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Making the Canoptek Reanimator Worth 110 pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in dk
Loyal Necron Lychguard






Canoptek Reanimator 5PL 110 pts M:8” WS:4+ BS:4+ S:6 T:6 W:8 A:5 Ld:10 Sv:3+

Wargear:
Atomiser beam
Range 12" Assault 6 S6 AP-2 D1
Automaton claws
Range Melee Melee S User AP-2 Dd3

Abilities:
Living Metal
Reanimation Beam: Use this ability during your command phase by nominating a <DYNASTY> INFANTRY unit within 9" of this model, until the start of your next command phase roll a dice each time a model from the chosen unit loses a wound; on a 5+, the model does not lose that wound.

4A D1 -> 5A Dd3 and +1 T +2 W and Assault 3 -> Assault 6. Change Reanimation Scarab Nanon Beam that maybe heals a unit once in a while if you're lucky to Reanimation Beam which grants a 5+ FNP. Is it worth 110 pts? Probably not, if you can hide it, the 5+++ on a stick could potentially be useful enough that the downsides are covered. Is the current version worth more than 60 pts? Not by a long-shot.
   
Made in us
Unbalanced Fanatic






I like your changes to its weapons, but I think 4 attacks at S5 is enough, it's not a melee unit. +1T and maybe +1W is probably enough, again, it's not a tanky unit. I think the real change should be in it's ability.

I was wondering if it's reanimation beam (+1 to protocols) should affect 3 units instead of 1, you could take one for all the troop in a battalion. I was also considering letting it reroll all reanimation protocol roles for a targeted unit. But I think your ability is interesting, necron infantry don't have many sources of FNP.
   
Made in dk
Loyal Necron Lychguard






 Eipi10 wrote:
I like your changes to its weapons, but I think 4 attacks at S5 is enough, it's not a melee unit. +1T and maybe +1W is probably enough, again, it's not a tanky unit. I think the real change should be in it's ability.

I was wondering if it's reanimation beam (+1 to protocols) should affect 3 units instead of 1, you could take one for all the troop in a battalion. I was also considering letting it reroll all reanimation protocol roles for a targeted unit. But I think your ability is interesting, necron infantry don't have many sources of FNP.

I think all Canoptek units should be decent in melee, it's only WS4 so that's 2,5 hits in melee for 110 pts. All Necron units should be relatively tanky for their cost. Otherwise, you get situations where people spam a unit because it is undercosted and if that unit happens to not play in a Necron style then the faction stops feeling like Necrons. The solution to that then becomes to have the unit be overcosted so the Necron faction has a durable feel at which point nobody will play the overcosted Necron glass cannons.

I don't really mind the current rules too much, the Beam ability does next to nothing, that's the only thing that really needs to change to make it fit with the look of the model, the problem comes from the challenge of making it worth 110 pts and not 60ish pts. Even 8W T6 3+/7++ is squishy at that cost IMO. Targeting 3 units with the Beam would make it have an actual impact on the game, but it still doesn't help move the Reanimator very far towards 110 pts. At 140 pts you get 14W T6 4+/QS, translating that down to 110 pts and replacing 4+/QS with 3+ would mean the Reanimator should have 11W instead of 6W to be on-par with the Necron Ghost Ark. The Ghost Ark has more range and more firepower per point invested, the very least the Reanimator should have at 110 pts is 8W and then to make up for the lack of shooting and durability I increased its melee output and the power of the support ability.
   
Made in us
Unbalanced Fanatic






Give it QS then. And you have sold me on 8 wounds, but I am still unconvinced of the improved melee profile. You stats put it inline with custodian guard model for model, even at WS 4+. In fact, it will be even more powerful in melee since it can shoot in combat as a monster.

The ghost ark already gives one +1 to RP beam, so a unit that gives up transport capacity and durability to have three RP beams looks ok. Maybe even give it a 5++ aura for infantry units and monsters within 3", a nano scarab hive. That would give it 12 effective wounds, which is primaris levels of jank.
   
Made in dk
Loyal Necron Lychguard






 Eipi10 wrote:
Give it QS then. And you have sold me on 8 wounds, but I am still unconvinced of the improved melee profile. You stats put it inline with custodian guard model for model, even at WS 4+. In fact, it will be even more powerful in melee since it can shoot in combat as a monster.

