flayers because range is such an important aspect of the necron army, and flayer requires a lot of support to make its effect workable, and even then, you are basically paying a lot of points to make something that is worse than a melta work.
Yeah, I just did a face off between the new Necron Warriors against some Assault Intercessors, and the Reapers seem like a poor choice against any unit coming in for melee blood. The short range makes it so that by the time you're in range to shoot, your opponent is in range to charge.
I’ve watched a couple of 9th edition battle reports and it seems the missions encourage armies to get in each other’s face. Maybe the new missions are GW’s justification for increased flamer costs.
I was figuring I would load the reapers in a ghost ark and drop them off within half range, but position the ark in between them and the enemy to block charges and maybe buy the reapers a second round to fire
grand illusion ghost ark sezras in it with nemasor jump out then teleport one unit in with obyron and vail another in and thats if ya roll just one unit to redeploy in 12 inch 2 gives all them and another unit.
He is the only good unit in the box, he isn't being over-shadowed at all. He will be in most army's after the dust settles and people put away the weak units that have blostered the ranks of Necron. I mean, until we see the points it's alittle hard to tell, but as it stands adding the new data sheets in and making an army there is alot of great stuff here for Necron but not much is going to change, We need point costs and we need to see the new dynastys. As is, nothing is really going to change core army construction. Are death marks keeping 24" bolter gun? they'll never be used, they're a joke unit despite looking cool, SM scouts are better at half the cost. Flayed ones are they still going to have 4T 1W? (basically our elites choices are a complete joke) will the monolith see any help? stubbyguns that don't do awhole lot and can easily be shot of the board in 1 turn (quantum shielding fixes it somewhat, might be worth the cost at least). A New Necron army as it stand with no major changes is just going to be a combination of doomarcs, immortals + ROYAL WARDEN(s), 1 or 2 crypteks how ever many MWBD units you feel you need, destroyers (though i suspect a point hike since destroyers are actually really, really good) and ofc doomscythes. People may play around with this kind of basic construction but it will all depend on points and whether or not they actually made some units in the army better + new dynasty synergy. I like alot of what we're getting, but from a competitive stand point it's all going to be very very niche. We need the codex otherwise I've little enthusiasm towards my comp lists. thuogh my casual ones will be much more interesting.
With the new floaty rocks and there various "surprise motherf****er" teleporting tactics, close range... Might be quite situationally powerful, if they turn out to be good at redeploying close?
Huh, would've figured these would've been Assault 2 not Rapid Fire 1. That dampers the shiny new weapon for the Warriors, would make more sense given the appalling range. Regardless, I like the new option. If you need higher strength to swat at scary tough assault units, you can pack them into a squad for when they close in.
@@NIMMHATVRapBeats ahhh but add in Two attacks plus one for chainsworf st4 ap-1 maybe -2 in assault doctrine. Maybe one guy throws a frag grenade the others heavy bolt pistol. Gotta factor it all in.
im sorry this is a good analasys but that "their numbers are legion" Rule!!! reroling ones on the reanimation (which looks to be the same rule as before) is really good!
Seems like the Flayer is the clear winner. If the reaper is not significantly cheaper (but we assume they are both 0 points) than i dont think we will see them on the tabletop. With 18" or 20" this would have been a real decision but not wirh 14". But i am glad GW is trying new weapon ranges
Its more to determine which is better in some games for example one game with reapers others with flayers, determine the best and put that on, switch rarely
Magnus the Red I think that if you snip off the push fit pins and replace them with magnets then drill out the holes the push fit bits were meant to be in and put magnets in there it should be fairy doable.
Personally I favour the Gauss Rifles, but I've already got three full squads of the old green tube ones so it will be Reapers for me from Indominous just so I can try some new things. Also, I play a lot of cities of death and Reapers seem a lot better there as well.
With the amount of necron warriors people are going to sell off, since SM is obviously more popular. I imagine it will be easy to get a good amount of both weapon options.
I'm more of a "mix and match" guy myself; the new models really look nice....but like you said we'll find out when the codex is released. Liked and subb'ed. Cheers!
You could use some sort of deepstrike to get them in and the Royal Warden could help keeping them bound up in melee. There is definitely potential but it's also not a standard weapon option but a situational one
Just saying: Set up a unit of 20 warriors with gauss reapers on their tomb world, deep strike the monolith then next turn deploy the warriors and you move forwards 5" and get as many of them within 7" of the nearest enemy as you can Also go with the mephrit dynasty cus then they'll be AP -3 instead of AP -2
I think the Flayers look plenty better and are generally the better option as you're rather planning to keep your Warriors at range with the frontline being some Lychguard or other slightly tankier unit, if not just Immortals to get a ton of close-up shots.
