hello welcome back to planet 40k we've got another video for you today before we do shout out to rare
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so for today's video we're going to be talking about the top five units for the novak dynasty
so the novak dynasty who are the novak dynasty now you guys know i'm not big on the law
but from a gamer's perspective they're your choppy melee guys they like to slice and dice now they
get that plus one to the charge roll and they get that added minus one ap in that first fight
round now you guys may have noticed that i did say dynasty not dynasty for some reason that's
always the way i've said it i can't change it unfortunately i know a few of you guys have
already been commenting that i've saved dynasty in the american way that's just the way i'm going to
say it apologies something before we get into this top five as well is the stratagem which is blood
right now for one command point your unit can basically have an additional attack per model
in that fight phase now this is going to be available to all units within this top five
now i've not mentioned it too often within this top five list just bear in mind that it's there
throughout the video so i've spoken more about their actual unique abilities and synergies so
now let's get on to the top five now in at number five we've got the lich guard now the lich guard
come with two different options in terms of the weaponry both are melee options the first one is
the scythe which is shrimp seven minus four ep and two damage we get the hyperface swords with the
dispersion fields and these are only strength six but they're minus three ap however only one damage
now with the sword option you do get the four plus in bunsen which we'll go over in a second
but these are quite slicky and dicey or they can defend your objectives depending on how you play
them so if you want to be holding on to objective being really tanky of course take those four
plus in run saves and if you want to be going out killing things you take the war sides now
unfortunately these guys do lack a little bit of movement they've only got a five inch movement and
they've only got two wounds per model however they do get to come in units of up to ten now stressor
gyms of note they've got eternal protectors so they're within three inches of a noble character
they simply get an extra attack which then puts them up to four attacks and like with most of the
units with the novec code you can use the stressor gym disruption fields which basically is a plus
one to your strength of your weapons of those core units for that phase so now all of a sudden your
strength seven war sides and now strength eight so they're going to be wounded space marines
on a 2 plus now why they aren't higher up in the entries is simply because their bodyguard ability
has been pretty much nerfed now previously if they're within 3 inches of a noble character then
they effectively couldn't be targeted the noble character couldn't be targeted whatsoever whereas
now it just simply goes on to the lookout sir ability so sniper rifles and things like that can
still get at our character models so that ability has been nerfed which is why i put them in at
number five now a few noteworthy mentions for some synergy with the lich guard of course you've got
the overlords with the mic will be done ability so they'll be hitting on twos as opposed to hitting
on threes especially with those war signs that's gonna be really handy so you could take a bale of
darkness on your overlord to get your lich guard closer to enemy units that would slightly nullify
the fact that they only moved five inches in their movement phase then furthermore he could actually
take a resurrection up for 30 points if you wanted to try and bring some of your lich guard models
back now a noteworthy mention here is and wrap the traveler because if you've got core units that are
within six inches they're going to get to plus one to their attacks as well so potentially you could
be using unwrapped the traveller's ability along with the mine will be done ability that he also
has the relentless march ability for the extra bit of movement the litch guard stratagem and then the
actual novak stratagem as well which is another attack on top of that so a little bit of synergy
to get your lich guard slicing and dicing coming in at number four is the ophidian destroyers
now what i love about these guys is they've got the tunneling horrors ability so it's effectively
deep strike they can come in from turn two onwards anywhere on the battlefield more than nine inches
away from enemy models so that's really good for scoring your secondary objectives if you
want to do that or it's just going to be a really good distraction unit because your opponent has
to deal with them furthermore they're a minus one to hit in melee which is also really handy
that's going to keep them alive somewhat however their toughness and their armor safe does let them
down they've only got a toughness value of a four and the armor save is only a four plus as well
so they are kind of glass hammer however they are pretty quick they've got a 10 inch movement so
they will get into your opponent's faces if they need to and even if they're caught out of position
you've got the stratagem borrowing nightmares to literally re-deep strike them re-tunnel them
in somewhere else on the battlefield but it will be on the next turn now these guys have got a lot
of attacks and naturally they're re-rolling once they're hit because they're destroyer units so one
out of the three models will have the reap blade which is strength plus two mechanics ramp six
minus four ap and three damage then the other two models are gonna have the hyper phase threshers
which are strength user making strength four minus three ap and two damage so they're still
pretty good when you're killing off marine models for example that damage too is obviously quite
valuable now they do get an extra attack with the threshers and furthermore all units have the
affidian clause so each of the models are going to get two additional attacks it will only be
strength four and it will only be minus one ap now unfortunately with the new armor of contempt rules
against power armor that minus one ap will go to no ap however when you're going against weaker
stuff toughness three kind of models without the power armor of course then it's quite effective
they're going to synergize pretty nicely with the scorpit lord because now they can reroll wound
rules of a one as well as the hit rolls of a one because of that scorpit lord and the same applies
with the locus lord as well which is actually more cost efficient destroyer lord if you wanted
to save on points furthermore a chronomancer could be quite handy here especially if you're given the
