Saturday, 10 December 2011

Necron Deathmarks

So in this post I will be talking about the necron deathmarks, a quick overview and what I feel are the pros and cons of its existence in the necron codex.
First off the five man unit of deathmarks will set you back a measly 85 points, the second cheapest unit in the elites section of the book. For that you get, basic necron stats, reanimation protocols, hunters from hyperspace and ethereal interception. Hunters from hyperspace allows the unit (once deployed) to select an enemy non-vehicle unit to wound on a 2+ for the rest of the game (both shooting and close combat). Ethereal interception allows you to deepstrike after any enemy unit has arrived from reserve this means no reserve roll for you, however they are sitting there until your turn.
So that covers the rules for these guys, as for there uses in the game lets get cracking! Deathmarks are armed with synaptic disintegrators a sniper rifle with 24" range and rapid fire. So you lose a bit on range however they can move and shoot. Although these guys are snipers they are going to be looking at short range targets, which isn't too bad considering they can deepstrike. Let us also not forget they are one of the most flexible choices when it comes to reserve as they can arrive in your or your opponents turn and be pulled through a monolith straight out of reserve with no roll required! As for targets we are looking at monstrous creatures or special characters (and their body guards), with rending they have a chance against vehicles but not a great one. Personally I would use these in the minimum unit of 5 unless I were to use them in a defencive game where I might use 10 to help form a gun-line. At 85 points I think these are a good little unit to include for trouble shooting, although they take up a precious elites slot in certain armies that won't matter too much.

No comments:

Post a Comment