Necron Canoptek Unit Analysis

Necron Canoptek Spyders – (Heavy Support)

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The Necron Spyder was quite a sensation when first introduced, following in the footsteps of the Tyranid Tergivon in spawning models.

It is basically a monstrous creature with a reasonable stat-line for its reasonable cost. You also have the option of several upgrades, The Frabricator Claw is relatively techmarine-ish – repairing vehicles, while the Gloom Prism provides psychic defense but needs very very short range to be effective.he Necron Spyder was quite a sensation when first introduced, following in the footsteps of the Tyranid Tergivon in spawning models.

The twin linked Particle Beamer is probably the most effective upgrade, despite its cost – providing a nice strength six blast. A bit of ranged reach never hurts.

One restriction is that you can spawn Scarabs, but they must join a nearby already existing unit, so you’ll need to invest in a few bases to start with. Of course if each Spyder spawns three during the game they repay their cost, making them an attractive choice. The downside is they lose a wound on failed attempts to spawn Scarabs.

You can also have your Spyders continue to reinforce a squad of Scarabs stuck in combat, as long as the Spyders themselves aren’t also in combat. You might want them wading in for extra firepower or protection from shooting though.

 Canoptek Scarab Swarms – (Fast Attack)

scarabs_completeThe true poster boy of the Necron codex in 5th, these little guys inflicted much fear, which I could understand but which was also often caused by people not understanding the little critters or using them incorrectly.

Swarms makes them reasonable resilient, although in 6th there are a few nerfs to them, they still take double wounds versus templates, don’t have stealth anymore, but are not slowed by difficult (not dangerous) terrain and are beasts. Not too shabby.

Sadly they are only WS2, which versus vehicles is less of a concern now, BUT against normal models is definitely not great. It will only strip an armour save after a failed save, which means a multi-wound creature. On the other hand a 4+ AFTER each successful hit strips an armour point. I saw people thinking it was simply on a 4+ to hit last edition, which obviously was far more powerful than it actually was.

These are an ideal choice for a speed bump unit in my opinion. They move fast, have a large threat range and can really keep an opponent on their toes. Whether it is vehicles or infantry these provide a solution to your own infantry being assaulted, and while Necrons don’t have a plethora of combat choices a unit of Wraiths will happily mop up anything these guys are snacking on.

Canoptek Wraiths – (Fast Attack)

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This awesome wraith is from over at bloody-dice.blogspot.com

Just when you thought you were safe… The Necron Wraiths are a real nasty unit, which have been implemented in a refreshing fashion.

While not the toughness to shrug off instant death from your general strength eight weapons, these critters have a reasonable invulnerable save, which is explained in the fluff as stemming from their ability to phase through walls and such in order to fulfil their tomb world role.

Regardless of how it works, or the awesome conversions people have done to represent this they are capable of taking a fair bit of damage.

They also ignore terrain, have the typical Necron initiative and have RENDING attacks. Not heaps, just a reasonable amount. Add fearless and you have a great close combat unit capable of laying down the hurt against most targets. Especially for their reasonable price.

They can also take Whip Coils, which according to the codex reduce enemy models to initiative one when in base contact. No ifs, buts or maybes – base contact means initiative ONE. In a recent FAQ some idiot at GWS who can’t read decided to change this fact. Not sure why, not even sure who would have asked the question when the answer is there in black and white, but some people are now following the FAQ to play it wrongly. They also took the opportunity to nerf Tyranids at the same time… Hmmm some Marine fanboi damaging Xenos codexes in a FAQ – nothing new.

While not on the receiving end of amazing weapon skill values, this unit is best accompanied by a Destroyer Lord. He provides Preferred Enemy, effectively bumping their WS value a tier up as well as providing the wound reroll on ones. It’s worth noting this ability scales to a models skill, as the higher your base stats the better your chance of making the reroll is.

With this special rule these models are almost guaranteed to wound and your rends should be taking out a few models or wounds. Of course if like me you always seem to whiff your rend rolls you may not be so lucky!

Your D-Lord can also help absorb wounds, particularly of the lightweight variety with his ability to purchase a better save, not to mention with a Warscythe for additional killing power, possibly even Mind Shackle Scarabs.

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