines. Lack of Characters also means a distinct lack of Melta Bombs. No Frags means that Charging is a nightmare, even if you do have Rage. Because also Overwatch and you don't have anything that lets you re-roll. So, even though it's expensive, you still need Grenades.

    5. Crusader Squads. The only way to run Templars in 6th is running 'The Black Tide'. Something like 14+ Crusader Squad sizes on foot or in Land Raiders. Righteous Zeal is what you want. Power Axe and Meltagun appears to be the only combo that works. But you need a Character with them that has a Fist or Melta Bombs.

    The super-annoying thing is that Blood Claws do this better. They have Rage too (for free), they have Grenades (for free) and they have access to more special weapons (for less points). The only thing they don't get is the Righteous Zeal. But, they're Space Wolves. They get Rune or Wolf Priests and Wolf Guard Characters. BTs can get Uphold the Honour, but that comes at the cost of better Vows.

    6. Tax. The Emperor's Champion can not be your Warlord. You must take him. That 100+ points could be better spent on a Predator or a pair of Land Speeders.

    I know there's something missing that I forgot. But, it means that Black Templars are stuck in a mono-build.

    Castellan - Power Fist and Storm Shield.
    or
    Chaplain - Power Fist
    Both - Terminator Armour + Chainfist.
    Emperor's Champion - Abhor the Witch.

    Terminator Squad with Missiles. Use as Command Squad if you need more Dreadnoughts.
    Dreadnoughts.

    Crusader Squad; Two or three big squads with your HQs in them. Do not make a Crusader Squad any bigger than you have to if you can't put a Character in it. Land Raiders optional.
    Crusader Squad; 5/2 squads with Las/Plas for Fire Support. You'll need it. Be happy when they don't get shot at and can hold objectives.

    Land Speeders; Now that First Blood is a thing, these guys are a liability. Fire Support is nice. But not that nice. This goes for all Marines. The difference is that other Marines get Stormtalons. BTs don't. You could take Assault Squads, but they're just expensive Crusader Squads that don't Score.

    Heavy Support; Predators.

    On the other hand, if you take Black Templars as Allies.

    Chaplain
    x10 Assault Terminators - throw in a few LCATs to get killed for Righteous Zeal.
    x5 Crusader Squad.

    is pretty solid and scares the pants off people. Since you're not the Primary, you don't have to take or can't have - depending on your view - an Emperor's Champion. But, be aware that whoever you give this unit to, they can't take Psykers - but Grey Knights can.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Squarkís Guide to Codex: Necrons

    Special Rules and Basic Tactics
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    A Brief Overview of Necron Tactics: Now, granted, if you have the codex already, this should probably be apparent. But if you donít, well, here it is. Necrons are a durable army with a focus on midrange shooting, but they lack close combat capability outside of dedicated Close Combat units like wraiths, Lychguard, and certain HQ builds. As such, most of your units have a decent armor save (and a 4-5+ Reanimation Protocols roll), a Space Marine level statline (always nice), but have a horrible innitiative. How bad? Only two models in the entire army (Cítan Shards and Orikanís Cítan form) have an innitiative above 2, and those guys have a mere I4. So, you need to make sure your opponent doesnít assault you unless you have an overwhelming advantage. However, Apart from a handful of Specialist weapons, you also lack much in the way of long range attacks. This means that 24Ē shooting area is a sweet spot you need to capitalize on. Also, even though the codex was written with 6th edition in mind, itís still a 5th edition codex, so the FAQ is a must. But then, you should always print out and read the FAQ for your codex and the main rulebook, so thatís nothing special. So, on to the special rules.

    Reanimation Protocols: Compare to Feel No Pain in the standard rulebook. You get Reanimation Protocols rolls even if you got shot with an instant death weapon (And, unlike FNP, you still get reanimation protocols if you got removed from the board by something like Jaws of the World Wolf or a Brotherhood Championís heroic Sacrifice, so thatís good), but you donít get it if your entire unit is dead (or if it moved, due to you actually managing to fall back in close combat. I can only assume you were facing terminators, or lost combat to the only army worse in assault than you (Tau). But I digress). So, expect your Opponent to focus their fire on one unit at a time to counteract this. This means that bigger units are more likely to get their Reanimation Protocols. But, you donít have any special weapons youíre trying to build up the points for, so I generally wouldnít go above 8-9 models in a unit. So, 20-man Warrior blobs are out. The Ever-living Special rule gets around the restriction on requiring the unit to be intact for your characters- Although if you lost Close Combat, clever opponents with large units can still deny you it by surrounding the Ever-Living Counter with their Consolidation move.

    Entropic Strike: The Sapping armor saves bit is mostly forgettable. Most models are either one-wound, or will shrug off attacks from the model with Entropic Strike easily. Unless youíre a Cítan Shard, but Cítan Shards have at initiative AP 2 melee attacks, so they donít care about your armor save anyway. However, Entropic Striking Scarabs can be very effective against vehicles and buildings. More on that later.

