hello and welcome back to our countdown to christmas it's the 9th of december and we're
continuing on with our necron versus space marines comparison video so simply what would you pick
in your either team necrons or team space marines now currently the scores are tied at four a piece
believe me this wasn't actually planned to be so tight but it is for a piece the one thing that was
planned for these videos they were supposed to be much shorter but there's so much information
to pack into these videos that we've got to keep going so i will try to shorten the future videos
so let's get on with today's comparison which is the Ophydian destroyers versus the assault squad
so two fast attack options similar due to the fact that they can both do the deep strike ability one
of them with the tunneling horrors ability and the other one with the death from above ability
but it's virtually the same thing with the deep strike ability so as for the points breakdown it's
105 points for three affiliate destroyers whereas it'll be a hundred points for five assault squad
models with the jump packs included so let's start with comparing the stat line for these two models
now as you can see it does say six inches for the assault squad for their movement but that will go
up to 12 inches with the jump packs all the other stats are very similar the affiliation destroyers
have an additional wound and two extra attacks per model although you do have to remember that there
are only three models within this 105 point unit whereas there are five models in the assault squad
and therefore's got abilities and chainsaws and whatnot which we'll go over later in this video
then the final part is the save of a three plus for the assault squad members now i just thought
i'd put this in at this section here which is the sergeant can take a combat shield he'll get a five
percent minority but it'll also add plus one to his armor saving throw so he'll be having a two
plus armor save if you wanted to tank some shots so i thought i'd put that here as we're talking
about stats now going back to those wounds because there's three affiliate destroyers that's gonna
total nine wounds whereas there's five models within the assault squad and that's gonna total
ten wounds so they're actually gonna have an additional wound overall so for me the assault
squad just takes this one purely based on the amount of wounds they get and of course that armor
save now as for the abilities that sort of scores got the angels of death ability and combat squads
nothing else really of note you could include the fly from the jump pack which is an ability within
itself and the fitting destroyers i've got living metal command protocols reanimation protocols
but the main abilities here are hard wired for destruction to reroll hit rolls over one the model
that has the reap blades can score an additional hit on a hit roll of a six it's going to be a
minus one to hit them in melee with their whip core bodies and of course tunneling horrors as
mentioned for their deep strike ability now all in all i think their fitting destroyers have got much
better abilities when compared to an assault squad as for the damage output for a quick breakdown the
reap blades are going to have three attacks for a three-man unit which are strength six minus four
ap and three damage then the other two that have got the threshers are gonna have eight attacks
in total at strength four minus two ap and two damage and then all three models we've got the
claws which is gonna be six attacks at strength four minus one ap and one damage so lots of damage
lots of ap and just lots of attacks in general then when you go on to the assault squad they're
going to have a total of 16 attacks in melee that's all gonna be at strength four minus one
ap one damage that's because of the chain swords so they're gonna get an additional attack for the
chainsaws an additional attack for shock assault and then one extra for the sergeant within the
group and this of course will go up to -2 ap in the assault doctrine the offending destroyers had
17 attacks in melee although there were a better strength and damage and the assault squad has only
16 at strength four but then you got to remember they've got pistols as well so it's gonna be
five attacks at 12 inch range strength for no p1 damage and minus 1ap in the assault doctrine then
furthermore the assault squad can take options so they've got the flamers as options two of them
can have flamers or two of them could take the plasma pistols if you want and then also you can
further boost their melee attacks with one model being able to take the eviscerator which will be
strength seven minus four ap and two damage so when you take all the hits into consideration
with their basic weapons on average you're going to get 13.3 hits with the affiliate destroyers
that's after re-rolling hit rolls over one whereas the assault scored are going to get about 14 hits
on average overall so you're gonna get slightly more hits but the problem though is the strength
isn't as high and nor is the damage so for that reason alone i'm giving this one to the fitting
destroyers now as for the synergy they're both infantry they both got the core keyword so that
core keyword in particular is going to synergize with some characters for example the command barge
being able to get the mind will be done ability and very similarly a space marine captain or a
space marine chaplain both of jump packs are going to synergize quite well with the assault
squad now the offending destroyers are going to destroy a cult keyword on top of this so they're
going to also synergize with the scorpic lord and possibly the locust lord if you wanted to take him
and they're going to allow destroy occult units within six inches to reroll boom rolls over one
so they'll be rerolling hit rolls over one and re-rolling moonrose over one now the only other
faction keyword that this is the assault squad has is the motor bombs so that interacts with
a stratagem so they can target a vehicle with a single attack and if the hit is scored the vehicle
will suffer 2d3 mortal wounds then the attack sequence will end now as for dynasty selections
the novak dynasty is the obvious one here getting the plus one to the charge roll which is gonna be
very handy if you're coming in from deep strike so it'll be an eight inch charge and it's also gonna
be a minus one ap in the first round of combat now as for some chapters for the assault squad
or the melee kind of chapter so you're talking about the blood angels so they're going to get
that plus one to charge plus one to advance last one to wound black templars are also pretty good
especially with their new supplement lots of malay shenanigans you can even put an infant
saving them if you wanted to of a five plus in runway save and space wolves it's worth a mention
here because they've got something very similar which is their sky claws but with their tactic
they of course hit on twos in the first round of combat stratagem wise you've got the borrowing
nightmares for the affiliate destroyers you can effectively put them back into reinforcements
and then bring them out in the next movement phase so if they're caught out of position you
could be using that and they can also take the disruption field strategy for a command point
to plus one to all the strength of models within the unit now the final thing to mention here with
the fitting destroyers in particular is that the fast attack slots are highly competitive within
the codex most people feel the fast attack option with either canoptic race and definitely canoptic
scarab so getting the offidian destroyers into a list is pretty tricky and that's going to be
one of the main reasons why i'm going to be selecting the assault squad for this point
on to the resiliency we've already mentioned the amount of wounds nine wounds for the squad
of affiliate destroyers and 10 wounds for the assault squad however with those whip core bodies
which is a minus one to hit in melee that's gonna definitely even things out so i'm gonna get the
point to both of these units on this occasion now we're at a tight score so i'm going on to a bonus
round which is the threat which one of these units am i afraid of the most and for me it's gonna be
those defeating destroyers with those high damage weapons damage three damage two there's gonna be
lots of attacks decent strength loads of ap and a lot of damage there so for me they're gonna be
the biggest threat i'm not gonna be so afraid of an assault squad if i'm honest so when i'm
counting up the points here i've scored this four points to three in favor of the affiliate
destroyers so they're gonna win this mini battle today that's gonna put team necrons on five points
and space marines will be on four points so guys that's the end of the video today let me know
how you would have scored this below with those exact topics that we've used today remember to
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