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Games Workshop - Warhammer 40,000 - Necrons Canoptek Doomstalker

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Hexmark Destroyer • Lokhust Destroyer • Lokhust Heavy Destroyer • Ophydian Destroyer • Skorpekh Destroyer Quantum Shielding: Rewritten completely, this now functions as both a 5++ and a permanent transhuman (can only ever be wounded on 4+). Heavier hits to the top four Factions left Necrons better able to compete with them, and the removal of 10-model Custodes units and reduction in Thousand Sons’ power were particularly welcome. When you deploy these three models, they all have to be within 12″ of each other. After that, they’re all treated as a separate unit. These guys come with an innate -1 to hit, they slap like the Skorpekh Destroyers, and they can deepstrike for free. What’s not to love? Plus, with a 10″ movement, they’ll be able to apply a decent amount of pressure by covering serious ground before making a charge roll. Psychomancer

Lawbringer Phalanx – When the vermin of the lesser races run wild, a thorough scouring is required – often on a planetary scale. In such times, the High Judicators who guide the Triarch Praetorians in their work will breach their ancient vaults and retrieve an Apotheosis Orb. An Apotheosis Orb is similar in function to a Resurrection Orb, but vastly superior in form and function. Whilst the orb functions, nearby Praetorians can use its energy to infuse themselves and their weapons with fresh strength and resilience. Triarch Praetorians are implacable warriors under normal circumstances; the presence of an Apotheosis Orb transforms them into a nigh-unstoppable crusade. Only by shattering their leading Triarch Stalker, in whose control panel the Apotheosis Orb is nestled, can the foe have any hope of victor. A Lawbringer Phalanx formation typically consists of a single Triarch Stalker leading two or more squads of Triarch Praetorians. With the flavor of time-bending, their special ability helps to make it easier for them to get into combat as well as soak up fire. If a unit is within 9 inches you can choose it to re-roll charge rolls and get a 5+ Invulnerable save until your next command phase. Flayed Ones Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

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At its new price, the Monolith is also reasonably attractive, but its viability heavily depends on terrain, as on some tables it’s very hard to move. Annihilation Barges are also decent as additional supplemental tools. Protocol of the Hungry Void: Additional -1AP on 6s to wound when fighting OR +1S in the first round of combat. Favoured by Novokh. Let’s imagine that you’re now into the game and want to start flensing the galactic usurpers into nothingness. Are there tools to help with that? Yes – especially if you like using rapid fire gauss weapons. There seems to be a general trend in this book that rapid fire gauss is being positioned as the “default” weapon setup, and you get a few options for this. When a CORE INFANTRY unit shoots with rapid fire weapons, you can spend 1CP for Relentless Onslaught, giving you extra hits on unmodified 6s. With any gauss weapon, including the new reapers, you can also pop Disintegration Capacitors, auto-wounding on unmodified 6s to hit. Put them together and each 6 is one auto-wound and one extra hit – spicy stuff if you’re running Mephrit especially. You can combine this further with the upgraded Solar Pulse, which now strips a target of cover for the whole phase rather than just against one volley.

We’ve already chatted through the Dynasty traits, so that just leaves the generic ones. These are mostly pretty similar to what they were before, and honestly several of them end up looking like a bit of a downgrade. Imotekh gives you an extra CP each turn and has decent shooting and melee, plus a once-per-game Mortal AoE. He doesn’t buff his unit at all though, which feels like it might pull counter to what the army is trying to do. Acanthrite • Doomstalker • Plasmacyte ( Reanimator • Accelerator) • Reanimator • Scarab • Seraptek • Spyder • Tomb Sentinel • Tomb Stalker • Wraith Big spicy boys. Pretty scary, durable thanks to T6 and able to ignore modifiers to their stats when fighting in melee, which can be clutch against some armies. Also get to take one plasmacyte token per three for a once-per-game shot of Devastating Wounds, which can create big swing turns. Ophydian Destroyers Protocol of the Sudden Storm: +1″ move OR shoot while performing Actions without failing. Favoured by Nephrekh.Those are the ones I’ll be looking at with most interest as I try and figure out how to really optimise this effect. If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model: Each Convergence of Dominion consists of three Starstele (they’re the big obelisk-type things), which are seriously durable and armed with impressively deadly transdimensional abductors! Even better, they bolster units from your dynasty that are nearby and, with the help of a friendly Cryptek, can perform Translocation Protocols to redeploy across the battlefield. Necrodermis - The armour of Triarch Stalkers is made up of the same living metal Necrodermis that makes up all Necron bodies and vehicles. Its remarkable regenerative properties allow it to automatically repair damage to itself; whether this is the regeneration of parts of its hull, the reknitting of metal plates, and the reconnection of circuits and other delicate systems to bring its weapons online again. Many a foe has celebrated prematurely after landing a solid hit on an Triach Stalker only for it return its lethal firepower after a few moments of repair.