    Living Metal: Basically, all your vehicles took an improved version of extra armor. Nice when it works, but since glancing hits can no longer shake or stun your vehicles, it wonít come up all the time.
    [b]Quantum Shielding[b]: How exactly does Quantum theory affect an energy shield? Ah, well. Silly name aside, Quantum Shielding increases the armor value of your land vehicles by 2 until they suffer a penetrating hit. This is great against armies that rely on spamming glancing hits to take down vehiclesÖ Less so against armies relying on alpha striking meltaguns.

    Gauss Weapons: Your basic infantry gun can knock out a Land Raider. This is fantastic. Gauss weapons were what put Necrons on the map when they first came out in 3rd edition, and theyíve lost none of their potency in 6th.

    Tesla Weapons: What Could be worth giving up your Gauss Weapons? Well, remember, you do horribly in assault. Overwatch is the last hope for your Immortals when theyíre assaulted. But Overwatch shots only hit on a 6Ö And Tesla weapons inflict 3 hits on a 6. Combined with an Abyssal Staff, and youíve got a unit that will be very, very painful to assault.

    Non-unique HQ
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    Necron Overlord:The HQ section is probably one of the weaker sections of the Necron Codex. Quite simply, thereís no way arround the ďHQ taxĒ Just about every Necron HQ build needs to be over 150 points to contribute. But, no use whining about it. Anyway, the Necron Overlord. To start off, you unlock royal courts- This is great- Crypteks and Lords are both great upgrades to Necron troop choices. But, unupgraded, Necron Overlords donít really do, well, anything. So, on to upgrades.
    Phaeron- Yeah, no. Necrons lack any sort of heavy weapons on things that arenít already relentless, and the few Necron units that actually want to be in assault donít have rapid fire weapons, so they donít need it either.
    Staff of Light: Well, AP3 is nice. 12Ē rangeÖ less so. The Staff of Light can work if youíre spamming it, but thatís more the job of Royal courts. Pass.
    Hyperphase Sword: An AP 3 melee weapon at I2. Pass.
    Gauntlet of Flame: Well, not being a power weapon, its melee capabilities are nothing to write home about. But flamers are hard to come by for Necrons, and so itís a respectable choice. Itís this or a warscythe.
    Voidblade: Why on earth is this the same Cost as a Warscythe?
    Warscythe: An AP 2 melee weapon that isnít I1? Sweet. Warscythes are fantastic against, well, everything. However, you need to survive long enough to use them. So, youíre going to need A Sempiternal Weave and/or a Phase Shifter.
    Phylactery: A questionably useful defense that may or may not even work? Pass
    Mindshackle Scarabs: Mindshackle Scarabs are one of the most reviled things in the Necron Codex. You need them. Badly. A ~33% chance to make a model in a challenge attack itself is, well, fantastic. Virtually mandatory.
    Sempiternal Weave: For a Necron Overlord who expects to get into close combat, this is a respectable choice. Cheaper than Artificer Armor for Space Marine Characters. You probably want it.
    Tesseract Labyrinth: EatingÖ Well, almost any character, actually with this is definitely worth the points. Not the first thing you should by, but itís pretty effective, especially if your opponentís character has already taken off a wound for you thanks to your Mindshackle Scarabs.
    Tachyon Arrow: Dear GW, please donít use scientific terms you donít understand in naming equipment. This weapon has absolutely nothing to do with Tachyons. GWís inability to google scientific terms (Or Polearms, although amazingly enough the Warscythe is actually a military scythe) aside, this is a very expensive upgrade that may or may not do anything. If you must take one, make sure you have a Harbinger of Eternity with a Chronometron in your unit to ensure it does something.
    Resurrection Orb: Expensive, but an excellent way to make sure an important unit doesnít die.
    Phase Shifter: Expensive? Oh yes. But you really donít want your HQ to die. For that, youíre going to want an invulnerable save, and this is the only way youíre going to get one. 2+ saves and a 2+ look out sir are decent alternatives, but sometimes, those aren't enough.
    Warlord Traits: Necrons donít get a lot out of Command traits. Overlords built for close combat riding in Catacomb Command Barges (Discussed further down) should take Personal traits. Force Multiplier Lords should go for Strategic.

    Destroyer Lord: Free warscythe, and you move as jump infantry. For 35 points, thatís a decent upgrade over the Overlord. But youíre also Toughness 6, which means you donít die instantly to S10 weapons anymore. Preferred Enemy (Everything!) compensates for your low WS, and means you basically get to reroll failed to-wound rolls against infantry. And Preferred Enemy now affects the whole squad, you'll make Wraiths into a nightmare. The downside? Well, you gave up your royal court, which hurts. Also, you canít take a phase shifter. This is very painful when fighting foes with access to at innitiative AP2. So, bear that in mind. Equipment wise, since you lack a phase shifter, you really need the Sempiternal Weave and Mindshackle Scarabs. Thatís all you need however, apart from a Scarab or Wraith delivery system. Scarabs give you cheap expendable wounds to use against the plasma fire coming your way (and belive me, it will come your way), while Necron Wraiths are respectable themselves in close combat, can potentially put your enemies to I1 in close combat, and have invulnerable saves to take those pesky AP2 hits from shooting. However, a lot of other Armies have similarly killy HQ options, and sometimes thatís your only good option for an HQ for your allied detachment, in which case the Destroyer Lord should be left home. Also, while a tad more Expensive, Overlords in Catacomb Command barges can bring a lot more attacks to the table, although they donít get mindschackle scarabs, challenge potential, or Wraiths with Preferred Enemy.
    Warlord Traits: Personal, definitely.