I think this is one of those things that will need to actually be played and tested for the results. In a Vaccum the Flayers look superior, but watching a lot of the Batreps on 9th, I don't think the range is going to be as much of a dealbreaker as I initially thought.
Honestly I find the reapers to only be useful against primaris at short range, otherwise they're not really worth it, even with deepstrikes it's pretty debatable. HOWEVER pair them up with a Royal Warden, maybe Novokh dynasty, and you get a terrifying wave of obliteration that will fall back, shoot, charge, and rip apart whatever you point them at. Bonus point if you pair that with the Deceiver for a T1 onslaught.
Having tested using flayers and reapers jumping into range, this is not a good way to use necron infantry, they just aren't strong enough vs armies that want to advance, and castles never leave you enough space to jump in.
Use wraiths. Auto advance 6, pay CP to advance charge . Use a ctan with 2 powers to deal mortal wounds. Move up warriors to hold the line but not super close.. Use new character to fall back and shoot. Then relic veil of darkness to teleport away. Bring a boat or 2 and make it rain on people while your wraith distract them and ctan blows up on them. By the time they clear those units and the ripper swarm you should be in position with all your firepower. Some armies can tank it but most cannot. Trust me wraiths are your best friends this edition best melee unit in 9th by far
Might run a squad of 20 Flayers and a squad of 10, or a 50-50 split not sure yet. Mephrit seems to be the best for the Flayers so we'll see with the new Codex.
On the preview Twitch stream they said that you want to kit your squads out with one or the other, but not mix & match. I really want to see an update for them in Kill Team. The small board sizes could make them very nasty.
The flayer is the obvious winner if you are stuck in the mindset of 8th. Progressive scoring and obsec means in 9th you will absolutely want several units of reapers in every army you take.
Necron immortals CAN be fast. Dynasty that allows all units to auto advance 6 is very helpful this edition. Get wraiths chucked up the board with a ctan .pop CP to charge wraiths. Auto advance your infantry to center . Make it rain.... Rinse repeat Not saying I know better then auspex but its easy to forget about each and every dynasty
Just curious, but since the Gauss Reaper looks like the Immortal's Gauss Blaster and is effectively the same gun just with half the range, couldn't you use the Gauss Reaper Warriors as Immortals?
I know you asked this a month ago, but no. The length of the Reaper's barrels looks tiny comparison, and the difference in appearance in other aspects is very clear if you physically compare the models. That being said, if your friends/opponent is fine with it I see no reason why you could say your Reaper carrying Warriors are in fact Immortals.
These guys can fire their reapers into close combat, right? Wouldn't that make a squad of reaper warriors a pretty nasty screening unit? You stand them back up after the charge, and they return fire right in the face of whatever charged them.
Unless the new Reanimation Protocols rule changes to the point it would be over powered, Warriors don't seem durable enough in my opinion, to venture into mid-board and counter-assault range, in the new missions set and with the changes to overwatch. I'll stick with Flayers.
I'm going to make some of the new reaper squads but mass flayer is super useful and dangerous to someone who thinks otherwise and the reapers just need to get so close which means deep strike or night sythe which is ehhh
They did glancing blows on vehicles with 6's. Which caused 1 wound per glancing blow. Necrons lacked a lot of anti vehicle weaponry back then so that was supposed to even things out with the armies that did. It turned out to be too OP.
I wager you'll get one more round of shooting, on average, with the extra range 5" move troops aren't exactly crossing the table into the enemy's face on turn 1.
I honestly think the gauss reaper is designed to support a more melee / choppy army then a shooty army. I feel like GW is trying to make the new necrons have viable choppy options.
I would Love to make the reapers work! Sadly they Seem to be Kind of Bad. Would ne eben greater to get a warrior Tesla weapon assault 24 2 shots str4 ap0 D1 exploding on 6... well or assault 18
veil of darkness Sautekh dynasty warriors into the enemy unit with the 14 inch reapers and then place the next unit of flayers 6 inches away, would probably work well but then I'm fairly new to Warhammer and 40k so maybe the mephrit dynasty would work better
I think the space marines bolter discipline rule should be the standard for all rapid fire weapons. Which would certainty help the crons! By the way, do we know what the new reanimation protocols are?
