hello and welcome back to planet 40k we're back with the necron code it's again this time taking
a look at the Canoptek doom stalker so now i've left this one until the more later reviews to
allow plenty of time to get using it as it's still a fairly new model it was only released in the
summer this year just before the codex actually came out so it's a heavy support option within
the book which as you know already is quite a competitive area of the book in particular it
competes for its spot against a doomsday arc and i think the debate will still continue for
quite a long time of which is the better option so it will set you back seven power level or 140
points for the model which as you're probably aware is 50 points cheaper than the doomsday arc
now i'll go into a bit more detail later in the video in regards to comparing it
to the arc so looking into its keywords for the doom stalker it can go into any dynasty
it's got the canoptic keyword and it is a monster it's not a vehicle it's a monster
so being canoptic will synergize quite nicely with certain characters and other buffs within the
codex so his stat line is movement 10 inch weapon skill 4 plus ballistic skill 4 plus strength 6
toughness 6 wounds 12 attacks 3 leadership 10 and a 3 plus save which of course being Canoptek it
gives it a weapon skin with skill of a 4 plus once damage the doomstalker will get bracketed
when it's below six wounds and its movement drops down two inches along with its weapon skill going
to a five plus and the attacks drop into two but more importantly the ballistic skill does remain
the same at ballistic skill four moving into the abilities living metal regaining the last one at
the start of the turn we all know what that one is by now command protocols getting a buff each
battle round when they're within six inches of a character and you've got noble on the table
these are of course predetermined before the game begins it's got a containment field which is a
four plus in one save which is pretty sweet on a 12 room model it explodes on a five plus rather
than a six plus when destroyed and all units within six inches will suffer d3 mortal wounds
so it's got a little bit of a better chance of exploding due to that five plus and finally has
sentinel construct which is when an enemy unit declares a charge against a unit that is within
six inches of your doom stalker unless your doomstalker is in engagement range you can find
overwatch at the charging unit this is in addition to any other units following overwatch
so this is a free overwatch it does not cost cp to do the overwatch not only that but it can be
used multiple times in the same phase as you're not using the overwatch strategy itself which
is what ultimately limits you from doing it over and over so that's the abilities moving into the
weapons next and it comes with a doomsday blaster and a twin ghost flare so let's start with that
twin gorge flare just to get out the way 24 inch rapid fire 2 strength 4 minus 1 ap and 1 damage
so basic necron weapon here shooting four times at rapid fire range not bad for removing a wound
or two on a unit now the weapon you've come to see really is the doomsday blaster it comes in
two profiles so you select the profile before making the attack you've got the low powered
variant which is a 24 inch range heavy d6 strength 8 minus 2 ap and damage d3 with the blast keyword
so ideally you don't want to be firing this mode because there is a high powered mode which i'll
go over in a moment it's still pretty good at strength there's a fairly good amount of damage
although it's only a 24 inch range the ballistic skill being four however will also mean that
you're gonna miss half of your shots on average so you need to hope that you roll a good amount
of hits blastword will aid you if you're firing at larger units so you get to use the high powered
version if you remain stationary during your movement phase so it's a 48 inch range heavy d6
strength 10 minus 5 ap and the damage is d6 this is the weapon profile you need to be using while
your doom stalkers alive it's got the range to fire almost anything it's got the strength to deal
with pretty much any unit on the game minus 5 ap leaves in one saves only and the d6 damage of pop
is good although it is a tad unreliable because it's d6 i would like to have seen this synced
up a bit more with other codexes they seem to be getting their d3 plus three weapons now instead of
a d6 but it is what it is and like the low powered variant you need to ensure that you get a good
amount of shots off as you're gonna be missing half of them on average with ballistic skill four
so save your command rerolls for either the number of hits or the damage and it will do
fairly well so as always we'll move into the dynasty codes next which will best suit the unit
so for the doom stalker the metric code adds three inches to your range attacks which will
come in handy for the low powered variant but as i said you want to be using the high powered option
code also adds a minus 1 ap modifier for your shooting if you're shooting at half range or less
so again that low power blaster will go to a minus 3 ap that will benefit and even your
twin gauss flares will also benefit going to a minus 2 ap it's not going to really have
any effect on your high powered version because it's already minus 5 ap their stratagem talent
for annihilation for 1 cp makes any room rolls of a 6 inflict a mortal wound on top of the damage
to a max of 3 per phase not that bad although i'd probably not use it with this unit then the helac
code gives your objective secured which is pretty good especially if you can start the model on an
objective having 12 rooms with a four plus in one save it's going to stick around for quite a while
a celtic code grants you rapid firing weapons to double tap at 18 inches instead of 12 inch
it's sort of okay it depends on how much other rapid fire weapons you've got within your list
if you've got a lot of worries and it will help obviously their stratagem is quite useful though
especially for the doom stalker so for 2 cp methodical destruction you can shoot a unit
with a different friendly celtic unit first this effectively tags the unit then select the doom
stalker to fire at that same unit and it will have a plus one to hit so you now be firing all
of your weaponry out of three plus so it's a really powerful strategy on that one and as i
always say pair it with the tryout stalker and if you use the other celtic unit and try out
stalker you'll be hitting on threes re-rolling ones as far as custom dynasties are concerned