    Royal Courts: All overlords (Including the special characters Imotekh the Stormlord, Nemesor Zahndrekh, Anrakyr the Traveller, and Trazyn the Infinite) can take a royal court, consisting of up to 5 Necron Lords, and 5 Crypteks. There are a couple of uses for the Royal Court. One possible, although highly expensive use, is to build a deathstar of Necron Lords with Warscythes and Mindshackle Scarabs, riding in a Ghost Ark (Theyíll have to board the thing first turn). Youíre paying 60 points a Necron LordÖ But youíre going to absolutely butcher most units you fight. Jaws of the World Wolf will really, really wreck your day, however, so avoid Space Wolf Rune Priests like the plague. Other deathstarry units are possible, like groups of Harbingers of Destruction using a Ghost Ark as a mobile fire platform, Alpha striking Harbingers of Storm with a Harbinger of Despair deep striking next to vehicles which will very soon die in a blast of haywire fire. But the most basic use, and a very good one at that, is as a Force Multiplier for your troops. With that in mind, letís look at the options available to you
    Necron Lords: Necron Lords are basically mini-overlords. Being one wound models, they shouldnít be taking Phase shifters, but most of their other wargear follows the same basic ideas as their Superiors. Necron Lords rapidly get expensive, but they terrify Assaulting enemy HQ units.
    Crypteks: Vanilla crypteksÖ Well, I guess you can use them to spam Staffs of Light in a ghost ark. But the real draw here is the Harbinger upgrades. Remember, though, that you can only have one of the additional wargear options (Veils of Darkness, Solar Pulses, etc.) in each royal court, though.
    -Harbinger of Despair: Overwatching AP1 flamers areÖ not pleasant at all. Cover busting is always good for shooty armies, too. Be aware that veteran units are going to shrug off the wounds most of the time, but AP1 will still give them pause. The Nightmare Shroud can be left at home, and the Veil of Darkness is best reserved for shenanigans.
    -Harbinger of Destruction: S8 AP2 Assault weapons are always great. Harbingers of Destruction are a good source of Hard Anti-tank, which is something you donít have a lot of. Both their upgrades are worth taking, although the Gaze of Flame isnít essential, so it should probably be taken mainly when you have a handful of points left at the end of list building.
    -Harbinger of Eternity: Well, not all of the Crypteks could have awesome special weapons. The Aeonstave might be cool as a power weapon, but since itís not, itís bad. However, Chronometrons provide a very important safety net to your death stars and Necron Overlords with their re-roll. So, taking 1 is a very good idea.
    -Harbinger of the Storm: Haywire weapons are gauss weapons on steroids. A pair of these guys can wreck a land raider in a single turn of shooting. 1 of them with in a group of warriors probably will too. The Lightning field and Ether Crystal are both decent, but not essential.
    -Harbinger of Transmogrification: Slowing down assault units (remember, all you need to do to get the quake ability is land the template over the unit) is very important for Necrons. Definitely a good option, although neither of their upgrades are worth taking. They also have some syrengy with the Cítan Shardís Writhing Worldscape option, but Dangerous terrain has a lot of its teeth taken out in 6th edition.

    Catacomb Command Barge: A dedicated Transport choice for your Overlord. What does it offer? Well, itís a fast Chariot. For 80 points, a Fast Chariot that can deliver a Warscythe bearing Overlord to the front, and give him a significant number of additional attacks. Definitely a decent choice, although remember to skip the sempiternal weave due to the Chariotís Improved Save. Also, a Gauss Cannon will probably do better than a lone Tesla Cannon.

    Special Characters
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    Imotekh the Stormlord: Imotekh is only 35 more points than an equivilent Necron Overlord, but the thing is, no one wants Phaeron or a Phylactery, and he lacks the all-important Mindshackle Scarabs. So, weíve got about 70 points and a critical piece of wargear to justify. What does he bring to justify those points? Well, he buffs flayed Ones deep striking (But Flayed ones are still bad, so thatís no good). The Staff of the Destroyer is nice, but very short ranged (and youíre going to need the reroll from a Harbinger of Eternity to ensure you donít get a range of 3Ē). Humiliating Defeat doesnít work well without a power weapon. Hyperlogical strategy is decent, but doesnít work if heís not your warlord (So it wonít work if youíre taking Necrons as an allied detatchment), and fails if your opponent is playing Orks or brought an Ork Allied detatchment (And Orks make a decent allied detatchment if theyíre not Desperate Allies, so beware). That leaves Lord of the Storm. Since youíve got a Solar Pulse, you can negate the downside. The shooting attack, however, is very, very unpredictable. So, overall, Imoktekh is a mixed bag with a lot of mediocre choices. And at 225 points, you expect more out of your HQ.
    Warlord Traits: Imoktekhís somewhat erratic choices make picking a warlord trait for him difficult. Strategic is probably the best choice, but Night Attacker is of course superfluous.

