Games Workshop Warhammer 40k - Codex V.9 Necron (En)

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Games Workshop Warhammer 40k - Codex V.9 Necron (En)

Games Workshop Warhammer 40k - Codex V.9 Necron (En)

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The Canoptek Court: Speaking of a best detachment – the Canoptek Court looks very potent, and gives competitive players something to dive straight into. In an army that’s built around this, melee is going to be the way that you get enemies below Half-Strength, so tying the bonus charge distance to them already being there isn’t ideal.

One detachment does look notably stronger than the rest, but three more of them provide cool things to try, and some gentle tweaks to various datasheets from the Index help too. Each one leans into a different playstyle and most favour a particular type of unit(s) from the army. You then have 3 Awakening Points, which can be spent on said tech trees to unlock different abilities. Simple, clean, very effective and now exceptionally good with Canoptek Wraiths, because Technomancers are now eligible to lead them. Cautiously hopeful that the crusade stuff and potential detachment fun will be enough to make up for it, if I can find a way to get my wraiths to and from games safely without busting their coils, but if not I’ll just hit the rewind button.Our mission is to guide new players in the first steps of their tabletop journey in the grim, dark future. Though my opinions on 40k are generally considered hate speech in regards to Matt Wards work, so take this with a grain of salt.

I’m not going to go into a great amount of detail, as I wouldn’t want to spoil anything, however I was really impressed with the content, it’s the best lore I’ve read in a Codex so far. All of the Enhancements can only be given to an Overlord, and you’ve got some interesting choices here. The hits to them, including the baffling reduction in Gauss Reaper Strength, is definitely going to put Immortals back in the seat as the primary "troop" unit for Necrons now. This rule is almost identical to how it appeared in the Index, with the only addition being the rider about being on the Battlefield (smartly heading off an obvious question about one of the detachments). Until the end of the battle, any attacks made by your Canoptek units make an attack against the unit that destroyed your model you gain +1 to Hit AND to Wound.I was okay with some of the Warrior nerfs, but I think they went too far when you look at every layer of nerf on that squad now, including the damage nerf (which was arguably lethargic before. Not gunna lie I wiped a bit of sweat from my brow when I saw Lokhust Lords and Destroyers still in the mix. Very straightforward, so long as the unit with the bearer is wholly within the Power Matrix you get to reroll Wound rolls of 1.

Departed Friends: A lot of the resin Epic Heroes (Anrakyr, Obyron, Zandrekh, plus vanilla Lords) are gone, which is sort of understandable, but hits very strangely when they feature heavily in some of the narrative sections of the book. Comprehensive datasheets for all 47 Necron units, ranging from the common Necron Warriors to the formidable Imotekh the Stormlord.The translocation dynasty will likely be my go to as I prefer a super highly mobile force rather than the silver tide that was so popular for awhile. It retains a strong defensive profile, but you can’t now leave it sitting on a home objective and still have the aura reach your whole army. I didn’t like the GW statement that these rules would stay locked, and seeing them go back and adjusting units is a good thing. If you are playing a Strike Force sized game (2000pts) you can choose up to 3 and finally if you are playing a Onslaught sized mega-game (3000pts) you can choose up to 4. A visual feast of artwork, bringing to vivid life the undying Necron legions and their cryptic tomb worlds.



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