I do have the Necron codex however and I'd like to point out something that allot of people are getting wrong at the moment. Listening to the 11th Company podcast atm and they mention that Reanimation Protocols are pretty much useless, they don't have the codex yet and are going by rumours and for some reason think RP is on 6+.
Reanimation Protocols is basically FNP or Regeneration from Fantasy but with less restrictions. It's not a saving throw so can be used against attacks that state 'no saves of any kind are allowed' May be taken against Instant Death. May NOT be taken against Destroyer weapons or attacks that 'remove from play'. If you have FNP and RP you may only chose one of them, RP will always be better (Sure both rolls may be 5+ but RP has less restrictions so is technically better even if the roll may be the same). Take armour/invulnerable saves, fail those and you may make a RP roll. On 5+ you are ok, the 5+ can be improved by different effects that are all cumulative but RP can NEVER be better than 4+. You could make 3+ RP (Decurion and Cryptek, if there are other things that increase it you would have been able to have a 2+ which makes your army unkillable so the restricted it to 4+).
Crypteks are pretty much useless now. They have the "Technomancer" rule which improves RP by +1 so a 4+. Well that isn't so bad is it? They cost 65pts compared to Lord 50, have -1S, T, A and Sv. All they have going for them is the Technomancer rule which the Lord doesn't have. The thing that makes them useless is the new Decurion Detachment. Sure there are some restrictions when taking it but every model in the detachment gets the Ever-living special rule Ever-living: Models in theis Detachment with the Reanimation Protocols special rule receive a +1 bonus to RP rolls. Models in this Detachment with the Living Metal rule ignore the effects of Crew Stunned and Crew Shaken (but still lose a Hull Point). What this means is as long as you take a Decurion Detachment your entire army will have 4+RP making Crypteks useless and a waste of points (unless I'm missing something.). There are no special Cryptek versions any more, Lords can take everything a Cryptek can and more whilst the Cryptek is restricted on a few items. The only thing a Cryptek can take that Lords can't is the Chronometron which gives any unit the Cryptek is attached to a 5++ against shooting. 90pts to give a unit a 5++ vs shooting attacks?
I guess it would work vs Tau/Eldar with all their Ignore Cover bullshit? I'm also quite happy with my favourite Necron unit, the Flayed Ones. Still the new shitty fluff with them being hungry (I prefer the insanity of losing their flesh so they try to wear the skin of other races to get some resemblance of their Necronity (humanity doesn't quite fit) back.
As all my armies are female as far as possible the fluff is that all my flayed ones used to be female Necrontyr and now they want their skin back. Anyway, the thing that makes they so much better now are: Wargear: Two flayer claws - S User, Ap5, Melee Shred They also gave them Fear which is pretty much useless as most allot of armies are immune to it.
I believe the above changes is the same that they got in the FW book but I can't be bothered to check. Anyway, with the changes to RP and with the easy of making it a 4+ through Decurion Detachments I can see these girls being able to actually do something in close combat. They have 4 attacks base (3+ 2CCW) and 5 attacks on the charge at WS4 and S4. 4+ RP means they wont get shot off the table turn one and with Infiltrate you can get them quite close to your opponent for a turn 2 charge.
I would have given them Hatred Everyone (due to my own fluff of them being women who want their flesh back so they hate every living creature that has flesh) but shred is statistically a better rule to have. Still 13pts though, I would have preferred them to be 10pts or so for what they are but RP makes them really good now so I'm looking forwards to see some games with them used. Triach Stalker are pretty interesting now as the Targeting Relay gives all friendly non-vehicle units within 6" +1 to their Ballistic skill.
This is extremely good with you have Praetorians or other models nearby with really deadly weapons. BS5, S5 Ap2 attacks are nothing to ignore, especially from Praetorians that are jump infantry. Lychguard at 25pts a pop is really good as well, for +5pts per model they get power swords and 3++. Not the best but it's still just 30pts for 3+/3++ and RP. Night Scythes are now Fast attack and the only change, besides the +30point cost, is that if it has moved 24" or more units disembarking can only fire Snap Shots. Passengers ignore all ill effects and if destroyed enter ongoing reserves just like in the old book.
With the change to Fast attack this means I can start with 15 Flayed Ones inside it whilst still in reserves right? Wraiths are better, they went up +5pts but for that they got +1T, they are now Beasts but with Wraithflight can move over all other models and terrain. I believe they made this change so you wouldn't be able to put them in Night Scythes.