    Nemesor Zahndrekh: A Necron Overlord with his wargear is only 5 points cheaper, although he really doesnít need the Sempiternal weave without a proper close combat weapon, and he could really use Mindshackle Scarabs. So, call it 20 points more expensive. For those 20 points, you get a floating special rule (Tank Hunters on, well, most Necron Units is fantastic, and a lot of the other choices arenít bad either), and can deny all of those special rules to an enemy unit in line of sight. Plus, you can bring down reinforcements in response to your opponent having some of his own arrive, although Necrons lack a way to make deepstriking reliable. Still, itís a nice perk. A very good choice for a Force Multiplier HQ.
    Warlord Traits: Strategic is a good fit for him fluff wise, and he really gets very little out of Personal.

    Vargard Obryn: Uniquely, Obryn is a Necron Lord, not an overlord, so he doesnít unlock a royal court. Which is one mark against him. Points-wise, Obryn is paying 15 points for his special abilities, although of course Necron Overlords canít normally take Veils of Darkness. So, what do you get? Well, his Ghostwalk Mantle is the only Veil of Darkness that still works in Close Combat, which is a definate plus for an army that normally doesnít like to be in close combat. Cleaving counterblow isnít horrible, but itíd be a lot better on a higher WS character. Obryn does respectably against foes without access to at innitiative AP2, but against foes with such weaponry, heís in a difficult position. In additon, he doesnít take up an HQ slot in an army with Nemesor Zahndrekh, but he also has to immediately teleport into assault if Zahndrekhís unit is assaulted. Expect this to come up at exactly the worse time, although it does save Zahndrekh from having to fight challenges with a staff of Light. Not a terrible choice, but the points you spend here are better spent elsewhere outside of fluffy lists.
    Warlord Traits: Iím not sure if he can be your warlord if heís in an army with Zahndrekh (and if he can, it doesnít make sense from a fluff perspective). Since he wants to be in combat, personal is a reasonable choice, although he lacks the ability to pull it off to the fullest extent the way Destroyer Lords and Barge Lords can.

    Illuminor Szeras: Szeras is a 2 wound cryptek instead of an Overlord (who randomly got a 3+ save). This means heís much less capable in combat, but he is also only 100 points, and actually does something for those 100 points. What? Well, he brings an Eldritch lance and A Gaze of Flame to his unit (Which is decent), and he can improve one of your troop choices a bit (a roll of 1-2 is excellent, 3-4 is okay, and 5-6 is bad). Where Szeras really shines is leading allied detatchments, as you can determine exactly which unit gets upgraded by taking only a single troop choice. Szeras is a decent choice if you want a cheap HQ that does something. Otherwise, take something else.
    Warlord Traits: In the rare case you decide to make Szeras your overlordÖ Well, heís certainly no close combat character, so Strategic is probably the way to go.

    Orikan the Diviner: Another Cryptek Character, this time with a Phase Shifter and a more expensive price tag. What does he offer? A respectable melee weapon, the ability to re-roll all your failed reserve rolls for a turn (Fantastic in an army with some of the best fliers in the game), turning the entire board into difficult terrain for your opponent turn 1 (Fun, especially with a Ctan with Writhing Worldscape), and, finally, he has a chance to gain a Cítanís statline as the game goes on. Orikan works well in an army with another HQ, so he can stick to a unit with a Harbinger of Eternity to ensure his ďThe Stars are RightĒ Ability activates at the right time, and that once it does, it sticks around.
    Warlord Traits: Once he goes into Cítan mode, Personal will help him kick ass and take names. However, he works best as a second HQ, and from a fluff perspective, that HQ should probably be your Warlord.

    Anrakyr the Traveler: No Phase Shifter, Mindshackle Scarabs, or Sempiternal Weave? No thank you. Tachyon Arrows arenít great, Mind in the Machine is situational given that your opponentís vehicles are most likely pointed at you (Itís great if you manage to hijack a Leman Russís Battle Cannon or fire your opponentís artillery at his own units. Its less so if all youíre doing is firing the storm bolter on a Rhino), and Pyrrhian Eternals does very little to help the fact that Eternals are still going to die horribly if anything other than Tau assault them.
    Warlord Traits: Lacking proper close combat protections, Anrakyr is forced to take a trait from the Strategic list.

    Trazyn the Infinite: An overlord who actually took Mindshackle Scarabs? Finally. Unfortunately, thatís all he took, apart from wasting points on Phaeron. The Empathic Obliterator is effecitive against hordesÖ Which Trazyn really doesnít want to assault (And you need to keep another character nearby to ensure he can use it at all, unless youíre fighting a guard blob with multiple sergeants). Most of the units he should join are scoring anyway, and Surrogate hosts justs means heís going to show up where you donít want him to. No thank you.
    Warlord Traits: Personal has several duds for him, and heís not great in close combat anyway. Strategic again.

