Wednesday, November 16, 2011

Necron Review: Fast Attack



This is by far my favorite category for Necrons. It contains the majority of what I consider fun units and I think it’s probably going to be the most filled area of the force org chart as people really start to settle down into their lists. On to the review!


Destroyers

Well the most common unit in the previous book got a role change. A lot of people are angry about the “nerfing” of destroyers but honestly on a point for point basis they perform equally against the previous entry. I’m not going to comment beyond this on Preferred Enemy since I don’t think it’ll matter for another 9 months or so which makes it a moot point. You can either run the unit as a 5 man jump infantry MEQ killer or you can run it as a Jump pack Dev squad with 2 ablative wounds. When all said and done though 260pts is pretty high for jump infantry lascannons so I doubt you’ll see them much. Personally I feel that destroyers are going to be heavily build dependant on whether or not they are useful or even used.

I don’t think you should ever see Heavy Destroyers under the current build. For the same cost as 3 H. Destroyers you can get 5 Crypteks w/the AP2 Missile Launcher (actually 5pts. Cheaper). Add in competing with Wraiths for cc screening and enemy elimination and they just don’t fit. However you might see standard destroyers for their ability to shoot entire enemy troop choices off the table if you catch them in the open. Not something I’d particularly like to use but definitely a route you can take. Overall though I don’t think Destroyers will see much playtime, especially once/if plastic wraith models come out.

Tomb Blades

I think Tomb Blades don’t get the respect the entry deserves. This is your jack-of-all trades Fast Attack choice. It’s also one of the very few customizable units in the codex. This unit does specialize in anti-troop which is something most of the army already does so I expect to see it run in a single format; particle beamer. This turns it into a 30pt jetbike toting a st6 ap5 blast which is pretty damn solid.

Does anyone remember Tyranid Warriors w/Deathspitters in the previous book? The unit of 5-6 Warriors toting St6 templates? That’s what this unit reminds me of. I used to use it to kill tanks in a pinch but mostly I put a massive hurt on dismounted infantry units. Overall I think a lot of people will overlook this unit but I think that would be a mistake. For 150pts you’re looking at a unit of five jetbikes w/St.6 templates at BS4. You could bump it to BS5 if you choose or add a 3+ save but the points go up at the same time and it’s just fine at its base since the armor is a 33% increase in cost in exchange for 16% survivability. The only time I’d consider this upgrade is if I was taking a single unit. If I’m taking multiple units then I wouldn’t bother. I will say that the Stealth upgrade might be useful when combined with turbo-boosting to give a 2++ save for when you need to redeploy or put heavy pressure on a flank.

Overall I think it’s a ridiculously solid units and one that I’ll be adding to my forces in an instant when the new models come out. Dang, I might be excited enough now to build a unit to use…..I’m persuasive J

Canoptek Scarabs

This is a unit that will depend on the FAQ. Overall I was less than impressed this weekend but that could have been due to circumstances and use instead of actually being a subpar performer. The reason I say this will depend on the FAQ is that right now most people agree that Entropic Strike will be rolled before rolling to pen which is a pretty big deal. Take that away and they do lose a bit of their awesome. That said they are a cheap, fast, and theoretically nasty anti-tank unit.

Personally I think that their value will come in field control and not actual damage that they do. Any vehicle in that 18”-24” range is going to move over 6 to avoid going pop which helps suppress the enemy and allows you to dictate the flow of the game. However I think you’ll soon find that unless you go crazy on scarabs and spiders that most armies will be able to deal with them rather simply. In fact between scarabs and beast packs you won’t be able to not run those options in your codex that can deal with them.

I’m probably breaking with most people’s thoughts on this but I just don’t see Scarabs being a focus and actually rate them probably the second lowest of the Fast Attack options. A single unit is all that you’ll see in my armies moving forward and likely not even that most times.

Wraiths

Sue me. I saved the best for last. I personally think this is one of the two all-stars of the book. After having played with Raveners for the last year in my Tyranids I’m not even sure I can properly sing the praises of this unit but I’ll try.

First off you can take 6 of these bad boys. This is a pretty huge number of multi-wound models and you can do it based for just 210pts. This is a unit that can hang for days against dedicated combat units and will just eat anything that isn’t dedicated to combat. They are fast and when combined with Solar Pulses (which are almost mandatory) they have the potential to reach combat virtually unscathed. You can use them in the offensive missile role or use them as a very mobile counter attack to screen your troops from units trying to punch them in the face. Overall they are way above par for their cost base though this does not mean they are undercosted. It means they are costed to integrate into the rest of the book well.