Why would you need that if you have Tesla's, can auto advance 6 . More then half your army flies Wraiths can charge turn one and have 3++ and yoi have ctan's to deal free mortal wounds without any skill. Relax Necrons are very good this edition buy 12 wraiths and you'll be happy
Well I already have 60 Gauss Flayers in my army, so since 9th is predominantly melee focuses I'll be building no new warriors as they are trash in combat and will surly die they can do anything useful in my army.
Mixed squards seems to be the better choice in my eyes. I doubt they will get more weapon options in the codex. Looking at the new sprues they seem very much cut to be a replacement for the current kit, and I doubt GW will bother making another kit for the shelf. If memory serves me the Warrior sprues in Indomitus were shaped so that they can later fit into the standard infantry sized boxes. Of course the new dynasties can boost these guys even more.
Wait, but Reapers have TWO barrels instead of one. I guess "New Necrons" and "king of shitty" rhyme in GW playbook. Anyway, I think I'll run them like my Ork Boyz - mix of Shoota and Slugga Boyz, with removing causalities with long ranged guns while moving up close for a kill. Too bad Flayers are almost always better...
Canoptek Wraiths with the Mortal Wounds "procc-gun" is going to be great. No penalties moving and shooting, and they can fall back, shoot with mortal wounds "procc gun", and then charge. Now Wraiths can even charge through buildingsa just like infantry, since the new rules incluide Infantry, Beasts and Swarms for cover moving through terrain.
They came here æons before your kind and will remain eternal in those sectors. Surrender now, arrogant primates or suffer the foolishness of your pride!
@@trzynasty909 They are nothing more than dust now. Like my legion.. Didn't Eldars stomp you guys so far in the ground, untill y'all went into full-winter-sleepingfor"æons"?
It doesn't make sense to me that you can get more shots off when closer in range. You'd figure with a longer range you'd have more time to get shots off but idk 🤷🏻♂️🤷🏻♂️
It's taking into account the time you would need to aim at a longer distance to have a more accurate shot. The closer you are the less need of accuracy.
We can only hope one fo the new dynasty has a x" range increase. Lets be honest Dynastys suck. The only thing played is Sautekh and Mephrit. My custom dynasty uses nihilik cause of fluff but the only thing that ever gets the re-rolls to 1 are doomday arcs. Very, very occasionally something else gets it and overwatch not being a thing in the new edition means I'll use the 5+ overwatch even less xP These weapons suck as is and won't be used. You NEED the range for warriors to fire every turn, They barely last til turn 3 as it is, more often than not the die the first turn they're shot at (which is why people bring 3 sets immortals, 150 points for 10 with better weapons and saves, strickly better than warriors 4+ no invul)
Reaper seems garbage. Necron Warriors fold like paper in close combat. If you're close enough to fire the reaper twice, you're close enough to die in melee shortly after. All my Warriors will have flayers.
flayers because range is such an important aspect of the necron army, and flayer requires a lot of support to make its effect workable, and even then, you are basically paying a lot of points to make something that is worse than a melta work.
(you meant to say reaper on the second one right?)
Yeah, I just did a face off between the new Necron Warriors against some Assault Intercessors, and the Reapers seem like a poor choice against any unit coming in for melee blood. The short range makes it so that by the time you're in range to shoot, your opponent is in range to charge.
People will still run reapers. Mostly because people will have reapers from the Indomitus box xP
@@goteznak The Indomitus box has enough Flayers and Reapers to equip all twenty warriors with either.
@@shadowhunter509 Oh sweet :D
I’ve watched a couple of 9th edition battle reports and it seems the missions encourage armies to get in each other’s face. Maybe the new missions are GW’s justification for increased flamer costs.
That's odd, because tabletop titans are basically saying the game is more shooty than ever, and it seems that way in their battle reports.
I was figuring I would load the reapers in a ghost ark and drop them off within half range, but position the ark in between them and the enemy to block charges and maybe buy the reapers a second round to fire
I run warriors in squads of 15. Front 7 are always reapers and 8 flyers in the back. Very versatile. Always does well.
Sweet, thx!
Would love to see this comparison with warriors vs Immortals with all 4 gun options
Seems like they designed the Gauss Reaper with Deceiver shenanigans in mind.
or vail of darkness
@@Tzar-TZ Yes! Even more so that.