    Troops
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    Necron Warriors: For 13 points, youíve got most of the durability of a Space Marine, and a weapon that makes a boltgun look obsolete. Definitely a solid choice.

    Necron Immortals: Compared to Necron Warriors, youíre paying 4 more points to get a 3+ save (Many units pay far more points for an increase like this), and you get to upgrade your Gauss Flayer to a Guass Blaster or a Tesla Carbine. Youíre 1 point more expensive than a Tactical marine, but then, tactical marines buy special weapons (while your entire unit is carrying something that performs a similar role), and donít get back up when killed. A good deal, certainly. The question is, what are you using the squad for? Immortals fair far better in protracted fights with infantry, while Necron Warriors are preferred when youíre trying to keep your troops cheap or just using them to buy Night Scythes or Ghost Arks (the latter of which are Warrior Specific). Choose your troop choices based on what you want them to do. Also note that Necron Warriors are better at wrecking vehicles point for point since a Gauss Blaster is no more effective against AV11+ than a Guass Blaster, but Warriors are cheaper. As to the question of Tesla vs. Gauss, it again depends on what you want the unit to do. Gauss Blasters are a good all round weapon, while Tesla Carbines are good for a unit you want to take and hold an area against assault (For instance, a unit you drop out of a Night Scythe later in the game).

    Ghost Ark: A very pricy dedicated Transport. The Ghost ark essentially sports 10 Gauss flayers, although half have to shoot at a different target. The real attraction is youíve got an AV 13/13/11 transport with 4 hull points, which makes it very difficult to take down a Ghost Ark via glancing hits (For other armies anyway). Also, being open-topped, the Warriors inside can shoot out of it, or you can leave them out of it and use the Ghost Ark to carry around a Royal Court Death Star. A respectable choice if youíve got other sources of AV 13 in your army (Triarch Stalkers and Annihilation Barges, for instance).

    Night Scythe: A flierÖ thatís a troop choice. Excellent. Another one of the more rage-inducing elements of the Necron Codex. The Night Scythe is an excellent addition to an army, especially since itís the only flying transport in the game that doesnít horribly mangle the squad inside of it if it goes down, and Invasion Beams is the best way to drop troops from a flier in the game as well. An excellent way to store a squad of immortals or warriors for late game objective grabbing. It also dogfights just as well as the Doom Scythe, so if youíre taking Fliers primarily to oppose other fliers, the Night Scythe is the superior choice due to reduced price.

    Elites
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    Deathmarks: 24Ē sniper rifles? That rapid fire? What a bizarre weapon. Anyway, Deathmarks are a rather unusual unit. Theyíre very demanding on an army- If you take one squad, take multiple, since Hunters from Hyperspace works for any squad of Deathmarks. Deathmarks are somewhat atypical in that their purpose is generally to cripple a specific unit at close range, while more traditional Sniper units sit on objectives and take potshots at exposed units. Not a bad choice, but they work best in multiple squads, are something of a glass cannon. Oh, and Ethereal Interception is generally a bad choice given you donít get to shoot as you come in. The main exception to this advice is use with Harbingers of Despair. Since Hunters from Hyperspace also works for characters in the unit, you get an AP 1 flamer that wounds on 2s. Now, this is great. The main issue is getting the flamer into position. Deep striking is out, since you don't get to move and Flamers are too short ranged to deep strike safely. Footslogging is out, since that leaves you too unprotected. That leaves transports. Night Scythes are a respectable choice, since you can easily land where you want once the Night Scythe comes in, although this does mean sacrificing the option to deploy troops from the Night Scythe late in the game. Monoliths are your only other option, but that involves, you know, taking the monolith, which is not recommended.

    Lychguard: For this price, weíre expecting a terminator like unit. What do you get? Well, you donít really get that. Theyíre not assault terminators, since they lack the power of a Storm shield-thunderhammer combo (Having to choose between a Warscythe and a Dispersion Shield), and they lack the shooting ability of traditional terminators. Theyíre still not horrible, but theyíre not great either.

    Triarch Praetorians: Iím really struggling to figure out what Triarch Praetorians are supposed to actually do. At 40 points, they donít output much in the way of attacks, and the Rod of covenant is not exactly a fantastic melee weapon (S6 AP 2 attacks at I1 are a lot less impressive next to Warscythes, especially when Lychguard have two attacks). Such a short range shooting attack is similarly problematic. Taking Voidblades and Particle Casters improves their range and number of attacks, but youíre trading quality for quantity. Leave these guys at home.

