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Games Workshop - Warhammer 40K: Necrons Dice Set

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IMPERIALIS HEADQUARTERS FULL, Tabletop Terrain Bundle Gothic Sci-Fi Ruins Imperial Sector, Rpg & Wargame Scenery Bundle of 3D Printed Xenos Alien Tombworld Obelisks Scenery Scatter Terrain for 28mm Tabletop Miniature Wargaming I do want to take a moment and thank some of our dedicated readers for pointing errors in our previous article – we did not account for the BFG FAQ (which I neglected out of sheer laziness) that does apply some changes to things like Nova Cannons and max ordnance among other things. I make note of this now and state simply that for detailed rule breakdowns, please refer to the actual rulebooks and FAQs that were linked in the original article. Meanwhile, we are just overjoyed that people are reading these articles and have hopefully renewed interest in this fantastically fun game. Core Fleet Expansion Ships This is a pretty typical battleship chassis with 12 hull points and a turning circle that’s only just better than a straight line. Beyond that, everything else is at least somewhat different. Like all Astartes vessels it’s faster than its navy equivalent, and goes at 20cm a turn rather than the 15cm you’d expect from an Imperial battleship. It’s only got 3 turrets and 3 shields, but on the upside it’s got 6+ armour all round. That’s pretty epic, but it does mean that while you can laugh (or at least chortle semi-nervously) at enemy weapons batteries, torpedoes and bombers, the enemy’s lances are a serious threat.

Battlefleet Gothic Part 3: The Best Expansion to the Best - Goonhammer Battlefleet Gothic Part 3: The Best Expansion to the Best -

Are these things great or even good on the table? Highly debatable. But are they awesome? Unequivocally. The relatively inexpensive Light Cruisers are an alternative to the more common Dauntless class and provide some very focused support to the fleet as the Endeavor, Endurance, or Defiant designs trade capacity for hanger bays, lance batteries, or weapon batteries. Chaos ships may also now choose to add Chaos Space Marine crews which provides the vessels with a leadership bonus as well as boarding and hit-and-run bonuses at no additional costs – however, it limits the types of marks a ship can take, and additionally limits the fleet to a specific Marine legion unless you pay for additional Chaos Lords to lead alternate legion vessels – and even then certain legions may be not be taken in the same fleet. Classic GW fluff focused roster building. The Dirge class Raiders are extremely similar but trade a point in Lightning Arc offense and the loss of the Portal for an additional 10 cm of speed and a points decrease to 40. They play a similar role without needing to close the enemy fleet to take advantage of the Portal. Suffice to say, the Necron escorts are powerful for their size. The Tyranid Hive Fleets Why You Should Play Tyranids If trying to pronounce those names doesn’t cause small capillaries in your brain to burst I don’t know what will. The models are awful, and there just isn’t anything exciting about these ships. Some of them have special rules all their own, but for the most part, your capital ships only serve to bring more Orcas to the fight. The Kroot WarsphereBullet Metal Dice Set - Six Brass D6 Dice - Great For DND, Warhammer 40k, Role Playing, D&D. Top RPG / Dungeons and Dragons Accessories Gift Now that we have gotten through basics of getting started and the core fleets to Battlefleet Gothic it’s time to take a look at the first major expansion, Armada, and the absolute monster amount of new ships and flavor it brings to the game. And also the Tau, I guess. By comparison, Ork Roks are miniature versions of Hulks that ignore critical damage penalties but instead take additional damage. They carry a fairly small but comprehensive set of all-around weapons and can be a relatively cheap escort to a Hulk that serves to augment its already formidable capabilities while maintaining orbit around it. On their own, their movement is rather restrictive and slow and an Ork fleet may find them lagging the rest of the formation or maneuvering erratically. They are however super easy to make with a trip to Michael’s and a couple of spare Ork gunz. The Armageddon class is basically the Victory ships of the Imperial fleet and are meant to be mass produced. Largely refurbished or salvaged Lunar class vessels – they’ve been upgunned to provide some additional punch at longer ranges but are otherwise functionally equivalent to the Lunar class cruisers. This is your workhorse gunboat, with the same stats as a sword-class frigate but with +5cm movement and a well-trained crew. In the lore, these things rarely have more than a single squad of marines on board, overseeing the human crew and gently expressing themselves all over anyone foolish enough to board it. Being a gunboat, this thing is of no use in a planetary assault, so weirdly is kind of the Astartes’ main line ship, despite being an escort. This says a lot about how little the Imperium wants Space Marines to have naval autonomy.

