hello welcome back to Planet 40k guys we've got another tier list video for you today
this time we're going to be looking at the fast attack selections in the necron codex so if you
haven't already seen the previous videos we've already covered the elite options within the
necron codex as well as the hq characters to check those ones out they'll be in the necron
playlist on the channel but as for today yeah we're going to be doing the fast attack options
we're going to be starting from the d tier and working our way up to the s tier otherwise known
as the god tier now as always i've got to put a plug at the start the video if you haven't already
check out the members area by clicking the join button down below just for more information on
how you're going to be supporting the channel every penny made from the members area simply
go straight back into the channel upgrading the tech and as some of you guys already know i'm
looking to be battle report ready by 10th edition and furthermore members that within our discord
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okay so the plug is out the way let's get on with the video now we would normally start in the dt
but i don't actually have any models within the dt so we're going to be skipping straight to the
seated now how we're going to do this similar to the other previous videos we've done we're going
to start off on some positive notes we're going to talk about some negatives and then explain
why they're in this actual tear group now the kanoptic i can thrice they're not actually that
bad of a unit hence why they're not in the d-tier they're in the seats here so let's begin with the
positives so they've got a 12-inch movement and fly that's going to be quite common this is a fast
attack video after all but we've got to put it in the positive section to how much movement we fly
they've got the core keyword so they can be using abilities such as the mine will be done ability
and lots of other abilities that relate to being core they've also got the technomancer synergy
because they can optic so if you're using the kanoptic control node you're going to be plusing
one to the hit roll pretty good they're both a range and melee unit and both of them are
pretty decent so the range capability a k is only 12 inch assault one strength minus four p
d six damage or d six plus two at six inch range so it's effectively like a melter weapon
but further to add to this they've got a void blade so strength five minus three ap and one
damage and you're gonna be doing three attacks with this now the data sheet does say two but
you do get an additional attack with this weapon i'm not quite sure why they've done it that way
forge world don't seem to keep up with their units but having a melter weapon as well as effectively
a power sword on a single model isn't really that bad now they're also a pretty good target for the
veil of darkness really because of that melter weapon that they've got i need to stop calling
it melter it's a cutting beam we're not space marines we are necrons easily getting into 12-inch
range with the veil of darkness relic using the cutting beam to be absolutely frying enemy units
then finally they've got the shadowed wings ability so range attacks made against them will be
a minus one to hit very similar to our two blades there which we're going to see later in this video
now as for the negatives naturally they hit on a four plus because they're canoptic units
doesn't really go well when you've got strength eight weapons they've also got no in run save
now they're quite comparable to canoptic rafes in some sense but optic race of course
have the invon saves naturally attach them with their very form ability and they're actually much
cheaper so for me race are just a better option in the fast attack slots so that's why the canopy i
can thrive they're going to be in the seats here they're not a bad unit i just can't seem to ever
fit them into a list when you've got canopic raves and other units that we're going to talk
about today next in the ct list we're going to go with the canoptic tomb sentinel now another
fast moving unit 10 inch movement doesn't have fly this time but it's still 10 inch both the
range weapons as well as the melee capabilities are pretty strong very similar to the canopy i
can threads in fact now the tomb sentinel has the exile cannon 18 inch range heavy d6 unfortunately
but shrimp 10 minus 4ap damage is 3 with the blast keyword slightly let down with that blast keyword
there now it's got the tomb sentinel claws which are melee strength seven minus two ap two damage
so of course that's going to be taking away some infantry models the furthest to boost this you
can use the gloom prism some anti-cycling very similar to the canopic spiders they can act as
if they were a cycle doing the deny the witch test now this thing weirdly has the dimensional
translocation ability so it can be deep striking in from turn two onwards which is going to pose a
threat to your opponent's deployment zone so they're gonna have to screen off that
and completely change their tactics in order to prevent the tomb sentinel from actually coming in
now it's toughness seven which is pretty good pretty resilient as well as nine wounds on top of
that three plus armor save for 110 points i don't think it's too bad of an option so it's in the ct
now as for the negatives again it's a kinoptic unit so it's hitting on a four plus naturally
