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Friday, January 25, 2013

Necrons; Whats in the FAQ


The new FAQ meant a lot of things for a lot of armies but for the Necrons it just means our games become more streamline and a lot less 'So, I usually play this this way, how do you play it' is being said before games for us.  Here's a recap of what it all means for us.



Deathmarks, Hunters from Hyperspace- I thought the columbian death squad was bad but seriously, people played that everytime they showed up from reserve they marked a new unit?  I can totally see it being the RAW players wet dream.  I imagine its some dominate personality dickhead saying 'well they arrived from reserve so I mark a new unit'. This update to deathmarks just shows the level of asshole that is out there playing this game and more than anything makes me sad.

Night Scythe- Can it carry infantry? Had to be put in words, I get it.  The really big one here was embarked units taking the st10 hits when it drops.  I'm super happy because I had no real rules reason to say they don't and I hate to base rules on fluff.  At best I had an old FAQ printed out that had this question and answer in it which said they do not take the hit.  For some reason the genius FAQ department just erased the question and put it back in the land of obscure.

On a note about the Scythes, it would have been nice to get a FAQ about the doom scythe drawing a line from its front arch and going under and behind the the Doom Scythe.  I don't see why not with what they did with the Hell Drake.  Or even just saying the damned thing is a turret because well...why not if they're doing that BS with the Hell Drake.

Rolls of 6 triggering on snap fire- Seriously? You're BS 1, that the only change.  Straight not possible to improve, BS 1.  If you're really going to ask that they why not ask does twin linked work with snap fire.  Some people's kids...

Command Barge - Finally they clear up that you can in fact attack the rider or the Barge.  I've played it this way because I couldn't see why not.  Beyond that they even had the foresight to say once the barge is wrecked the combat is over and the lord just jumps off.  Not sure that was a good call, but it does take a little wind out of its sail when it comes to mixing it up with troops. However if your barge is charged, at least the lord isn't stuck in combat on your turn; that the silver lining.  I still will put two in my list without a second thought despite this slight change in their role.

The FAQ didn't bring such gifts as it did for the Hell Drake, but it definitly takes a fair amount of the grey area out of the codex and that is about all I can ask for from a FAQ.  What other grey areas in the codex do you guys come across? What would you like to see in the next FAQ??

10 comments:

  1. I think it's a very reasonable set of answers, m'self. The Barge being able to move out of combat, and the Scythes not blowing up their non-cargo, are the bits that I think will have the most impact for me.

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  2. I don't know much about Necrons, but I dig that rock'n'roll Necron axe wielder!

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    1. That too. That -is- some good 'cron.

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    2. Agreed, this is an awesome pic. Ka-ka-ka-Cocaine!

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  3. The trigger on 6 question was slightly valid as precise shot doesn't work when you are snapfiring which is another on a 6 to hit ability

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    1. I agree that it was slightly valid, but it just feels greasy as a question to me because as a Necron player, the only time it has been asked of me was in one of those moments where the extra 6's made a difference in the game, even though it went without question the previous turn. Those situations are irritating. I'm glad they spelled it out though.

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  4. Finally they gave us answers to some of the not so obvious things. I agree that the answers were very sound too. I for one have never really had a black and white explanation to give an opponent of how the barge worked in combat being that there are no other disembarkable chariots in the game to be an example and the rules aren't exactly set up for the situations you run into. This one FAQ alone will save me a lot of time in set-up during tourneys.

    The night scythe ... well, it sucks to not have them, haha, but honestly, I think everyone can agree that is how they were supposed to work.

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  5. I definitely want to see the Hunters from Hyperspace rule visited, I cannot tell you how many arguements I've had about that rule. The exact passage says "When the Deathmarks deploy", which if deep striking, I would say it's when they successfully deep strike. However, I've played against umpteenth tournament players who say you pick it in the deployment phase... but the Deathmarks don't "deploy" then. GRARGH! Clarity please >.<

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  6. My guess is that the Heldrake was given a turret weapon and the Doom Scythe was not because the Heldrake, unlike every other flyer, has one shooting attack. Yes, it has Vector Strike, but there's no guarantee that the HD will get to use that every turn.

    I'm a CSM player and I think that it borders on being OP...a term that I seriously hesitate to use. Of course, I'm going to use it, and have already and it led to me winning the game, but I do feel a little slimy doing it.

    Necrons are already a very competitive army...making the Death Ray a turret would put an already devastating weapon over the to.

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    1. The problem is that they havent defined what -any- other weapon is on most flyers. The vedetta is an example as well. We really have no way of knowing what its shooting arc is... I can model my Vendetta to have three lascannons right in the middle of it to make it turret mounted. without a clarification of what different rules are, we cannot know.

      Also it having only one weapon should have no bearing on what kind of mount the gun on it has.

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