Or monolith/night scythe teleport shenanigans too!
grand illusion ghost ark sezras in it with nemasor jump out then teleport one unit in with obyron and vail another in and thats if ya roll just one unit to redeploy in 12 inch 2 gives all them and another unit.
Daniel Jefferson C137 unfortunately Szeras cannot go in the ghost ark as he doesn’t have the “dynasty” keyword
Can we ask for a video on the Necron Royal Warden? I think he's going to end up being a hidden gem in the box, overshadowed by more flashy models.
He is the only good unit in the box, he isn't being over-shadowed at all. He will be in most army's after the dust settles and people put away the weak units that have blostered the ranks of Necron. I mean, until we see the points it's alittle hard to tell, but as it stands adding the new data sheets in and making an army there is alot of great stuff here for Necron but not much is going to change, We need point costs and we need to see the new dynastys. As is, nothing is really going to change core army construction. Are death marks keeping 24" bolter gun? they'll never be used, they're a joke unit despite looking cool, SM scouts are better at half the cost. Flayed ones are they still going to have 4T 1W? (basically our elites choices are a complete joke) will the monolith see any help? stubbyguns that don't do awhole lot and can easily be shot of the board in 1 turn (quantum shielding fixes it somewhat, might be worth the cost at least). A New Necron army as it stand with no major changes is just going to be a combination of doomarcs, immortals + ROYAL WARDEN(s), 1 or 2 crypteks how ever many MWBD units you feel you need, destroyers (though i suspect a point hike since destroyers are actually really, really good) and ofc doomscythes. People may play around with this kind of basic construction but it will all depend on points and whether or not they actually made some units in the army better + new dynasty synergy. I like alot of what we're getting, but from a competitive stand point it's all going to be very very niche. We need the codex otherwise I've little enthusiasm towards my comp lists. thuogh my casual ones will be much more interesting.
@@CloudianMH I'd wager Monolith will get a nice revamp, given that its getting a new model.
With the new floaty rocks and there various "surprise motherf****er" teleporting tactics, close range... Might be quite situationally powerful, if they turn out to be good at redeploying close?
I get the feeling that if these were SM guns, the reapers would be just assault 2 🤷♂️
They should be assault 2
Good thing there guys are half the cost
@@mariomandog 8 points cheaper, but for that cost they get: 1 more Movement, WS, Wound, Attack and Armor Save AND a better gun.
@@ExileTwilight But reanimation protocols 😳
@@mariomandog really hoping they make reanimation a one off 5+ save for destroyed models rather than missing models from a unit.
Huh, would've figured these would've been Assault 2 not Rapid Fire 1. That dampers the shiny new weapon for the Warriors, would make more sense given the appalling range. Regardless, I like the new option. If you need higher strength to swat at scary tough assault units, you can pack them into a squad for when they close in.
Assult 2 would make them just reapers limited to rapid fire range +2 but with an extra strength and ap
Flayers will be my go to.
But I think I'll keep a group of ten around for the odd time I wanna use them in an ghost arc
Meanwhile, 18" pistol for GW's favorites!
And shoot in close combat🤔🤣
1 shot. yeey..
@@NIMMHATVRapBeats ahhh but add in Two attacks plus one for chainsworf st4 ap-1 maybe -2 in assault doctrine. Maybe one guy throws a frag grenade the others heavy bolt pistol. Gotta factor it all in.
im sorry this is a good analasys but that "their numbers are legion" Rule!!! reroling ones on the reanimation (which looks to be the same rule as before) is really good!
Are we going to get an updated version of this now that the codex has dropped?
Im gunna try putting a unit of 20 with reapers in night scythe cuase that should be nasty if it works
yeah if you dont get first turn it gets blown out of the sky...
i think its better with a HQ that has vail of darkness. just teleport across the board
@@Internetbutthurt Tac reserves is an option for a transport now i believe.
What about the Monolith? Can't wait to know if that beast will be relevant once again
@@Tzar-TZ it doesnt get in rapid fire but ye
I will be equipping the one squad with flayer and one squad with reapers 🤔
Why would being within 7” improve the reaper’s damage output? It’s an assault weapon, not a rapid fire.
Seems like the Flayer is the clear winner. If the reaper is not significantly cheaper (but we assume they are both 0 points) than i dont think we will see them on the tabletop. With 18" or 20" this would have been a real decision but not wirh 14". But i am glad GW is trying new weapon ranges
I think you should redo this video with the new rules should be really good
Well they are push fit so i can switch when i want
that might cause wear and tear around the joint over time.