Cryptothralls are the protective big brothers of our Crypteks. They can join a unit as a Cryptek Retinue. At the start of the declare battle formations step, the Cryptothralls can join one other unit from that army that is being led by a Cryptek infantry model. If you decide to do this until the end of the battle, every model in this unit counts as being part of that original bodyguard unit, and the bodyguard unit’s starting strength is increased accordingly. What this means essentially, is the Cryptothralls are now bullet catchers for the unit, and boy what amazing bullet catchers are they. They are now T4 with two wounds, a 3+ save, and a 4+ feel no pain. What this does is provide your unit with some guys who are able to catch mortal wounds, as well as if they are part of the same unit as a Cryptek model, they also give that model a 4+ feel no pain as well. This helps protect your Plasmancer from those pesky snipers floating around. They are alright in close combat, but their main use will be to soak up as much as possible and then to reanimate, so they can do it all over again. Just like most armies, Necrons have sub-factions each specialising in different aspects of warfare, in this case the Dynasties. Most units have a keyword, which you replace with the name of one of your choice when adding them to your army. Choosing to draw a whole detachment from the same Dynasty allows units in that detachment (other than Dynastic Agents and C’tan Shards) to benefit from a Dynastic Code, boosting their capabilities. Relentlessly Expansionist: At the start of the first battle round, before the first turn, units with this code can make a Normal Move of up to 6″. Zandrekh gives a random one of three buffs in each of your Command Phases, with the juicy high-roll being Devastating Wounds on a roll of 5-6. That can cause some nightmare swings in your favour, but the catch is that one of his three abilities is usually dead on the shooting of unit’s he can join. Helpfully he has a second effect of bringing a once-per-game cost increase for an enemy Stratagem, which is just generically great to have. This guy feels pretty plausible depending on where his price lands, keep an eye on him as an option. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:

Wrap Up

Bear in mind that the above ideas are just two of a multitude of choices you can make and if you have settled you want to use X unit because you think they’re awesome then by all means go your own way. Competitively at the moment you’ll often see Sautekh and Novokh on top, though just about every dynasty (and custom dynasty) has neat options that you can play to and give your opponent a tough challenge. If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it. First up we have Catacomb Command Barges, which have some neat tools. They’re monstrously tough if you add the Sempiternal Weave (with a 4+ invulnerable save and semi-transhuman as well), provide an aura that buffs Objective Control, and can take a Resurrection Orb to trigger Reanimation for one nearby unit in the opponent’s Command Phase. With the weave they’re just a very good all-rounder that can play on a flank mostly alone, and helps out the rest of the army if that’s your priority instead. Each one of these is also coming with a pretty nasty short-range gun that is oddly…only S4 but doing -3AP 3 Damage. It’s surprisingly fast with a 10″ Move while also having 12 Wounds and a 5++ invuln. The weakest point about the model is that it’s only hitting on a 4+(thankfully that never changes as it degrades). With that said, it’s got two main profiles to use for shooting, however, the anti-tank high power version of the doomsday blaster can only be used if you stood still. Being that it’s a 48″ range cannon, there shouldn’t be many issues. The twin gauss flayer is just for some added dakka but obviously not the real reason why you’d take the unit

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