no in one save again so a lot of weapons are just going to go straight through that armor
now it does have to get past the toughness seven but once it does yeah it's gonna be going through
like butter as we already mentioned in the good section yes it does have the capabilities at range
and in melee but you can't shoot this weapon into combat even though he's a monster unit because the
weapon has got the blast keyword attached to it and he can't fire blast into combat very similar
to our doomsday arc and our canopic doom stalker which is one of the main negatives on those two
units then finally it's an unreliable amount of shots d6 shots life is like a box chocolates you
never know what you're gonna get okay so that's the ct all wrapped up the canoptic acanthrites
as well as the canoptic tomb sentinel so let's move on to the beast here and to begin the bt
we've gone with the affidan destroyers 10 inch movement again pretty good hard wired
for destruction because they're a destroyer cult unit so they're going to be rerunning once a hit
naturally they've got the whip coiled bodies so that's a minus one to hit these guys in melee
not too bad tunneling horrors which is effectively like dimensional translocation it's pretty much
deep strike coming in from turn two onwards threatening your opponent's back lines it
doesn't have to be their back lines it could be anywhere on the board of course but i like
to mess with my opponent's minds when if they leave their deployment zone yeah we're coming in
from the back and we're taking everything they've got now they've got a pretty decent melee output
quite comparable to the scorpit destroyers although these guys start at strength four not
strength five so they're not going to get to those high strength weapons but the reap blades go up to
strength six and the hyperface threshers are going to be staying on strength four but there's quite
a lot of ap and quite a bit of damage there now i must mention here now we've not actually put this
in a bullet point but the affiliate destroyers of course have the avidian claws to add to their
melee capabilities so there's gonna be two attacks per model strength four minus one ap one damage
so a unit of six of these that's going to be 12 additional attacks when you're rerolling ones and
the minus one ap that's pretty decent especially when you're in the novak dynasty for example
yeah you're gonna get an extra bit of ap that way now further to add to this with the reap blades
any hit rolls of a six will score an additional hit now some people have asked me in the comments
in the past why do the scorpit destroyers not get this but the infinity destroyers do well it's very
simple if you look into their actual war gear the affiliate destroyers are equipped with two hyper
phase route blades whereas the scorpit destroyer is only equipped with one so this will compensate
for the fact that they've got two of them now i would like to have just seen an additional attack
as opposed to a six scoring an additional hit but hey the rules are the rules that's what they've
got now they've got access to the borrowing nightmare stratagem which is effectively like a
redeployed within the game although it will happen on your next reinforcement step it won't happen in
the same movement phase it will happen in the next one i like to think of it as like a second version
of a veil of darkness relic popping in and around the battlefield getting into better positions
and then finally of course there are core units so you can be using things such as the mile will be
done ability however they're quite likely going to be working alone if not they're going to be
with a locust lord a scorpit lord maybe at a push catacomb command barge now as for the bad they're
only toughness four that's another negative comparison in terms of comparing them to the
scorpit destroyers those guys are toughness five these guys are only toughness four they're quite
fragile and to add to that they've only got an armor saver of four plus as well so yeah they're
very fragile in fact scorpio destroyers just have better stats overall and if you've got the
opportunity to choose the scoreboard destroyers over the affiliations you take the scorpits every
time but they are a different battlefield role they're in the elite selections so if you don't
have any space available in the elite selections then yeah maybe you want to go for your affiliate
destroyers okay moving on to the next section in the bt i've gone with the tryout praetorians
not one of my favorite units although a lot of people in the comments saying that they
are pretty good now they've got the 10-inch movement with the flykey word again pretty nice
you could take larger units of up to 10 of them as opposed to six like the destroy occult units
more bodies in there more attacks in there now these guys are ranged as well as melee
which is not the first time we've said that in this video and they've also got options within
their actual weapons now you can even take the rod of covenant which is both shooting at melee
it's only 12 inch range assault 1 25 minus 3p and 2 damage and the melee variant is the exact
same stats stripping 5 minus 3 p2 damage so a good sort of space marine killer if you like
whereas the other option is the particle caster and the void blade so the particle caster is