Its more to determine which is better in some games for example one game with reapers others with flayers, determine the best and put that on, switch rarely
Or magnetize them!
@@dariuschoksy6934 im planning on doing this, but looking at the way the models are built, that may prove difficult
Magnus the Red I think that if you snip off the push fit pins and replace them with magnets then drill out the holes the push fit bits were meant to be in and put magnets in there it should be fairy doable.
Personally I favour the Gauss Rifles, but I've already got three full squads of the old green tube ones so it will be Reapers for me from Indominous just so I can try some new things. Also, I play a lot of cities of death and Reapers seem a lot better there as well.
With the amount of necron warriors people are going to sell off, since SM is obviously more popular. I imagine it will be easy to get a good amount of both weapon options.
Already got a ton of flayers to might as well build them a reapers and stick them in a nightscythe.
I'm more of a "mix and match" guy myself; the new models really look nice....but like you said we'll find out when the codex is released.
Liked and subb'ed. Cheers!
You could use some sort of deepstrike to get them in and the Royal Warden could help keeping them bound up in melee. There is definitely potential but it's also not a standard weapon option but a situational one
This data sheet is incorrect now?? My codex says reapers are assault 2. I was so confused how the reaper wasn’t winning at close range!
Just saying:
Set up a unit of 20 warriors with gauss reapers on their tomb world, deep strike the monolith then next turn deploy the warriors and you move forwards 5" and get as many of them within 7" of the nearest enemy as you can
Also go with the mephrit dynasty cus then they'll be AP -3 instead of AP -2
I think the Flayers look plenty better and are generally the better option as you're rather planning to keep your Warriors at range with the frontline being some Lychguard or other slightly tankier unit, if not just Immortals to get a ton of close-up shots.
20 with flayers pushing the mid board, 10 with flayers using Veil of Darkness or ghost ark to get to critical locations quickly
I think this is one of those things that will need to actually be played and tested for the results. In a Vaccum the Flayers look superior, but watching a lot of the Batreps on 9th, I don't think the range is going to be as much of a dealbreaker as I initially thought.
Honestly I find the reapers to only be useful against primaris at short range, otherwise they're not really worth it, even with deepstrikes it's pretty debatable. HOWEVER pair them up with a Royal Warden, maybe Novokh dynasty, and you get a terrifying wave of obliteration that will fall back, shoot, charge, and rip apart whatever you point them at. Bonus point if you pair that with the Deceiver for a T1 onslaught.
Having tested using flayers and reapers jumping into range, this is not a good way to use necron infantry, they just aren't strong enough vs armies that want to advance, and castles never leave you enough space to jump in.
Use wraiths. Auto advance 6, pay CP to advance charge . Use a ctan with 2 powers to deal mortal wounds. Move up warriors to hold the line but not super close..
Use new character to fall back and shoot. Then relic veil of darkness to teleport away.
Bring a boat or 2 and make it rain on people while your wraith distract them and ctan blows up on them. By the time they clear those units and the ripper swarm you should be in position with all your firepower.
Some armies can tank it but most cannot. Trust me wraiths are your best friends this edition best melee unit in 9th by far
Might run a squad of 20 Flayers and a squad of 10, or a 50-50 split not sure yet. Mephrit seems to be the best for the Flayers so we'll see with the new Codex.
I'm getting two sets, so I'll be doing one large unit of 20 with Flayers, and then two units of 10 with Reapers.
I’m also getting two sets, but I was thinking of doing three units of 10 with flayers and 1 unit of 10 with reapers, screened by scarabs.
They come with 20 warrior in each box BTW
On the preview Twitch stream they said that you want to kit your squads out with one or the other, but not mix & match.
I really want to see an update for them in Kill Team. The small board sizes could make them very nasty.
I ran a 50/50 mixed squad in practice games last night. They were great at taking down -1 to wound GK strike marines.
So you recommend them?
If you play with Orikan, then put 2x20 Gauss Flayer
If you play with a Monolith or a Night Scythe, then put Gauss Reaper
Both are pretty good
The flayer is the obvious winner if you are stuck in the mindset of 8th. Progressive scoring and obsec means in 9th you will absolutely want several units of reapers in every army you take.
SLY MARBO IS FIRST AGAIN!!!