dimensional sanctum cryptic arcana so you can be deep striking in where your affiliate destroyers
are tunneling in to meet them at the same location then they can be giving them that five plus
inbound save along with their reroll to their char drop now if you wanted a different kryptek you've
of course got the techno manta which can simply bring model back each and every turn and with the
canoptic cloak can either be healing a model d3 lost wounds so both of those cryptex quite valued
when it comes to affidian destroyers two last bits of synergy that a lot of people seem to
forget the first one is the canopic plasma site now i personally don't use it anymore but they
can't take plasma site only 15 points also has a dimensional translocation ability so that can also
be deep striking in and it will stay in close proximity to your actual affiliation destroyers
you can use that to charge if there's any overwatch especially if you're going against town
things like that or just a gun line heavy army you want to be thrown in your plasma site because we
don't want to be losing the fitting destroyers to overwatch then with their infused madness ability
you can be buffing up your refilling destroyers even further with more attacks and more strength
to the weaponry then the last tiny bit of synergy is the hexmark destroyer again not a common one
but you could use him with the dimensional translocation ability yet again but this time
it's a character model so we can now provide the command protocols to your affiliate and destroyers
now the main reason to be using affiliate destroyers in terms of your secondary objectives
is because of the battlefield supremacy options two that spring to mind behind enemy lines of
course having two units behind enemy lines in the enemy deployment zone is going to be scoring you
four points a turn or engage on all fronts you're going to be wanting all four of the quarters not
just your own quarters so engaging on france with a unit that can tunnel in is going to score you
victory points okay that was number four we're now on to number three which is the flayed ones
now flayed ones do have some basic stats they've only got a movement of five inches tremendous four
one wound however they do have three attacks per model and you can have up to twenty flayed
ones in a single unit which is pretty powerful if you can get them into combat this is another unit
that's got the dimensional translocation ability so again you could be deep striking these guys in
whether you're bringing them in units of five to do your secondaries or you're bringing them
in a big blob of 20 to be causing some carnage when they're in a fight sixes to hit will score
an additional hit which makes them even better and units that are close by are
also going to lose a little bit of leadership as well which doesn't always come into play
morale isn't the biggest thing however with some factions it can be quite devastating now the flare
claws are only shrimp four and the minus one ap but again armor of contempt kind of nullifies that
it goes down to no ap but with the sheer amount of attacks of 20 models you should be doing quite a
bit of damage especially if you're using the two stratagems that are associated with the flayed
ones first one being storm of the flensing blades and for two command points you simply just fight
again with every model in the unit or you can use the second stratagem which is shadows of draezak
now this one's only one command point and it just simply makes them a minus one to here and that
can be used in any of your opponent's phases it could be the opponent's shooting phase it could
be the opponent's fight phase so you could use it in both of them in fact but there will be a
minus one to hit your flayed ones now we always let's talk about the synergy now we've synced
you with the flayed ones the chronomancer if you want to give them all an infant save
doesn't work so well with five men units but when you've got 20 with five plus infant saves
that's pretty mega and again with that reroll to their child role as well that could be pretty big
and this time i want to mention the psychomancer because of his ability the nightmare shroud which
is an aura for enemy units within six inches are going to minus one to their leadership now if you
remember the terrifying foes ability that the actual flayed ones have they're a minus two to
enemy leadership if they're within three inches so if you combine both of those together that'll be a
minus three to enemy leadership within three inches sometimes that can be completely useless
but sometimes it can be absolutely brutal now don't forget they are a core unit so you can get
your mind will be done from the overlord kind of models but the reason i personally like to
take flayed ones isn't so much to bring them in units of 20 is to bring them in units of five to
be scoring the following secondary objectives now the shadow operations list has four in particular
that i want to mention and they are raise the banners retrieve nutmeg data investigate signal
and deploy teleport homers because they're an infantry unit they can be doing all four of those
if you've selected any of them especially when they've got the dimensional translocation ability
you can get them pretty much anywhere you want them to go providing that you've got that nine
inch bubble around enemy models of course now furthermore just like the affiliate destroyers
you can do behind enemy lines and engage on the front as well with these guys and you're doing it
for fairly cheap as well they're only 10 points a model and if you're taking a unit of five of them
that's only 50 points they're scoring you some victory points okay we're on to number two of this
novak list and i've gone with the canoptic wraiths now these guys are moving at 12 inches so they're
pretty rapid and they're pretty tough as well with a toughness of five and three wounds a piece as
well now what i love about canoptic rate is the fact that they can declare a charge even though
they've fallen back they can also shoot as well if you did upgrade them with some ranged weapons
but their best party piece is their wraith form ability which gives them a four plus invulnerable
save and then furthermore they can basically go through terrain and other models as if they
weren't even there so it's effectively like having the fly keyword without having the fly keyword
now they've got tons of weapon options which i really like about them as well the first one is
the main one which the vicious claws which are shrimp two making them strength six minus two ap
and two damage so these used to be the marine killers but even against toughness three factions
they're only wounded on twos okay the damage does go to weight slightly but it's not the worst