Let’s look at some of their options. You should ever take the heavy weapon. So let’s just go ahead and drop that idea. The pistol is an interesting choice and might be worthwhile but I only expect people to use it for wound allocation. The whip on the other hand I see quite a few people taking. Personally I’d probably only take 2 per 5-6 man squad. Always make sure that the closest model before the assault doesn’t have a whip that way you can maximize the attacks you drag off but more than that is overkill and the points will add up way to fast.

For me I don’t see myself leaving home without two units of five almost ever. They are just that good. What I think adds to it is that most armies won’t be able to counter them as easily as scarabs and that all the counters to scarabs are different than the counters to Wraiths. So I’m counting on you guys to keep bring Scarabs so people are more afraid of them than Wraiths J

Conclusion

You can tell from what I’ve written here I hope that I think the Fast Attack section is one of our best assets as Necron players. I’d go so far as to say it’s my favorite Force Org area from any codex. While to me Destroyers and Scarabs are relatively lackluster they are still solid choices overall and will see use. I think this is one of the first areas in a codex without a complete dud in it. Two of the choices in particular are going to cause people to change their lists and that’s always a good thing. Overall this is where I’ll be building my army of whenever I pick up the Necron codex. Hope you enjoyed. Discuss!

Comments (17)

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Fast attack is your favorite FOC slot in every codex? What about Chaos? :-p

I think that Tomb Blades look interesting, but it's hard for me to get over the fact that they only have a 4+ save, coupled with the lack of skilled rider. It means they don't get cover as often as they would likely prefer, and really, 4+ save isn't very dependable for a 30-point model.

Overall I agree with you though, no horrible choices in this section.
1 reply · active 697 weeks ago
Oh it was close but this one just eeked out Chaos :)

No a 4+ save isn't amazing. But for the point value on the unit vs. it's damage output they are a steal even with that point value. Likely if I'm taking one unit I'd keep them behind my Wraiths for support and for cover saves. If running 3 units I'd put a 3+ save on one unit and then leave the others alone or possibly (depending on point) add stealth to the rear units.
The big part about the Scarabs right now is the Spyders. I'm also not a terribly big fan of the Scarabs, especially in a Grey Knight world where everything is force weapon, S6+, or comes equipped with Rad Grenades. However, one of the biggest things about Scarabs/Spyders right now is poorly written rules on spawning and the interactions between the two units.

What I'm seeing repeatedly suggested at the moment is that if you take 9 Spyders and start spawning Scarabs into a unit, you can place the new bases within coherency of the original scarab unit. The problem is we are not given any instructions on how to do this. Thus, if one goes with the interpretation that the new bases need only be placed in coherency with the squad, it is technically possible then to create a wall or line of scarabs which stretches nearly 24 inches across the board. This guarantees a turn one assault, which if there is no bubble wrap present, would be into vehicles which haven't moved yet, thereby auto-hits and an entire slagged army.

Even if we can't place the newly added bases in coherency with each other and the squad but only with the squad, having 3 units of Spyders being able to go in succession still guarantees a first turn assault from a beast unit given that you pick up an extra 11.5 inches (2 + 1.5 per grouping) followed up by a 6 + d6 + 12 assault range giving a total of 30.5 - 36.5 inches.

Anyways, once that gets its required FAQ, Wraiths I also tend to think are pretty darn awesome for what they can pull off. I also think that Wraiths/Spyders with whips should be considered in Tandem with other units. Being able to drag some units down to I1 would then allow some of the other nearly worthless seeming (see Lychguard) units the ability to add serious punch down into a unit.
1 reply · active 697 weeks ago
Actually in an army that focuses on Tomb Blades is where Lychguard will probably come into their own. Since you'll still need some CC support and this is an easy place to get it for not to many points. People really underestimate the difference T5 makes as far as wounds taken.