AAAAAAAAAAAAAAAAAAAAAAAGGGGGHH
"What in th-LELITH'S HEEELS!" (SPLAT)
*pause*
AAAAAAAAAAAAAAAAAAAAAAAAAARRRRRGGGHHH
AAAAAAAAAAAAAAAAAAAAAAAAA
If we’re able to take reapers in Kill Team, that might make them more useful in general.
Would it be possible to magnetise them so that you can swap whenever y’a feel like it ?
Most likely
Might take some work but anything can be magnetised if you try hard enough.
If you can magnetize a ghost ark you can magnetize anything
Necron immortals CAN be fast. Dynasty that allows all units to auto advance 6 is very helpful this edition.
Get wraiths chucked up the board with a ctan .pop CP to charge wraiths. Auto advance your infantry to center . Make it rain.... Rinse repeat
Not saying I know better then auspex but its easy to forget about each and every dynasty
Is there a good ratio for a ballance army? like 50:50 or 2:2?
Just curious, but since the Gauss Reaper looks like the Immortal's Gauss Blaster and is effectively the same gun just with half the range, couldn't you use the Gauss Reaper Warriors as Immortals?
I know you asked this a month ago, but no. The length of the Reaper's barrels looks tiny comparison, and the difference in appearance in other aspects is very clear if you physically compare the models. That being said, if your friends/opponent is fine with it I see no reason why you could say your Reaper carrying Warriors are in fact Immortals.
I wonder if you could get Gauss Reapers on your Ghost Arks now
These guys can fire their reapers into close combat, right? Wouldn't that make a squad of reaper warriors a pretty nasty screening unit? You stand them back up after the charge, and they return fire right in the face of whatever charged them.
No only vehicles and monsters can fire in melee, these guys are infantry
Thanks for the vid. Have you got plans on testing Gauss blasters agaisnt Gauss Reapers. These two units are generally put against each other.
Would be interesting to see once we have the points for immortals...
Can the Warriors in Indomitus be easily magnetized?
What about range 12-14?
Can’t we magnetise them ?
Unless the new Reanimation Protocols rule changes to the point it would be over powered, Warriors don't seem durable enough in my opinion, to venture into mid-board and counter-assault range, in the new missions set and with the changes to overwatch. I'll stick with Flayers.
I'm going to make some of the new reaper squads but mass flayer is super useful and dangerous to someone who thinks otherwise and the reapers just need to get so close which means deep strike or night sythe which is ehhh
Do gauss weapons hits explode on sixes or am I making that up? If so is that factored in here?
That's a Tesla Weapon mechanic.
I’d be worried about getting charged though I don’t play I’ll just do ten and ten cause I think it’ll look cool. I hope you guys got a box
So Gauss weapons do not have any special abilities anymore? I played them in 5th and seems like on 6s they did mortals.
They did glancing blows on vehicles with 6's. Which caused 1 wound per glancing blow. Necrons lacked a lot of anti vehicle weaponry back then so that was supposed to even things out with the armies that did. It turned out to be too OP.
Bad Bishop ah ok that was it. Thanks man!
I wager you'll get one more round of shooting, on average, with the extra range 5" move troops aren't exactly crossing the table into the enemy's face on turn 1.
mixing for the looks^^
I think i will take reaper !
With the new "surprise motherf***er" teleporty rocks you might be onto something pretty cool :)
I honestly think the gauss reaper is designed to support a more melee / choppy army then a shooty army. I feel like GW is trying to make the new necrons have viable choppy options.
I would Love to make the reapers work! Sadly they Seem to be Kind of Bad. Would ne eben greater to get a warrior Tesla weapon assault 24 2 shots str4 ap0 D1 exploding on 6... well or assault 18
veil of darkness Sautekh dynasty warriors into the enemy unit with the 14 inch reapers and then place the next unit of flayers 6 inches away, would probably work well but then I'm fairly new to Warhammer and 40k so maybe the mephrit dynasty would work better
You have to set up more than 9" away when you use the veil, so you'll be in range... just not rapid fire
I think the space marines bolter discipline rule should be the standard for all rapid fire weapons. Which would certainty help the crons! By the way, do we know what the new reanimation protocols are?
Why would you need that if you have Tesla's, can auto advance 6 . More then half your army flies
Wraiths can charge turn one and have 3++ and yoi have ctan's to deal free mortal wounds without any skill.