strength six but it is no ap and one damage so this is better going up against toughness
three kind of factions i've got a low armor save you only need one damage against them
kind of units and the void blade now this is only strength five but it's minus three ap
and one damage with an extra attack pretty much a power sword there pretty decent infantry
killer then to cap off the positives of course they've got really good synergy with the silent
king normally they don't get the mile will be done ability from your overlord models because
they don't have a dynasty code but the sonic king does grant them three rolls to hit roles at range
and re-roll to room roll in melee as well as that mind will be down ability of course it makes them
a lot more powerful than they are when you've got the silent king around now as for the bad we just
mentioned they do not have a dynasty code so no dynasty buffs no no dynasty no nahilak dynasty
none of that stuff and as just mentioned they're not going to be getting them all be done ability
from say a catacomb command barge or you're not going to be getting a technomancer to resurrect
one with the rightful reanimation ability now these guys for me are a jackable trades master
of none kind of unit they can do sort of a little bit of everything but they're not a specialist in
their particular field that's why i kind of don't tend to use them i like to have specialists if i'm
going shooty i want full-on shooter units and if i'm going melee i want full on melee units i don't
want an in-between which is where i feel these guys are and finally there's no in my saves again
so once you get through that toughness five with the three plus armor save they're gonna be going
down so that's the bt all summed up the affiliate destroyers and the tryout praetorians so we're on
to the a tier and to start us off with the 80 i've gone with the tomb blades now two blades have been
bumped up i think they were probably a seated before the chats are approved book now i believe
they're in the a tier and here's why so first of all 14 inch movement the fly keyword yep they've
always had that pretty good you could take larger units of up to nine of them you're not likely to
do that anymore because of the secondaries which we're going to go over in a bit but you do have
the option for it now the range attacks are pretty good especially against infantry models they've
got the range to be firing but i'm pretty far away as well now they are core so you can be buffered
them up with one we'll down again maybe a catacomb command bar just something that can slightly keep
up with these guys now as mentioned at the start of this section they're cheap and quick scorers
especially if you've got say the nihilic dynasty or eternal conquerors you can jump these onto
an objective objective secured you could be doing ancient machineries because they're core you could
be holding on to the objective that's got the treasures of aeons and of course they're actually
holding the primary as well and they're doing it for relatively cheap because they got a points
decrease quite recently they're now only 20 points a model or 25 if you've taken the twin gore's
blaster which is probably the preferred option it's got that 30 inch range rapid fire 2 strength
5 minus 2ap1 damage now there are a lot of weapon options you can instead take the twin tesla
carbine all the particle beamers if you really wanted to then further to boost of this they've
actually also got wall gear options so they've got the nebula scope to remove the benefits of cover
for enemy units you can give the shadow loom for the five percent mammal save or the shield vanes
to give them a three plus armor save as opposed to a four plus and then finally in the good they've
got the evasion ingrams so any range attacks made against these guys it's a minus one to hit
sort of reminds me of old editions with a jinx save now as for the bad they're quite squishy
only two wounds are pop okay they are toughness five but they start on a four plus armor save
i think this should have been a natural three plus armor say because the tomb blade kind of
feels like the stat line of two immortals kind of condensed into one especially when you're looking
at the actual range weapons but they've got a four plus armor save and then finally if these guys
get caught up in combat they're gonna be doing absolutely nothing in melee other than the fact
that they can just fall back i guess but you don't really want these guys getting tied up in melee
because they're gonna go down now on to the last unit in the a tier before we get onto the s tier
this is going to be for the canoptic rafes now this one i was debating them ahead whether to push
this to the s tier or stick them in the a tier and i've stuck them in the 80. and i'll explain later
on in the video why i've done that so they've got the 12 inch movement they become especially useful
when they got the objective secured dynasty codes because they're really hard to shift particularly
because they've got the natural in run save with that rayform ability so this actually makes them
a great tie-up unit i kind of look at them as though they were like a faster litch guard unit
very good at tying out very good at scoring now they've got the capabilities of falling back and
shooting or falling back and charging or both in fact it's really useful for your canopic race with