Regarding the Scarabs I think you'll see it ruled as in coherency with the starting unit which is still pretty nice when all's said and done but I still think it'll take a turn to get to the enemy and that people will adapt. And what Rad Grenades do to them doesn't bear thinking on....
I've been running 4 Wraiths all with whips & a Destroyer Lord w/ mind bugs at 1k & 1,500. It eats just about everything its run into. Besides point issues I dont see why your no kitting out the entire squad with whips??
1 reply · active 697 weeks ago
Once you start equipping the entire squad with whips you start to get into diminishing returns. Not only can you not wound allocate but you are going to lose a model or two before getting into combat and now your paying an additional 10-20pts for an ability you won't use. Basically once you get past 2-3 (depending on squad size) you start to get to where you don't get as much back for the points.
Point taken, I've been seeing it from the whole I want the best odds to punch first.
When moving up to 2k & with larger units, I guess it make much more of a difference.
Have you try'd using a destroyer lord with them??
2 replies · active 697 weeks ago
I've considered it but the Court are almost mandatory for most lists so I take 2 standard lords every game right now. Though that might change later.
Ya that is the major Drawback of Desto Lords - no courts :(.
ShadarLogoth's avatar

ShadarLogoth · 697 weeks ago

Haven't gotten any traction with this on Dakka, and I know its pure sillyness, but what do you think of 6 Wraiths+Exile Ray+Obyron+Phaeron Lord.

I know its at minimum 545 pts, and I think you would need to throw in at least one pistol and one whip for some wound allocation shanningans, but its a unit that could DS and statically should remove any model in the game with one volley of shots, as well as more then hold its own in CC.

Now, it kills me to nerf a fast unit like that, but you would HAVE to keep them with Oby+Lord after you get them deep into the lines. Plus if you have Oby you might have Nemo and his attention might be better suited else where, all depends on the battle of course.

I honestly started the idea as just an intellectual musing of what-if, but the more I think about it, the more I'm intrigued.
2 replies · active 697 weeks ago
I think for that cost you can have 3 units of 5 Wraiths and that they would serve you better than that. That unit would be useless against GK's (arguably the most prolific army) as deepstrike is a no-go against them. While it is tough you wouldn't be able to support it enough that the entire opposing force couldn't lay down fire on it. Basically the odds are pretty that'd you get your points back so I wouldn't worry about it.

Now for fun I say give it a go. But on a competitive scale I'd say no.
ShadarLogoth's avatar

ShadarLogoth · 697 weeks ago

Yeah that was basically my line of thinking. I've been locked in a new daddy dungeon for the last 6 months and haven't had an opportunity to face the new GKs, what do they do to disrupt DS?
I really rate the Heavy Destroyers, actually. Not because they're especially brilliant - because they exist, and can be taken in Fast, and not in inefficient, limiting 'one anti-tank shot per two normal shots which you'll waste to fire the S9 gun' combinations. It means that there's something that cracks tanks at range in every slot, so if I've loaded up on, say, close combat Elites and utility Heavy Support, I can still cover the ranged anti-tank angle from Fast Attack and ensure a balanced build.
1 reply · active 697 weeks ago
ShadarLogoth's avatar

ShadarLogoth · 697 weeks ago

Good points Von. Additionally, unlike many Heavy Weapon Squads, their soak wounds actually contribute to their primary target's fire power, ie. normal Destroyers can glance any tank in the game. And of course the HD SR 9 AP 2 will function quite well if need against a Monstrous Creature or the like.
I disagree on Destroyers/Heavy Destroyers; I think the basic ones are rather needless in the book, since you have so many infantry-killing guns already, while the Heavy Ds provide a mobile Lascannon shot- yes, it's expensive, but it's independent of your other units and can thus maneuver to get side shots. Crypteks are cheaper, but they don't get a transport unless you stick them with a squad, in which case you can't use them as easily.

I'm not sold on Particle Beamers on Wraiths or Tomb Blades. I think they're both good units, but the cost jump on TBs is just too much for going from S5 to S6 (and losing your Tesla) while Wraiths should be getting into CC, not dicking around with mediocre shots.
1 reply · active 697 weeks ago
Your a little off on the Wraiths shooting weapon. It's a pistol so they can shoot and then charge. It's like an extra attack that doesn't rend.

As for the Tomblades I think the points are warranted for the extra boom boom. But your mileage may vary. I can absolutely understand not upgrading them but for me they fill a nitch. It's especially useful for when you pop a tank as you can lay on way more wounds than either of the other two options.
I am a wee bit disappointed for the Fast Attack slots... Not because the choices are not good, but because the most awesome choices lack reasonable models!

Gief plastic Tomb Blades and Wraiths! Now!

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