7TH EDITION NECRON CODEX PDF

With the codex in my hands last night I sat down to read through and discover the game play differences between all three generations of books. Here are a couple of notes that I found interesting. Decurion Detachment- A new way to do a Force Organization Chart based on grouping together formations of units. The bonuses your army receives from taking formations is well worth it, as long as you can still take the models you want to use. For example, the only way to get a Canoptek Spyder per formation is to bring along a bunch of Wraiths and Scarabs, and even then you can only have one Spyder. This is against one of my favorite army list designs that involves a wall of Spyders up front, so to do this I will need to go back to the standard Rule Book FOC.

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With the codex in my hands last night I sat down to read through and discover the game play differences between all three generations of books. Here are a couple of notes that I found interesting. Decurion Detachment- A new way to do a Force Organization Chart based on grouping together formations of units. The bonuses your army receives from taking formations is well worth it, as long as you can still take the models you want to use. For example, the only way to get a Canoptek Spyder per formation is to bring along a bunch of Wraiths and Scarabs, and even then you can only have one Spyder.

This is against one of my favorite army list designs that involves a wall of Spyders up front, so to do this I will need to go back to the standard Rule Book FOC. Unless you are very happy with the core unit combinations, this detachment seems more designed for higher point games. Add more models per unit and wargear to make the units competitive means you have less for the much more expensive formations.

I am excited to start working the different combinations to see what works best for me. Reanimation Protocols- Well the roll to pass starts out the same as the last edition but how it works is closer to Feel No Pain. There are a bunch of ways to make this roll easier yet it still caps out, even with cumulative modifiers. Resurrection Orbs have changed a lot again. Remember back when they could help all friendly units in range, then they changed it to only the squad with the model holding it.

A small points drop helps keep it useable and only the special "artifact" version of this piece of wargear will give a bonus to the number you need to roll to pass Reanimation Protocols. So what is the point of it now then? Lets just say it makes Reanimation "twin-linked". Anti-Air- Necrons main sources for anti-air fire have been cut in half. The Tesla special rule no longer works for Snap Shots, so those cheap now more expensive Annihilation Barges are not nearly as effective.

So with this new codex, my eyes immediately turned onto Flayed Ones and Lychguard to see what happened. Flayed Ones now actually make sense for the models and fluff. Lychguard got a very very nice drop in points and the option for Dispersion Shield is worth the cost to upgrade Storm Shield equivalent, no more bouncing shots back at the enemy, like that ever happened Sure to me they are still no Pariahs but they seem usable. Wraiths are a bit different and interesting.

No more jetbikes or jump infantry, they are now Beasts and have an increase in Toughness! Whip Coils now use Swiftstrike aka Tyranids I think so give a bonus to Initiative rather then reduce the initiative of models in base contact. Minimum squad size increased but how many people ran the minimum size since the original codex? This will be a good unit still and one to be feared.

Spyders are the same but they adjusted the scarab farming of course. New scarabs can still increase the squad size above starting size but the new model has to be placed within range of the Spyder itself. Scarabs seemed to have been hit with the nerf bat.

More points, smaller maximum squad size, worse armor save, entropic strike is now just melee gauss disruption fields anyone? Praetorians also got some nice buffs. Cheaper, more attacks, voidblade has an AP, rod of covenant doubles in range. These are NOT psychic powers luckily, but you have to roll for which power you shoot every turn and cannot overwatch with them.

All of the powers seem useful on their own but because of the randomness, you may be hard pressed to get the power you need to do the correct damage to the enemy unit you are targeting. First glance is to use these powers against infantry as you are most likely to get one of the blast or many shot weapons vs the anti-tank weapons Strength D! This is only the tip of the iceberg for the new codex. These are the first things I went looking for when I opened the book, but overall it looks like a good codex and a lot of fun.

What does this new codex entail for your own play style? Anything about it just rub you the wrong way?

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Warhammer 40,000/7th Edition Tactics/Necrons

The week that my internet provider spent failing to do the job we pay them for was a proverbial spanner in the works. As such, with a few major releases on the way, I am setting that aside until the latest series of codices have been dealt with. At this moment in time this means that Codex: Necrons up for examination, likely followed by Codex: Dark Eldar. Hopefully on the day of release in that case.

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Codex: Necrons

Necrons are effectively tomb kings in space. Undead robots with a somewhat Egyptian flavour and a reasonably unique style by GW standards anyway. What is there to not love? With recent editions adding transports and special units Necron mobility should not be underestimated, as such failure regularly catches unwary foes off-guard.

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Download: Necron 7th Edition Codex Review.pdf

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7TH EDITION NECRON CODEX PDF

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