As for points cost : Old/New Wraith 35/40 Whip coils 10/3 - 45 vs 43 Particle Caster 5/5 - 40 vs 45 Transdimensional beamer 15/10 - 50 vs 50 So the whip coil version became cheaper compared to the old cost and afaik this is the most used config. They become I5 with whipcoils (+3I) but I do believe they are reduced to I1 when moving through terrain.
Wraithflight: When moving, Canoptek Wraiths can move over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.
Now the question is does charging into assault count as movement or is it assaulting? If it's movement they you count as moving through open terrain and wouldn't have you initiative reduced? Right? Scarabs no longer eat armour values, they just auto wound and glance on 6+ To Wound/Pen. They now cost 20pts so +5pts, still usable and scary in CC vs vehicles and perhaps MCs but other than that they are pretty meh.
Doom Scythe is 15pts cheaper but deathray is nerfed to hell as we've all seen from the rumours. 24" S10 Ap1 Heavy 1, Blast, Lance Sure it glances every vehicle in the game on 2+ but still. They could have given it a 2 profile weapon or something. Like S7 Ap3 Large blast or Heavy 6 S7 Ap3. I guess one positive thing is that you could technically take 20-40 Doom Scythes through the Decurion Detachment and each Deathbringer Flight (2-4 Doom Scythes) causes models within 12" to have -1Ld Monolith is same old, either good or shit depending on how you rule the Deepstriking Skimmer problem of them not being able to mishap from landing on friendly or enemy models or say the rule doesn't take effect because deep strike isn't movement/ mishap happens before movement so the rule wouldn't apply or whatever other reason you can think of why this rule wouldn't apply.
They can however no longer suck in models and eat them :( C'tans and Mind Shackle Scarabs C'tans are a bit more interesting imo and they combo with each other as well as with MSS. The Deciever has the Dread rule which causes all units within 12" to suffer -2 to their Leadership. Nightbringer has the Gaze of Death which is a shooting power with 12" range that causes wounds equal to 3D6 minus leadership on the target unit at Ap2 with Ignores Cover.
Meh but still a combo, same goes for MSS. If you have the Deceiver within 12" you the Fear check is even harder for your opponent to pass. 3D6 on a fear check is pretty good but as it doesn't work on Space Mehreenez it will be considered useless by most people. They really should remove "And they shall know no fear", 30K does well without it and it's an op piece of shit rule that makes it annoying to fight SM that are already pointed too cheaply for what you get (imo, I'm biased because I pay 12pts for a battle sister that's complete shit compared to a SM for +1-2pts).
The 3 C'tans are pretty meh, but I think they are more interesting than the old book even if you can't customize them in any way. Guess we'll have to wait for a C'tan kit before they do that again. Out of the Formations in the book only one stood out for me. Canoptek Harvest 1 Spyder, 1 unit of Wraiths, 1 unit of Scarabs Special Rules: Move Through Cover, Relentless Adaptive Subroutines: At the start of each of the controlling player's movement phases, chose one of the following special rules: Fleet, Reanimation Protocols or Shred. As you can take this formation as part of your Decurion Detachment it means you can give your Spyder, Wraiths and Scarabs a 4+ RP. It almost means you can move and fire the Transdimensional Beamers on the Wraiths as the entire unit has Relentless. Wraiths and Scarabs with Shred is pretty nasty as well :D I wish there was a Flayed Ones formation but at least there is a Decurion Detachment so you can take 10 units of them if you want hue hue hue...
I'd love to see a Flayed Ones supplement, making them troops, having a flayed Overlord and Lords, allowing ghost arks to rebuild flayed ones. They could at least have made them fearless... They mentioned on the 11th Company podcast that you can get a 2+ re-rollable save but I'm not seeing it, perhaps you need to use items from one of the BA vs Nids books. All I can find in the book is the Nightmare Shroud which gives you 2+ and Fear, once per game instead of shooting you can nominate an enemy unit within 18" and that unit has to take a Morale check (Fearless and ATSKNF ignore this). This could potentially be extremely good as a unit that's falling back automatically fail Morale checks if I'm not mistaken. Anyway, this was allot longer than I intended, was only going to point out the Flayed Ones change but threw in some of the others because I was bored.