eternal conquerors for the objective secured again superior after dance to reroll a single moon roll
masters of the marshall is the final one out of that list for a single reroll to hit per phase
then from the circumstances of awakening list you've got the ancient stir which will affect your
doom stalker as it's a canoptic unit giving it a little bit of a better movement but as previously
mentioned you want to be staying as stationary as possible healthy paranoia to add that three-inch
range then relentlessly expansionist which is probably the best one out of the list here
you can move your doom stalker six inches after deployment but before turn one so you can get a
better line of sight or maybe move it onto an objective before turn one and it doesn't count
as movement when you're doing so interplanetary invaders is the final one of note which allows you
to find heavy weapons within combat at -1 to hit modifier now this one won't be so useful because
you can't fire blast weapons into combat however it does allow you to also fall back and shoot at
a minus one to hit but then you're hitting on fires without any buff so it's it's not that
great that one if i'm honest unless you can buff the unit as for stratagems there's a couple here
to look at techno regular targeting for one cp allows a single wound roll to be auto wounded
done in the shooting phase i mean it takes away a small amount of chance of failing a single room
roll sometimes worth it most of the time not so much but the better option here is revenge of the
doom stalker it's two command points done in any phase that a friendly character has been destroyed
now at the end of the phase you can shoot with your doom stalker at the enemy unit that destroyed
your character and then not only that from that point onwards your doomstalker has a plus one to
hit modifier against that unit so not bad getting to shoot your big guns in your opponent's turn
and at plus one to hit as well so moving into the best unit to accompany your canoptic doom stalk i
mean you've got the technoman so that's the one really to go here that's the gem you give your
technomancer the canoptic control node which gives any kinoptic units within range a plus one to hit
bringing your weapon skill and ballista skill of your doomstalker to a three which is much more
reliable especially for your shooting you could instead give the technomancer his canoptic cloak
to heal d3 wounds per turn for your doom stalker but i personally would want that plus one to
hit you could take two technomancers i guess one doing each role that's a lot of points sunk into
your doom stalker though also worth a side note here that the technomancer works well with other
canopic units such as your canopic spiders you can take an arcana such as the failsafe overcharger
to buff them also while buffing the doomstalk with the control node so it synergizes quite well being
a multifunctional technomancer so we're at the part of the video now where we need to address
the comparison with the doom stalker and the doomsday arc so before we do if you haven't
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and whatnot we're not leaving the necrons behind so the comparison with the doom stalker and
the doomsday arc both are very good options within the heavy support section of the book
just to outline some of the pros and cons between both units then so the points that favor the doom
stalker they're always going to be ballistic steel for even when damaged and bracketed whereas the
doomsday arc will lose ballistic skill once damaged the technomancer synergy boosting the
ballistic skill for the doom stalker is pretty good as well because of the canopic keyword it's
obviously cheaper at being at 140 points compared to 190 so if you bought three doom stalkers that's
420 points which is only 40 points more than having just two arcs the stalker also has a four
plus inbound save whereas the arc actually has a five plus in one save the last point for the doom
stalker is the fact that it's got the sentinel construct where it's able to overwatch for free
when units within six inches of charge and it's also got that revenge of the doomstalker stratagem
as well now points in favor of the doomsday arc it starts at ballistic skull three it's got quantum
shielding so it can't be wounded on a one two or a three it's got 14 wounds compared to the stalkers
12. it moves slightly quicker although that's not that important you want to be stationary on both
these units the main gun range is 72 inch range instead of 48 and it's got the 10 gauss flares
at rapid fire so potential of 20 shots versus the potential of just four with the doom stalker then
finally the vehicle stratagems and vehicle repair from the spider can work with the dooms they are
so there's major points for both when i did the doomsday art video i was more sighted towards the
arc but now i've edged a little bit more towards the stalker although both are almost equal to me
yes one's 50 points more but you get 50 points more worth of ghost fire now you could just get
the doom stalker and an extra five warriors totally in 205 points which is 15 points more
than the arc and there's only a max potential of 14 ghost fire shots when you add the warrior ghost
weapons and the doom stalk of course weapons together that's six cause shots short on the
other hand i really do love the canoptic spiders this edition and the combo with that technomancer
holding both the control node for 15 points and the fail-safe overcharger for 30 points you could
even whack a relic on top for good measure so it makes the canoptic units around him really beefed
up that's sort of where i lay at the moment i prefer the canopic things as for the rating i
need to stay on par and give the canoptic doom stalker a planet 40k rating of four out of five
now i could stretch this to a 4.5 but i think i need to keep continuity with the other reviews
here so that's my thoughts on the matter let me know yours below in the comments also remember to
subscribe we'll be continuing on with these necron reviews i think i'll be doing one of the named
characters next so we need to get some of those guys done so we can get a necron tier list up
if you've yet to see any of our tier lists we do have a playlist which i'll put in the top corner
for you to check out so we've been doing a tier list for each battlefield role within the book
so so far we've done the fast attack the heavy support and the elite so check those
out if you haven't already thank you all for watching and i'll see you in the next one
you