Last time we looked at all those spiffy special characters the Necrons have access to. In Part IV we'll be taking a peek at the two Troop options and the three transportation options for the Necron army. While the Troops section is pretty underwhelming, the transports the Necrons have access to are very interesting. More after the jump.
Considering RP can always be rolled, unlike WBB, I put them both at the same cost even though RP is on a 5+ to WBB's 4+. So really all we lose here is a point of armour for 5pts. This is pretty fair in my opinion, after making a fandex the last couple of years and researching the crap out of point costs 5pts is spot on if the only change is the armour. On top of everything, the ability to take a minimum of 5 Warriors instead of 10 is a godsend. But, just like before, there aren't any weapon options for these guys.
While the S5 shooting is nice, I'm just not much of a fan of these guys anymore. The Toughness change doesn't bother me as much as the Gauss Blaster change, but Tesla Carbine makes it easier. I'm just not sure these guys are worth their points cost. In my mind I compare them to a Tac Marine which costs 1 less point, has numerous weapon options if you bring enough, has ATSKNF and 2 higher Initiative, though they suffer from 1 less S on their shooting, don't have RP and have 2 less Ld. I suppose the point cost isn't too off-base, but I would have liked to have seen these guys at 1pt lower than their current cost and those that understand the value of ATSKNF I would guess would agree with me.
Catacomb Command Barge
This thing is impressive. Though with an 80pt cost plus the cost of whatever guy you put in it it's a quick way to lose a lot of points to your enemy. Its wound soaking keeps it going, however, and the sweeping attacks are pretty awesome considering you can move as fast as possible and still do damage.
I keep going back and forth on this, which will probably end up being my tactic. This is a transport where you want to keep your infantry on the outside rather than within. I see 10 Warriors inside and 10-20 outside swapping places when one of them runs low on bodies. The limitations on what can and can't be carried in this transport is curious...I'm wondering if this thing will be the beginning of how transports work for all armies only allowing certain units to ride. The price of this thing seems steep at first, but when you consider it replaces lost bodies within 6" of it, it's essentially protection for numerous units.
Part I of this codex review, for every roll To-Hit a Tesla weapon fires it will get an additional 2 hits. As a weapon, it comes equipped with the Twin-Linked Tesla Destructor. The unique thing about the Destructor is that it has the Arc ability: any units within 6" of the initial target will take D6 S5 AP - hits on a roll of 6. This thing can also DS into battle. The base of the model is the access point as it sucks up its buddies like a bad sci-fi movie. The weird quarks this thing has is it can move flat out at 36" and can fire all of its weapons at cruising speed. It can also carry 15 infantry, 7 1/2 jump infantry or 5 jetbikes. The most unique quality is the fact that if the Night Scythe is destroyed the stuff inside isn't allowed to disembark, but instead is put into reserve and cannot DS in.
That last bit is what makes this thing either really good or really bad. If it's last turn and you've got stuff inside going to contest a point and it gets taken out; it's really bad. If some GK assassins are just outside your Night Scythe when it goes down; it's really good. It's a little cheaper than the Ghost Ark and can transport anything, but without reliable disembarking this thing could end up being a nightmare for point-capturing games and a MVP for annihilation games.
That's all for now. Come on back for Part V where I'll be going over the Elites section of the new Necrons.