Games Workshop - Warhammer 40,000 - Necrons Canoptek Doomstalker

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Games Workshop - Warhammer 40,000 - Necrons Canoptek Doomstalker

Games Workshop - Warhammer 40,000 - Necrons Canoptek Doomstalker

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Another new character coming is the Chronomancer. A dastardly Necron who likes to manipulate time and space. There are plenty of small, elite units that are priced to move now, so it feels like there are places to take the Szarekhan – but as above, expect to see some of it on the table a lot as the Silent King flexes his considerable muscles. Nephrekh Welcome to the first in a series of Faction Focus articles for 10th Edition. 10th has now been in the wild for long enough that people have really started to get to grips with what each faction can do, and starting today we’re going to be publishing articles exploring each one in turn. This Edition, we’re planning to be much more modular about how we handle our enduring competitive content for the game’s various factions, aiming to make it easier to maintain, and this is the first step down that road.

Should the Triarch Stalker's firepower prove insufficient for the task at hand, it can instruct nearby Necron phalanxes to add their firepower to its own, and even transmit targeting data to ensure these augmentative volleys are as accurate as possible. Only the toughest and bravest of foes can withstand such a barrage -- others are driven screaming from the battlefield, or mown down by the pinpoint salvoes. Melee is good now! Being able to compete in the fight phase is proving essential in 9th, and this book gives Necrons the tools to deal with their opponents up close. What are your personal opinions on these two units? Since they’re both heavy support, do you think one will be more popular over the other? I’ve definitely already noticed this impacting my list-building choices, and it’ll also have a big impact on positioning during games, as there’s going to be a real trade-off in some turns between staying in range for protocols or going out hunting. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

Army Lists

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 a revised datasheet for the new edition, the Flayed Ones’ long flayer claws can shred armour with even greater ease, as they now strike with an AP of -1. And as one would expect for a unit whose rather gruesome modus operandi sees them cover their metallic bodies in a macabre second skin made from the flensed flesh of their victims, they’re at their best when killing squishy stuff.

As long as you meet the first two conditions, then before the game you prepare command protocols. There is a list of six of these, each with two effects, and after deployment but before the first turn roll-off you choose five of these and assign one to each of the five battle rounds of the game. Scaling the uses of this sort of thing by mission size, and standardising across all armies, feels like an elegant solution and we’re glad to see this. For Necrons specifically, extra warlord traits help because of the mandate to make a NOBLE your warlord. I’d expect to see Enduring WIll added to Skorpekh Lords a lot, and Thrall of the Silent King tried out on a wide variety of buff characters like Crypteks. Relic wise, the Veil of Darkness has been slightly nerfed but remains a near must-have, and there are some good generic weapon options. All together, very useful. First, we’ve got the Canoptek Doomstalker which looks like a big brother version of the Canoptek Reanimator. If you look at the first big points to make about the datasheet, the model is a heavy support and GW redesigned the way degrading works, now giving an entire new statline to follow as it gets injured. Win An Indomitus Box: Enter Now Mobility is lower: The one sad point – everything is just that little bit slower, so you need to be careful to either plan ahead or include buffs to counter it.

Datasheets

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. Warriors • Immortals ( Despotek • Guardian) • Pariahs • Deathmarks • Lychguards • Triarch Praetorians • Flayed Ones • Cryptothrall Right up front, the substantially increased breadth of Reanimation Protocols and Living Metal is great. We’ll dive into the specifics of the new version of Reanimation in a second, but it just being everywhere without you having to think about it now is great. Same goes for Living Metal – with lots of multi-wound options having received a big glow-up, this applying to all of them is a nice minor upside. It’s also wild on C’tan shards thanks to their Necrodermis rule preventing them from losing more than three wounds in a phase. That’s all that really needs to be said about that, and Dimensional Translocation is just a consolidation of a bunch of effects that would otherwise have been printed on lots of sheets, so again we don’t need to go deep on it. Let’s look at the two big hitters from this section. Reanimation Protocols Depth! There. Are. Options. If you wanted to compete with Necrons in 8th at all you basically had one core to build around. That’s no longer the case, with valid routes to horde, ranged or melee strategies. Chronomancer ( Orikan the Diviner) • Plasmancer • Psychomancer • Technomancer ( Illuminor Szeras) • Apprentek