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In a charming role reversal to the terrestrial 40K experience, Imperial Space Marines in Battlefleet Gothic get to be an unusual fleet that you genuinely don’t see as much as the Imperial Navy (in this writer’s experience at least). Partly this is down to model availability, but it’s also because they are, quite rightly, rather specialised. While Heretic Astartes make use of the regular Chaos fleets to which they’ve had access since the days of the Great Crusade, Imperial Marines post-Heresy were given fleets designed with one primary purpose in mind: planetary assaults. Indeed, they have unique bombardment cannons specifically for this purpose. Obelisk 3D Printed Dice Tower - Fate's End Collection - Channel Ancient Powers and Timeless Mysteries with Every Monumental Roll. Gravitic Launchers, which function as torpedo tubes and could have just been named “torpedoes” since the special rule just refers you to the Tau ordnance section. There you find out that Tau have torpedoes missiles that function exactly like torpedoes but can alter course 45-degrees each ordnance phase and can vary speed between 20 and 40cm – which is actually pretty cool. On the board, these are inexpensive, defensive, vessels that move fairly randomly. They always move 10cm in their current direction of travel but may automatically go on All-Ahead-Full at 2d6 in any direction. If you happen to roll a 10+ then the direction you go becomes the new direction of travel in the following movement phase. Blast markers and crippling does not impact movement speed for these big boys, and critical hits only add more damage. They essentially are up-armed Roks with an all-around 12 weapon battery. The rules for both kits are included, so you can start playing with them in your games of Aeronautica Imperialis right away. Win a T’au Empire MantaThis cheeky little number is the Astartes version of the cobra-class destroyer. It has an extremely zippy 35cm movement and better armour (5+) but is otherwise the same… oh, except that boarding torpedoes. Insert sinister laugh here. There’s a reason why your piddly little destroyer costs 40 points. A mid-tier escort that can be given either feeder tentacles or a small weapon battery – primarily serves to ‘highlight’ enemy ships that your cruisers or Hive Ship may want to target at range. Basically all Tyranid ships are all customizable with the aforementioned weapon options and they can be squadroned expansively at anywhere between 0 and 12 vessels. Tyranids also do not use shields or turrets, but rather use spore clouds that act similarly but with some minor differences. When squadroned, Tyranid vessels can combine their spore clouds similar to turrets but won’t gain any benefits to shielding. Chonky Leadership. Marines get their own leadership table that basically means you’re looking at a hench leadership of 8-10. While fairly primitive, the Kroot have a Tyranid-like tendency to evolve by eating their victims and selecting for genetic material they want to evolve towards. Their presence in BFG is via the totally-not-an-egg, egg-like Kroot Warsphere which is also the only Tau vessel that has a Warp Drive. Despite their primitive nature, the Kroot likely developed the know-how for a battleship-sized vessel by eating enough Orks to gain the capability to slap metal plates together in a semi-coherent form to create a spaceship.

Necrons Dice (8-Pack) - TCGplayer Warhammer: 40K - Kill Team - Necrons Dice (8-Pack) - TCGplayer

