- This is now an old Sister style close range firefight army. Virtually everything fires at 12" or 24".
- The new WBB is excellent, 5+ FNP that always works. Simple & Easy.
- The Monolith is pretty much dead. It isn't useless, but I just cannot find somewhere I want to put it except maybe in a trick list. Like the Land Raider. I actually liked the rebuild of the Gate and weapons, the ability to snatch units that missed their reserve rolls out of reserves early is really cool, but the double nerf of both living metal and deep strike mishap immunity (unless you fall off the world) was too much. That sucker is too darned big to play around with a DS on a 25-30% table with units on it unless the immunity is there. There might be a case for a triple Monolith Roomba list, but I don't see it.
- OTOH, maybe it isn't dead, but it isn't going to be harder to maneuver around.
- Entropic Strike (50% chance of -1AV per hit) looks nasty, but.... the primary carriers are the Scarabs and since they aren't jetbikes anymore, they aren't nearly as fast. With only a 5+ armor save and Swarm USR, they can be blasted down fairly easily, but large swarms with Spyder support (make d3 new Scarab bases for a Scarab unit within 6" each turn) could provide for a wonderful distraction unit.
- Don't forget CC. There are only two units in the entire codex that don't have I2. Now that isn't all bad since there are several ways to punish people assaulting you by reducing attackers to I1 or get free hits before combat with lightning field. One named IC has the ability to get extra swings for every swing that misses him, up to a max of +6 attacks. Potential 9 attacks at I2 with WS6 and S7(!) with a power weapon. That could be...ouch.
- Key hurt vs. a lot of armies, initial AV13 front and flank armor on almost all Necron vehicles. Melta will pop the quantum field to make them AV11 again, but most missile launcher or long range melta is going to suck wind with needing to roll a 6 to penetrate and pop the field.
- The Ghost Ark transport and Doomsday Ark AFV are fun with five gauss flayers on each flank that can fire at different targets (and for the Doomsday at different targets than the main gun), but I'm not excited about the Doomsday Ark yet. It is about the only super long range firepower in a short range shooty army, but it has to sit immobile. The Ghost Ark's ability to rebuild D3 Warriors for an understrength unit within 6" will make it a target too.