Overall, with a random D6 shot output and only hitting on a 4+, you’ll most definitely want to bring more than one of these to get the most value out of your points. Definitely a sweet model though. Lokhust Heavy Destroyer New and exciting for the Necrons, we have custom dynasties. Two lists of traits ( Dynastic Traditions and Circumstances of Awakening) are provided, and you have to choose one effect from each list. The Skorpekh Lord is slightly nastier in terms of personal killing power, but a bit less mandatory to make their unit excel. They do add Lethal Hits, which is a strong effect, plus Mortals on the charge, but our strong vibe is that Necrons are very much a synergy army, so the Skorpekh might fall behind. Twin-linked Heavy Gauss Cannons – Heavy Gauss Cannons are devastating weapons best used to penetrate heavy armour. They are the same weapon as that mounted on a Heavy Destroyer.I do think we’ll see less Sautekh than we used to simply (ironically) because of how much better this book is now. Previously, the Sautekh warlord trait and some of the characters were duct tape desperately trying to hold together a terrible faction – now it might turn out you simply have better options. There is still stuff to like here though, so expect to see them tried. Custom Dynasties Last out of the character toys, the four fancy flavours of Cryptek now have a list of 12 special wargear options that you can buy them with poi

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. Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit. Command Protocols: A set of special rules that activate one-per-turn and grant your characters buff auras if certain conditions are met. Last up, the only non-Epic Hero of the bunch is the Transcendant, who doesn’t get Reanimation but can, as pointed out earlier, currently take the Sempiternal Weave. For your health, we recommend not doing the maths about what it takes to kill one with that. Don’t worry about it. In terms of what they do other than that, they’re pretty cool – nasty shooting and melee, but more crucially they get to redeploy on board any time they advance, making them potent board control tools (especially considering how tough they can be). We think the named ones probably get the edge, but there’s at least a draw here. Battleline

How Does This Faction Handle Enemy Tanks and Monsters?

The last point is worth exploring. Up front, the bad news is that the old Cryptek +1 to reanimation aura is gone. It’s a shame for Necron players because it would have been very good with this new rule, but honestly probably a bit much given the power in the book. Technomancers, one of the Cryptek sub-classes, can now reanimate a single dead NECRON CORE model from a unit (or d3 Warriors) in your command phase in homage to their old abilities, but don’t expect to be routinely rolling this on a 4+. The only sources of that are Canoptek Reanimators, which still have a terrible statline and the Orb of Eternity relic. You do have one more angle to mess with the rolls directly in the Protocol of the Undying Legions, where one directive lets you re-roll one dice each time this triggers, but by and large you’ll be rolling this down the line, and once you’re done your models are gone. Or are they? Next up, shooting. This is an area where the Q3 2023 Dataslate hit the best Necron options quite a bit, so there’s a few ways you can go with this. Lokhust Heavy Destroyers and Doomsday Arks are your top quality choices, but you definitely pay for them. Doomsdays are just all-round good and durable, but hard to hide, a little swingy and run you 210pts each. Lokhust Heavies, on the other hand, are extremely good at killing whichever target you build them for, and fairly easy to hide, but way, way more fragile than you’d normally expect from a 150pts “heavy shooting” unit. You generally need something that can kill enemy tanks, so either three Gauss Lokhusts or a Doomsday is a fine place to start here, which you can either supplement with the choices below, or a second unit of the same (with the option on Enmitic Lokhusts on a second unit). This techno-monstrosity is a shard from the most formidable of the already cosmically powerful C’tan, the Void Dragon. We’ll be learning more about what it can do with all of that green lightning in the near future, so stay tuned. Annihilation Barge • Catacomb Command Barge • Doomsday Ark • Ghost Ark • Tesseract Ark • Tomb Blade • Monolith ( Doomsday Monolith) • Megalith • Obelisk • Tesseract Vault • Dias of Dominion and Triarchal Menhirs • Triarch Stalker Overall, this terrain is easily the most mobile terrain we’ve ever seen for the game. Although, as we said before you’ll want to be running multiple Crypteks to get the most out of shooting these things around the board. Ophydian Destroyers



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