option if you don't know your opponent as well then the whipped cores which are only shrimp user
but the shrimp four minus one ap and one damage but you get double the amount of attacks for these
things which will bring them up to eight attacks per canoptic rate so again really valuable against
toughness three factions especially ones i've got a low armor save because there's not much ap
only minus one ap that's your target for the whip coils now as already mentioned they've got the
option of taking a ranged weapon so you've got the particle caster for only five points it's a two
shot 12 inch pistol at strength six no p1 damage not the worst option and can be fired into combat
and the trans-dimensional beamer for 10 points per model it's also only a 12 inch range but it's
assault one so you could advance with this thing and it will be a minus one to hit but the canoptic
raves already hit on fours so hitting on fires if you do advance probably isn't the best way of
going about it but this thing is strength four minus three ap and a flat three damage now it's
capable of taking out a terminator model but you do need to hit you do need to wound then you do
need to go through an in-run save so you do need to take a whole unit of these in order to maybe
get some through but that becomes quite expensive but to be honest i don't really take ranged
weapons with my canopic race their main job is to go tied up units and scoring me primary objectives
now one of the ways to do that is using the enslave protector stratagem for a command point
so in your opponent's charge phase your conoptic unit can simply heroically intervene as if they
were a character model so again this could get you onto an objective but it's definitely going
to tie up the models so they're going to be stuck with your canonic rays which as already mentioned
have that four plus in one save they're going to be quite difficult to shift now synergy wise for
the canonical again you've got your technomancer with a canoptic cloak instead you can opt for
that connected control node so that your race will be hitting on threes as opposed to fours
again he's got that right sorry animation ability as we said earlier so we can be bringing back a
model each and every turn then if you go into the kryptek arcana you can use your failsafe
charger now this is a technomancer rakana only so what this simply does is you select the canoptic
unit within nine inches of the technomancer and it's a plus one to all models within that unit so
if you've got a full unit of six canoptic wraiths you're gonna get six additional attacks and if
you've got the whip coils those six attacks become 12 attacks because you get double the amount of
attacks what i personally like to do is take a catacomb command barge and flank your race with
the catacomb command barge so they're going to be getting that my will be done ability so they'll be
hitting on threes they get the relentless marsh ability so they're going to be moving 13 inches
as opposed to 12 inches or furthermore you can use the silent king he's another fast option
that needs protecting and he's got all sorts of shenanigans that can be rerolling hit roles in
re-rolling room rolls and he's got that fare on ability as well so he can use his mind will be
done ability on two complete different units so if you flank the silent king with two completely
separate units of canopic raves he'll be using mine will be done on both of them so that's it
for the canoptic race we're down to number one the best unit in my opinion for the novak dynasty is
the scorpek destroyers now these guys are pretty quick with eight inches but i love the fact
they've got shrimp and toughness five not like the offending destroyers we've strung the toughness
four these guys are strengthened toughness fine now these guys got the exact same weapons as the
affidian destroyers they've got the reap blades and hyperface threshers now of course they don't
have the ophidian claws however with that added bit of shrimp they have in their data sheets
it means their reap blades are strength seven and they hyperface freshers are strength five
so once you start synergizing things like the disruption field stratagem to
add one to the strength or one of the command protocols the hungry void one i believe it is
get an extra bit of shrimp that way you can have shrimp six threshers or you can have a shrimp
eight reap blade with a lot of attacks a lot of ap and a lot of damage now one of their party tricks
is the stratagem whirling onslaught which is a minus one to wound against your scorpit destroyers
which is actually massive when you think about it when you break it down even strength nine
weapons that would normally wound on a three plus now need fours and then if instrument four or
less is now going to need sixes so it's a really powerful stratagem especially when used correctly
now again we've got to mention the scorpet lord and the destroyer lord as the synergy options
and this time you can use the veil of darkness relic on these guys if you wanted to although
they do move at eight inches so they do have the speed but if you wanted to get them in nice and
early or late game depending how you're playing you can get them nine inch away from enemy models
with the veil of darkness relic in a very similar way that i use canopic race they can be used with
a catacomb command barge and they won't be as good as the classic race because they don't have the
invent saved naturally so they won't be the best bodyguard option they should be out slicing and
dicing however they'll get their mind will be done ability so they're going to be hitting on
twos and re-rolling ones because of their destroy occult keyword however the best two options are
from the kryptek models the chronomancer for the chronometric ability re-rolling the charge
roll and of course get that in one side they don't have anyone say whatsoever so it could be crucial
giving them that five plus save or a technomancer to be bringing one back and healing one back to
three lost spoons each time both of those cryptic models can be very valuable for scorpit destroyers
then finally don't forget that plasma site as well he can do something especially in overwatch okay
guys that's my top five novak dynasty units let me know in the comments below which are your top five
put them in ranked order one to five of course let's see how we compare and also if you haven't
already join the discord we did have this set up on the discord so people on the discord have
already put their top five probably about a month ago now so we've already had this conversation on
discord long ago so you get to see in advance what kind of videos that we're gonna be putting
up on the channel so guys all that's left to say thank you for watching i'll see you next time
you