Relax Necrons are very good this edition buy 12 wraiths and you'll be happy
If I want S5 AP -2 weapons I take immortals with gauss blasters and have rapid fire 24" reapers have no place in my army
dont forget immortals are more expensive and smaller unit capacity. a max unit of reapers (20) within rapid fire range will be stupidly powerful
U said they will be good with royale warden but u havnt shown us wat he does
he allows a unit to fall back and shoot from combat, very good if you survive a charge that is...
@@sparkitus1988 oohh that is good. im defo going to use him. he is also one of my fave models from the box
I think I'm running 1 unit of each from the box
Well I already have 60 Gauss Flayers in my army, so since 9th is predominantly melee focuses I'll be building no new warriors as they are trash in combat and will surly die they can do anything useful in my army.
G.Reapers are better vs those irritating armies that ignore AP-1 like Sisters of Battle and Salamanders.
I use Reapers in 5s as Necron Dev Squads. 💀
Mixed squards seems to be the better choice in my eyes.
I doubt they will get more weapon options in the codex. Looking at the new sprues they seem very much cut to be a replacement for the current kit, and I doubt GW will bother making another kit for the shelf. If memory serves me the Warrior sprues in Indomitus were shaped so that they can later fit into the standard infantry sized boxes.
Of course the new dynasties can boost these guys even more.
Whenever someone says “flayers” I think fillet au fish 🐟
Considering to flay something is what they were going for, this makes sense. But now I'm inspired to make a necron lord themed off of Gordon Ramsey.
Wait, but Reapers have TWO barrels instead of one. I guess "New Necrons" and "king of shitty" rhyme in GW playbook.
Anyway, I think I'll run them like my Ork Boyz - mix of Shoota and Slugga Boyz, with removing causalities with long ranged guns while moving up close for a kill. Too bad Flayers are almost always better...
Any woman will tell you an extra 10 inches makes a difference and I will be sticking with flayers.
Probably mostly flayers. But will see.
flayer seems obviously superior, but reaper is so much cooler lmao
Can we talk about how good Necron wraiths are for 9th edition. Talk about OP units lol the damn things can do anything and everything but shoot
Don't their particle beans have basically the same range as these new reaper guns lol
Canoptek Wraiths with the Mortal Wounds "procc-gun" is going to be great. No penalties moving and shooting, and they can fall back, shoot with mortal wounds "procc gun", and then charge. Now Wraiths can even charge through buildingsa just like infantry, since the new rules incluide Infantry, Beasts and Swarms for cover moving through terrain.
I think the particle casters are free upgrades now. So you may as well take em.
I'm speed...
Im sonic.
f e s t
Neither, I am just watching to know how to purge the foul xenos with my space marines
They came here æons before your kind and will remain eternal in those sectors. Surrender now, arrogant primates or suffer the foolishness of your pride!
@@trzynasty909 They are nothing more than dust now. Like my legion.. Didn't Eldars stomp you guys so far in the ground, untill y'all went into full-winter-sleepingfor"æons"?
It doesn't make sense to me that you can get more shots off when closer in range. You'd figure with a longer range you'd have more time to get shots off but idk 🤷🏻♂️🤷🏻♂️
It's taking into account the time you would need to aim at a longer distance to have a more accurate shot. The closer you are the less need of accuracy.
We can only hope one fo the new dynasty has a x" range increase. Lets be honest Dynastys suck. The only thing played is Sautekh and Mephrit. My custom dynasty uses nihilik cause of fluff but the only thing that ever gets the re-rolls to 1 are doomday arcs. Very, very occasionally something else gets it and overwatch not being a thing in the new edition means I'll use the 5+ overwatch even less xP These weapons suck as is and won't be used. You NEED the range for warriors to fire every turn, They barely last til turn 3 as it is, more often than not the die the first turn they're shot at (which is why people bring 3 sets immortals, 150 points for 10 with better weapons and saves, strickly better than warriors 4+ no invul)
Reaper seems garbage. Necron Warriors fold like paper in close combat. If you're close enough to fire the reaper twice, you're close enough to die in melee shortly after. All my Warriors will have flayers.
I'm gonna put 20 of these Reapers in a Ghost Ark and throw it down the board. 40 S5 -2 D1 shots? Sign me right up.
Unless something's changed in 9th, I'm afraid you aren't. Ghost Ark capacity is 10 max. Unfortunately.
@@frankilong8602 just use veil of darkness and teleport across the board
His voice puts me to sleep! FFS