The ghost ark already gives one +1 to RP beam, so a unit that gives up transport capacity and durability to have three RP beams looks ok. Maybe even give it a 5++ aura for infantry units and monsters within 3", a nano scarab hive. That would give it 12 effective wounds, which is primaris levels of jank.

Thus far only open-topped Necron vehicles get to have QS so I don't think it should have that, it could have a 5++ like its larger cousin. I am not sure about the problem of a monster being better in melee than a single Custodes? A Dreadnought is, a Carnifex is, why can't a Reanimator be?

I think a 5++ aura would be too good when you compare it with the 6++ aura of Painboys that does not apply to monsters, if anything it should give a Reanimation Protocols aura to <DYNASTY> CANOPTEK units in case you wanted to build a robot list. 12 wounds with 3+ Sv and QS would be very good, I think it would be too good with the 5++ ability I gave it. I wanted to keep the theme of a relatively squishy unit that provides support and some close range shooting and decent melee while scaling everything up to be more in line with the pts cost. I truly do not know how they got it so wrong. I'm also confused about the people that are excited about Skorpekh Destroyers, to me it seems that the only Indomitus Necron unit worth having is the Overlord because he has the new MWBD wording that allows him to target vehicles.
   
Made in fr
Longtime Dakkanaut






I'd give the reanimator a lightning field and either a ++ save or QS.

"But the universe is a big place, and whatever happens, you will not be missed..." 
   
Made in us
Unbalanced Fanatic






vict0988 wrote:
 Eipi10 wrote:
Give it QS then. And you have sold me on 8 wounds, but I am still unconvinced of the improved melee profile. You stats put it inline with custodian guard model for model, even at WS 4+. In fact, it will be even more powerful in melee since it can shoot in combat as a monster.

The ghost ark already gives one +1 to RP beam, so a unit that gives up transport capacity and durability to have three RP beams looks ok. Maybe even give it a 5++ aura for infantry units and monsters within 3", a nano scarab hive. That would give it 12 effective wounds, which is primaris levels of jank.

Thus far only open-topped Necron vehicles get to have QS so I don't think it should have that, it could have a 5++ like its larger cousin. I am not sure about the problem of a monster being better in melee than a single Custodes? A Dreadnought is, a Carnifex is, why can't a Reanimator be?

I think a 5++ aura would be too good when you compare it with the 6++ aura of Painboys that does not apply to monsters, if anything it should give a Reanimation Protocols aura to <DYNASTY> CANOPTEK units in case you wanted to build a robot list. 12 wounds with 3+ Sv and QS would be very good, I think it would be too good with the 5++ ability I gave it. I wanted to keep the theme of a relatively squishy unit that provides support and some close range shooting and decent melee while scaling everything up to be more in line with the pts cost. I truly do not know how they got it so wrong. I'm also confused about the people that are excited about Skorpekh Destroyers, to me it seems that the only Indomitus Necron unit worth having is the Overlord because he has the new MWBD wording that allows him to target vehicles.
Matt Swain wrote:I'd give the reanimator a lightning field and either a ++ save or QS.
I always thought QS was the Necron version of an invuln for their vehicles. They don't use refractors like imperial tech or holofields like the eldar.

As the reanimator, it is not a dedicated combat unit like a dreadnought or carnifex. It can heal stuff, the others can't. Anyway, so we are at 8 wounds and a 3 beam +1 to RP and deciding between a 5+++ aura, QS, and an RP for Canoptek unit aura. Any one of those seems like it would round it out. I am partial to QS since I think too many aura abilities gets confusing, especially on non-HQ units. I just wonder what you mean by "it could have a 5++ like its larger cousin"?

And for the Skorpekh Destroyers, the just look like a worse version of wraiths to me, but wraiths are kind of expensive in dollars and not all that... "sexy"... so it makes sense the Skorpekhs would stand out as a potential alternative. But I don't even get why people are excited about the overlord because his buff will come to all other overlords when the codex comes out.
   
Made in us
Deranged Necron Destroyer





give it 12 wounds and a 5++ like the Doomstalker that is +/- 140 points. Boom fixed.

It's easy to assume that people arguing an interpretation you disagree with are just looking for an advantage for themselves... But it's quite often not the case.  
   
 
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