Saturday, 12 November 2011

Necron Codex Review Part IV: Fast Attack


So as I mentioned before I think maybe the best unit in codex has fallen into this section! But before that I will look at the other choices available starting out with the brand new tomb blades.

Tomb Blades
These are the new and only jetbikes for the Necrons, weighing in at 20 points and +1 toughness for being mounted not integrated like a destroyer they are an ok choice. Units of up to 5, no special rules save for reanimation protocols; however they do get to take some decent upgrades. Enough said really, I can’t see them being taken very often especially when you consider the other choices in this section.

Destroyers
Now moved to the fast attack section from heavy support, they now count as jump infantry and still have toughness 5, 40 points and add 20 if you wish to upgrade to a heavy destroyer. They can be taken in squads of 5 however only 3 can be upgraded to heavies, reanimation protocols and preferred enemy everything. Still a good choice for Necrons and better now they are in this section, 3 heavy destroyers for 180 points is a decent anti tank unit with toughness 5 and relentless so I would expect to still see these commonly on the table.

Canoptek Wraiths
So basically the same wraiths from the last book but with some vital changes to stats and rules. They count as jump infantry, have 2 wounds, rending and are not slowed by terrain and automatically pass dangerous terrain tests. They still have phase shifter 3+ invuln, however they do not have reanimation protocols so when they are gone they are gone. They have some basic upgrades; the particle caster st 6 ap 5 pistol, whip coils models in base contact strike at initiative 1 and transdimensional beamer, shooting attack one model hit takes a strength test or is removed from play.  For 35 points wraiths are still good value, although they are a little slower than they were in the last book, I could still see taking them.

Canoptek Scarabs
These will definitely change some things in the game, but firstly let’s talk about the changes to them. Scarabs are now classed as beasts not jetbikes so they can’t move as quick but get the 12 inch charge range and move through cover and fleet! Secondly in exchange for their small target rule which gave them +1 to any cover save they now have the entropic strike special rule. So this means a unit of 3 bases comes in with 15 attacks hitting a vehicle on 4+ let’s say, so 7.5 hits and then half of those  will reduce all the armour facings by one point. So let’s say 4 on average, that means a land raider reduced to a raider and a raider reduced to armour value 6 all round! If the armour is reduced to 0 then it becomes wrecked, quite possible with units of 10 scarabs. Although they are weak with toughness 3 and swarms special rule vulnerable to templates this is a small price to pay if used correctly they can cause a lot of damage to your enemies vehicles.
So overall fast attack definitely seems the place to buy all of your anti tank needs, scarabs are going to be seen in every list I should imagine and destroyers will still remain quite highly placed as well. As for the tomb blades it remains to be seen how effective they will be, at first glance they are nothing out of the ordinary but it is early days. Next up I will be looking at the elite choices!

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