    Cítan Shard: Expensive. But, a T7 Monstrous Creature with 4 wounds, eternal warrior, and a 4+ invulnerable save is still pretty durable, provided youíre not facing Dark Eldar, anyway. Interestingly, theyíre also one of your bigger utility units, with a variety of decent tricks available to them. Power wise;
    -Entropic Touch: Youíre a S7 monstrous creature. What on earth do you need this for? Still, itís cheap, and you have to take 2, so if you want to stay cheap, this is an option.
    -Lord of Fire: Meltaguns are one of the best weapons against Monstrous Creatures and your AV 13 vehicles alike. A defense against both of them is great, especially when itís one of the two cheapest choices available to you.
    -Pyreshards: For a cheap Cítan, this is only a tad more expensive than Entropic touch, actually does something (small), and goes well thematicly with Lord of Fire.
    -Swarm of Spirit Dust: You ignore terrain, so Assault grenades are useless apart from throwing them. I guess stealth isnít horrible if youíre hiding your Cítan in ruins (since you ignore terrain anyway), but thereís probably better options.
    -Moulder of Worlds: Pyreshards will often inflict just as many attacks, and is cheaper. Pass.
    -Sentient Singularity: Deep strike defense is always good, especially since itís a tempting target for deep striking Sternguard.
    -Writhing Worldscape: Dangerous Terrain is not what it once was. Still not a terrible choice, but not the amazing choice it once was. Syrengizes with Harbingers of Transmogrificationís termor staves and Orikanís temporal snares abilities.
    -Grand Illusion: Very, very situational. Probably not worth the points. Also, you might get it with a warlord trait anyway.
    -Timeís Arrow: Situational. For 10 more points, take Gaze of Death instead.
    -Transdimensional Thunderbolt: Expensive, but a proper Lascannon is in short supply for Necrons.
    -Deathís Gaze: The most expensive power. But also an effective one. Odds are youíll get one or two models out of this.

    Flayed Ones: An assault unit with Innitiative 2 and no way to ignore armor saves. Apart from infiltration denial, these guys donít have much use. And 65 points is too much to pay for infiltration denial unless your metagame is lousy with it.

    Triarch Stalkers: AV 13 walkers are always decent, although youíre vulnerable to melta bombs and power fists still. The Heat ray is your only melta weapon, while the Twin-linked gauss cannon is one of your precious few sources of S9 weaponry. Since you only have to hit the unit with the weapon to activate Targeting Relay, both of these are also decent force multipliers (The Heavy flamer will auto-hit, while a BS 4 twin-linked lascannon is also a pretty reliable hit).

    Fast Attack
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    Canoptek Wraiths: Now this is exactly the sort of Assault unit Necrons want. Fast moving, durable (Although theyíre vulnerable to instant death from S8 weapons), and hard hitting. Wraiths are a threat your opponent needs to deal with, although bear in mind that the change to how pile-in works means that some of your opponentís models will still get to attack at innitiative the first turn if they werenít in base contact when they began to pile-in. These are a fantastic delivery system for Destroyer Lords.

    Canoptek Scarabs: Scarabs are fairly metagame dependant, their use depending a lot on how your opponent evaluates the threat they pose, and their ability to claim a cover save. Keep them far, far away from S6 Template weapons, which will absolutely roast them. Scarabs are fast moving and bring a lot of wounds for their ammount of points, and ignore difficult terrain, so they can easily cling to cover. With entropic strike, they can easily sap most of the AV of a vehicle or building, leaving it easily popped by any spare shooting attack you have, assuming you even need to shoot it. They also synergize well as cheap ablative wounds for destroyer lords, although they wonít do much against a lot of the targets he assaults. Beware, though, of the Scouring mission, as these are basically a free victory point to your opponent in such a mission.

    Tomb Blades: Necron Warriors on bikes. Youíve got twin-linked guass blasters or tesla carbines, but for the most part theyíre just really fast moving versions of your troops. Their non-weapons upgrades are usually better spent on more tomb blades. One option they do have is the particle blasters. A bunch of S6 blasts is a pretty effective anti-horde weapon, and youíre still wounding Marines on a 2+. Definitely a potential choice.

    Necron Destroyers: Destroyers lack the ability of Tomb Blades to turbo boost, and they cost twice as much. But, youíve got a 3+ armor save, and you get a S5 AP 3 gun. Which isnít too bad with Preferred Enemy (Everything) to help you slaughter marines. But, then thereís Heavy Destroyers. Heavy Destroyers offer a lascannon that can jump 12 inches and still shoot at full BS. For some armies, thatís very, very scary. But, youíre paying 260 points for 3 heavy destroyers and 2 ablative regular destroyers. Thatís a lot of points for 5 wounds. Using these guys to their full effect is a challenge, as you need to make sure they take out several high value targets before dying to enemy fire.

    Heavy Support
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    Doomsday Ark: WellÖ The Doomsday ark is, for the most part, a more expensive Lehman Russ battle tank that you really donít want to move (albeit one thatís more effective against terminators). Not necessarily horrible, but itís facing stiff competition from the stronger Necron heavy Support choices.

    Annihilation Barges: The bread and butter of the mechanized Necron lists. For 90 points, you get a durable weapons platform sporting a Twin-linked Tesla Destructor and a Gauss cannon. An excellent way to fill out the heavy support slots- And since it comes with a plastic overlord model, almost every Necron player should purchase one or two.

