Last time we took a look at all of the Troops and Transports available to the robot zombies, and this time we'll look at some fairly more powerful selections to protect those Troops and Transports. Of the Elites we have a wide range of unit types from Monstrous Creatures to Walkers. This is one of the larger sections of the Necron FOC, so let's break it down.
The more I think about these guys the more they change from bad to good. Essentially they'll typically be used as a suicide unit to come in and take down a Daemon Prince before dying to assault on the next turn. I'm not a fan of suicide tactics, but I'll admit these guys are a pretty cheap option for it.
These guys are pretty nice. I'm not a firm believer in putting more than ~30pts into a model with only 1 wound, but a 4++ save can hold its own. The choice between a S7 power weapon and a 4++/S5 power weapon is a tough one, though. The damage reflect is more of a gimmick as you won't find yourself that close to an enemy without being in close combat more than once or twice per game, but as far as I can tell you're not really paying much for this ability. My question is if the rumor about 6th Edition's phases being changed to Movement > Assault > Shooting, will the shield's reflective blocking ability ever see play.
(/giggle) for a Voidblade (Rending and ES) and Particle Caster (12" S6 AP5 Pistol.)
In my opinion the choice between to the two weapon sets is obvious; take the Rod of Covenant. While the Particle Caster is higher Str and longer range, the Rod has just as many shots and can take out Terminators. And while the Voidblade will eat armour and has Rending, Scarabs eat armour faster and for cheaper and the Rod will always ignore armour saves rather than Rending which will only do it 1 out of 6 times. The fact that these guys are jump infantry is their claim to fame. With an 18" reach to assault and weaponry that ignores any armour, they're something the enemy can't ignore. My only qualm is no invuln save, so I'd say bring a Destroyer Lord with a Rez Orb to keep you coming back. Or have a Wraith following along to knock Initiatives down to 1, but we'll go over Wraiths in another article.
(but not while assaulting from the way I understand how it's read.) In addition, when the C'tan dies, everything within D6" takes a S4 AP1 automatic hit. But that's not where the C'tan's abilities end. Every C'tan Shard must purchase two powers from a list that range from 10pts to 50pts in cost and no power may be selected twice per army. These powers are vast and diverse ranging from the ES ability, to removing a model from play on an Initiative test, to exploding all flame/melta weapons on the board on a roll of 6, to DSing mishaps for close enemies, to creating dangerous terrain for your enemies. Some powers are lackluster while others are very powerful, but all are costed accordingly.
These guys are tough as nails. Having played with one on the tabletop, I can attest to its power. I ended up testing ES and removing models on an Init test out and while ES was lackluster as ES's true shine is in large numbers of attacks, the Init test removal proved to be worth its weight in gold (it's perfect for getting rid of those Power Fists, which is one of the few things you're actually scared of.) The Toughness of 7 is what really climbs this thing's potential to the skies as S3 weaponry doesn't even have a chance of wounding you and Bolters only wound on a 6. With Eternal Warrior, your enemy has no choice but to just deal with this thing and that's a hard task to accomplish. In my game with the C'tan he ended up taking out 8 Terminators, 8 Nurgle Marines, 4 Space Marines and a Rhino before getting taken out by a Missile Launcher to the face. If you can manage some 4+ rolls for his invuln save, this model should pay for itself and then some.
I'm torn on whether these guys are worth it or not. If anything they'll be hiding in cover or behind your Monoliths to get into combat, but with the loss of Move Through Cover it's hard to see taking these guys over some of the other options in this FOC slot. Regardless, 4 attacks on the charge isn't something to scoff at and if these things are on the table your opponent will have to deal with them.
As I was writing this the Move Through Cover rule is glaring at me. In the game I played with this thing it didn't get to do much because it kept rolling 1's for moving through cover. Unfortunately for me I didn't look at my rules close enough. Anywho, aside from the reliable Melta shots, the providing Twin-Linked to other things is awesome. A cheese-move would be to hit something with the Stalker so it's Twin-Linked, then have something that can shoot at multiple targets shoot that target first and then shoot at something else and still have Twin-Linked. The wording states that the model shooting at the target counts all its weapons as Twin-Linked for that phase, so I read that as legal. The only problem with this Walker is that he has to be relatively close to make his mark and if a melta or powerfists get in its face that 13 armour isn't going to save you and without a Dread CCW it's not going to be winning any fights.
That's all for the Elites section! Stay tuned for some really powerful stuff in Part VI where we'll look at the Fast Attack choices.