the first wave and then you've got a gun line and the second wave so you can optic race had gone in
made the charge made their attacks then in your movement phase on your next turn you simply fall
back shoot the unit and if they're still alive the canoptic raves can recharge in spite first get rid
of them that way so we've already mentioned the resiliency with the fourth place and monopoly save
now they can also move through models as well as terrain features as if they were not there
it's kind of like having fly except they don't have fly so they can't be attacking aircraft for
example but they can go through models as if they weren't there which is pretty useful sometimes
now they are core as well so they can be used in the mild withdrawn ability which is obviously one
of our most common abilities within the codex and then finally the last thing i quite like
is the fact that they got weapon options you don't have to take the damage to vicious claws
if you're going up against horde armies you can then take the whip coils which are gonna give
you eight attacks per rape instead of four now further to boost that they've also got ranged
options particle casters which are pistols trump six no p1 damage they can be shot into combat or
the trans-dimensional beamer now it is only one shot strength four but it's minus three ap and
three damage so you could be removing a terminator model with that now it is ten points it's quite
pricey it's not one that i particularly like to take especially when they're hitting on fours now
that's actually the first negative in this section the fact that they're hitting and falls because
they can optic now in terms of the damage output with these guys i find that they're quite mediocre
they're really good at tying up units really good at scoring but as for damage they don't seem to do
a lot for me you'll have to let me know about your experiences in the comments below because for me
yeah they don't do enough and they just sometimes underperform that's kind of why i've left them in
the 80 and not put them into the s tier today so the a tier is concluded with the tomb blades and
the canoptic rafes and then we go on to the st you kind of already guessed it i've said this in
previous videos but they couldn't update scalabs i think they're the best unit in the necron codex
full stop 15 points at base they've got the 10 inch movement with fly i prefer to actually
advance with them because they're not getting range attacks you may as well just advance some d6
or just a straight six if you're using the nephric dynasty now they've got four wounds per base so
that's going to be a lot of gunfire to actually take out a single base so really they're just a
great scoring unit especially with the nihilic dynasty or return of conquerors when you've got
objectives secured these guys are an absolute gem they're going to be jumping onto objectives
pretty fast scoring primaries ancient machineries treasures of rails all at the same time all in the
same turn if you don't want them scoring they can simply be screening your models or just tying up
enemy models preventing them from actually doing stuff and finally they got the extra little bit
of damage which is if they hit on a six they auto wound sometimes that's really strong especially
if you're going up against really tough opponents now i remember in old editions these things used
to rip the crap out of a land raider model but here we are today they're not doing much damage
so on to the bad there are some negatives unfortunately even though they are ester
starting off with the toughness it is very low it's only toughness of three what can you expect
when there's four moons for a 15 point base now they've got a six plus armor save so they are very
squishy especially when you've got a large unit of these and you're going up against blast yeah these
guys aren't going to last long that way and further add to this they've got a low strength
of threes so we've already kind of touched on it the damage output from these guys isn't that great
don't expect them to do a lot of damage but that's not really what they're there for now we've got to
talk about no prisoners as one of the secondary options for your opponent when you've got a unit
of canopic scabs being four wounds a base and if you've got say five of them that's going to be
20 wounds that you're giving up for no prisoners so it doesn't really help the no prisoners cause
so why these guys in the s-tip they're just very small very silky scoring your butt load of points
and doing it as cheap as possible i mean a minimum unit of these guys is 45 points for three bases
that's 12 wounds that's going to be 12 attacks a few other points that we've not even really
mentioned is the fact that they can synergize with the canopic spiders so it can be bringing
the model back each and every turn and you've also got the self-destruction stratagem as well which i
really like if you've got a base that's only got one or two wounds remaining yeah you may as well
just use the stratagem self-destruction blow the scarab up it's going to be causing between one and
three mortal wounds so that's the ester dealt with we've got the canopy scarabs and this is what the
actual tear list is going to look like at the end of the day now this is just my opinion of course
if you've got a different opinion to mine put it down in the comments below let's have a talk
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