    Monolith: Ungh. The Monolith isÖ well, letís get it out of the way. I was not a big fan of them in the 3rd edition codex, and my opinion of them has not improved with the update. For 200 points, you get a short ranged Leman Russ (albiet one with AV 14 all around). Emphasis on the short range- A lot of what makes the basic Leman Russ good is the range on it, so points against you there. The Guass Flux Arcs are forgettable, and without the 3rd edition special rules, deep striking it is ineffective. As for the eternity gate, itís not a horrible way to pull your troops out of danger, but the thing is, due to the Monolithís short range, those troops are still going to be in the thick of things. As for the Portal of exileÖ If a model is that close, it probably already shot a meltagun at you, so the Monolith is dead. The Monolith is really expensive. And you have better things to spend your points on.

    Doom Scythe: Another hated Necron Unit. Why? Well, S10 AP1 weapons tend to be unpopular. S10 AP1 weapons on fliersÖ Yeah. The Doom Scythe is an incredibly destructive choice. However, it also isnít in play on turn 1, and itís a flier. That means you need to be careful with the amount of points you spend on models that canít show up turn 1 and frequently fly off the board. Generally speaking, you only want 2-3 Necron Fliers in a list, and only one of them needs to be a Doom Scythe.

    Canoptek Spyder: A very, very cheap monstrous creature. 50 points for a T6 monstrous creature with 3 wounds and a 3+ armor save is a steal[. And you can quickly make some of those points back on turn 1 by making scarabs. The Canoptek Spyder is also the only Psychic defense you have in low point games where allies arenít practical. A strong choice, although kind of hard on the wallet for their point cost.

    Necrons as Allies
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    Necrons offer the chance to take multiple fliers in an allied detachment, and also offer reasonably effective Melee Shock units with Wraiths and Destroyer Lords. If youíre one of the four armies that treats them as allies of convenience, Necrons are a respectable choice for allies.
    HQ: Barge Lords are pretty strong, while Destroyer lords can work with wraiths to give a melee shock unit to armies that lack one. Illuminar Szeras is an option for keeping point costs low.
    Troops: 5 Warriors gets around the troop tax pretty easily, and you can keep them safe in the Night Scythe until theyíre needed around turn 4-5 to claim an objective. Obviously, Night Scythes are the big attraction here.
    Elites: Cítan shards are probably the best choice here, as most armies lack a unit that replicates their abilities. Beware of the fact that your main detachment will be treated as enemies for the purpose of Writhing Worldscape.
    Fast Attack: Wraiths are a decent shock unit. Most other units will generally replicate existing units in the parent army.
    Heavy Support: Doom Scythes are always great, while Annihilation barges are a cheap source of firepower. Both are good choices.

    Chaos Space Marines: A Doom Scythe and a Night Scythe with a payload of Immortals are all you really want here. The rest of the detatchment won't mesh well with typical Necron units.
    Grey Knights: Inexpensive fliers are good. Wraiths also don't have a parallel here, so they're a good choice.
    Orks: Fliers are good again, surprise surprise. Wraiths are supplanted by Nob Bikers, though.
    Tau: Do I even have to say it? Fliers. Also, Wraiths are good here, and warriors and immortals are a lot more durable when advancing out of cover than Fire Warriors.

    Necron Allies Choices
    Spoiler
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    Given that most of the time Desperate Alliances donít really work, Iím going to limit the discussion to the four armies that are allies of Convenience for Necrons.
    Chaos Space Marines: Basic Chaos Space Marines offer a decent midrange troop choice, while Sorcerors are fantastic psykers for their cost. Both are things youíll appreciate. Heldrakes are stupid good (Seriously, why do those things need to be able to Vector strike?), and Forgefiends are good to,
    Grey Knights: Grey Knights offer you a strong midrange troop choice and a fantastic deep strike defense with Strike Knights. Their terminators are also a nice source of 2+ armor saves. Storm Ravens are nothing to write home about, though (apart from Mindstrike Missiles ability to snipe Psykers, but thatís not the most reliable of tricks), but Dreadknights and Psyriflemen Dreadnaughts are both excellent additions.
    Orks: Nob bikers and a Biker Warboss are a far more effective shock unit than Wraiths, and they score! From there, Lootas offer long range anti-armour support thatís effective against tanks, Boyz are cheap and inexpensive (which Necrons donít do infantry wise, so thatís nice), and Dakkajets can give you some variety in flier choice.
    Tau: Fire warriors and Kroot are cheap and make better objective squatters thanks to the extra range on the guns. Skyrays are always good, and Crisis Suits can help fill holes in the main army..


    Comments and Critiques?
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Cheesegear View Post
    You can still take Grey Knight Psykers, but it kind of gets ridiculous when you realise that everything they have is better anyway and you should just take Black Templars.
    Typo, maybe?
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Cheesegear View Post
    Half a Lysander is only half.
    And that half costs 96% of the original, which sucks.