Far and away the coolest part of Tau is and has always been the not-Tau, bird-like Kroot. I’m sure many will disagree and say something like no actually it’s the cool battlesuits, but those people are objectively wrong. The Kroot are effectively space American natives who serve as mercenaries and ‘allies’ to Tau forces while the Tau hope to ‘civilize’ the Kroot. I’m sure at some point in the future the Tau will take the Kroot homeworld of Pech and relegate those who refuse to integrate to space Oklahoma but as of right now the Tau have other priorities. Tyranid cruisers are not particularly fast or heavily armed, and they frankly have a low hull value for a cruiser, but they are cheap coming in between 90 and 130 points each and can easily swarm a board and overwhelm your ability to fend them off as they close to board and gut your ships from within.Sigh– I’m not going to lie to you, I do not have the energy or will to talk about the Tau Merchant fleets. Instead I’m going to 100% phone this in since GW did the same thing when they wrote these rules. I promise that I will make it up to you by instead reviewing the far cooler Tau Protector fleets in the final, expanded play article. There is one exception to this – and that is the awesomeness that is the Kroot Warsphere which we will discuss based solely on said sheer awesomeness. In addition to the Impaler, the Dark Eldar launch bays grant access to regular assault boats but with the typical Eldar difficulty of removal by enemy turrets. The torpedo tubes may be equipped with an alternate torpedo type called Leech torpedoes but these torpedoes do not cause any damage- instead a single hit reduces enemy movement by 10cm – and while it’s not cumulative, each additional hit must be cleared before the speed penalty is lifted. The remaining Dark Eldar weapon batteries, fighters, bombers, and torpedoes are otherwise similar to the Eldar Corsairs. The Eldar light cruisers are similar to their bigger Cruiser counterparts although neither carries any launch bays. Instead the Aurora carries a pair of Pulsars and a four-capacity torpedo spread (which, I remind the reader, Eldar torpedoes are fantastic) while the Solaris carries an 8-strength weapon battery. Both options are fantastic acting as individual hunters or squadroned up with some Eldar escorts – plugging a gap in the roster between the hugely expensive cruiser classes and the cheaper but expensive for their size escorts. The Green Tide The Dark Eldar fleets have a lot of the same feel as the Eldar Corsair fleets but the differences in movement make them play much differently than their more nimble cousins. While still having some of the fastest vessels in the game with an excellent turning radius, the Dark Eldar do not gain a second move and cannot benefit from the same hit-and-run style maneuvering – instead they gain a slight armor bonus that gives them an understated but significant durability boost against weapon batteries while still benefiting from the holofield mechanics (here called a shadowfield) that protects them from other weapon types. The Necrons are a fleet that was designed to be tough, aggressive, and more than a match for their opponents in a fair fight – something about being super old technological elitists. The caveat here is that Necrons are counter-balanced (maybe?) by always giving up victory points at any level of damage which then cascades from untouched, damaged, crippled, to destroyed or left drifting on the table. To get a feel for what this might mean, a Tomb Ship that is left as a drifting hulk may be worth up to 1,650 points to the opposing fleet and if you’re a Necron player you’d seriously struggle to overcome that kind of deficit short of utterly wiping your opponent – which is possible. For that reason a big part of playing Necrons is striking that balance between pounding away with your awesome weapons and preventing incoming damage via Brace for Impact (more on this momentarily).

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These have all the strengths and weaknesses we covered in the last article, with the added advisory that they’re a little more expensive here thanks to the extra leadership and boarding action fierceness. It’s also worth remembering that the cobra-class destroyers can fire boarding torpedoes. Now, weapon systems. You get broadside batteries with a respectable firepower of 12, and an equally respectable range of 45cm. You also have two systems in the prow: the capacity to launch 3 Thunderhawk gunships, and 6 torpedo tubes. The big draw with this vessel, though, is its dorsal battery of bombardment cannons. These chonkers weigh in at firepower 8, can fire left/front/right, and will dispense serious punishment to enemy capital ships. Make sure your target is within 15cm and closing or moving away for maximum effect, or you’ll be wasting a lot of your damage potential. The single escort in the Dark Eldar roster is a customizable platform that for 50 points comes equipped with a base set of weapon batteries and can then be supplemented by one of: an increased battery putting them on par with an Eldar Aconite (but cheaper), a Phantom lance, a dual torpedo tube, or an Impaler module. Additionally, for another 20 points, the escort can be equipped with Mimic engines. While the roster entries are extremely limited, the customization options for the class give the Dark Eldar surprising flexibility in fleet construction. The 40cm move is amongst the fastest standard moves in the game outside of the Necron line…. The Necron Dynasty Fleets Why You Should Play NecronsA unique weapon option is the Impaler module – a modified, much heavier version of a short-ranged assault boat. However, unlike a typical assault boat, if it makes a successful run on an enemy ship it rolls 2d6 for the result and applies the potentially much more damaging critical hit. It does gain some additional defense, as it gains a 4+ save from the first fighter squadron to intercept it, and can only be removed by ship turrets on a 6 – however, it is shorter ranged as it must be removed if it has not made a successful run by the Dark Eldar players next turn. Industrial Factory Dice Tower - Dice Tower for Tabletop Minis RPG/Board Games Like Dungeons & Dragons, Warhammer, Call of Cthulhu, Mork Borg Similar to the Eldar, the Armada expansion brings a number of items to the Ork Roster that establishes it as an actual battle fleet vs just a raiding fleet. This includes massive Ork-infested asteroids, a series of battleships, and a BattleKroozer. The result is an Ork list that suddenly has a great deal of both character and depth. Gravitic Hooks, which do absolutely nothing except dictate how many escorts you can bring in the fleet. The Orca escorts are fairly cheap and good vessels so the hooks are relatively important – but there’s an entire paragraph that tells you how meaningless they otherwise are in game terms but does successfully note that, yes, these exist.

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