    Quote Originally Posted by Wraith View Post
    Contrast and compare: Eldrad Ulthuan, the "most powerful living, mortal psyker" in the Galaxy.
    He just weeps because he can't be Spiritual Liege Grey Knights Librarian Njall Stormcaller ^^

    Quote Originally Posted by Wraith View Post
    It'd be nice if one of the Big 5 were there because they were an obnoxiously powerful Psyker, rather than just being one as well as a bolt-hard warrior.
    Mephiston/Draigo/Swarmlord don't technically qualify?
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Squark View Post
    Squarkís Guide to Codex: Necrons
    Comments and Critiques?
    Just a few bits:

    1) Deathmarks don't HAVE to be taken in multiple units to be effective. I know multiple people who've had success with just one unit of deathmarks in a scythe. Also mention that abyssal stafftek on these guys basically ensures that a unit is neutered if not murdered completely since Hunters from hyperspace applies to the cryptek as well.

    2) Phase Shifter isn't as important as Semi Weave now IMO, since most sources of AP2 in CC strike at I1, and you'll most likely be killing models with those weapons anyway between warscythe and MSS in a challenge.

    3) Volteks are the core of a royal court: they have more prominance in any necron army with night scythes. 5 man Warriors and a voltek can nearly take out 3HP in one rapidfire salvo, and I think they can manage 4HP if Zahn gives them TH.

    4) Triarch Stalkers: don't forget, though, that Necrons are probably the last army in the game who need melta or S9 to deal with vehicles, with the abundance of Gauss and haywire that they can take. Anny barges can trade shots with autolas preds anyday, so it doesn't hurt to wait for those scythes to come in and dispatch those vehicles for you. Those things are also damned expensive in comparison to the other choices you have in the codex.

    5) Disagree with the comment about spyders being expensive for their points cost (the comment also contradicts what you said before in the same paragraph). They can quickly make up their points in a game by making scarabs (as you've said), and that's ignoring the fact that they can just sit near midfield and ward off anything that wants to claim an objective (or even get close to it).
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Trixie View Post
    Mephiston/Draigo/Swarmlord don't technically qualify?
    Not to me, at least, because all 3 of those guys are already close combat monsters in their own right, who use Psychic Powers to make themselves - or, at least, their entourage - stronger in the process. While what they have is pretty good, there's not really a guy who poses the same sort of threat with psykery alone.

    I'd like to see a guy like the Second Edition-style Space Marines Librarian - or, for those without such a long memory, maybe something like the Level 5 Magic Users from WHFB; a Special Character who, with the right lucky roles, can single handedly change the course of the game.

    I want to see a guy who has decent physical stats, but has the sort of psychic powers that can alone win games! I want the 40k equivalent of Ruination of Civilisations, turning over scenery and wiping out an entire squad by himself! Sure, make him cost 400 points and - invulnerable save/Eternal Warrior aside - die to a stubbed toe, but I'd still use him because it would be funny.

    This is what I think of, when I think of extremely powerful Psykers in 40k. Not just "I shoot you with lazers and then hit you with my magic sword" but "See this unit of yours? They and everyone within 6" of it has a 50/50 chance of dying instantly because my guy can do that. With his mind. Now roll this enormous handful of dice and try not to cry on them."

    Maybe I'm asking a lot. However, everyone else can have Strength 'D' weapons. Why not Psykers?
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by Wraith View Post

    Maybe I'm asking a lot. However, everyone else can have Strength 'D' weapons. Why not Psykers?
    Warhammer's Storm of Magic rules attempted to bring magic back to it's old level of power- what would the 40K equivalent be? Warp Tide?

    A set of rules showing top-end psychic powers might be interesting. Deathwatch tells us that Chief Librarians can reduce whole fortresses to wreckage- would be nice to see some of that.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by hamishspence View Post
    Warhammer's Storm of Magic rules attempted to bring magic back to it's old level of power- what would the 40K equivalent be? Warp Tide?
    I'd have said "Dark Millenium", because I'm getting very old, but it's probably still licensed to the video game project. Something similarly ominous would be nice; "Maelstrom Unleashed", maybe, sounds appropriately grimdark.

    A set of rules showing top-end psychic powers might be interesting. Deathwatch tells us that Chief Librarians can reduce whole fortresses to wreckage- would be nice to see some of that.
    This is what I'm thinking, too. Apocalypse caters for bigger armies, bigger vehicles, bigger weapons and so on, but there's nothing at the minute which help Psykery to scale up, which as I've said before is a shame because GW's interpretation of the Warp and it's related abilities is generally a very good one and I'd like more of it.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    That seems something to put in an update of the Apocalypse rules, rather than make a whole expansion for on its own.
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    Default Re: Warhammer 40K Tabletop XVII: "Tyranids Don't Have Friends."

    Quote Originally Posted by shadowwalker64 View Post
    5) Disagree with the comment about spyders being expensive for their points cost (the comment also contradicts what you said before in the same paragraph). They can quickly make up their points in a game by making scarabs (as you've said), and that's ignoring the fact that they can just sit near midfield and ward off anything that wants to claim an objective (or even get close to it).
    I meant expensive cash-wise.
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