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Canoptek Acanthrite

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Post  Planes Fri Aug 17, 2012 10:59 am

I did a bit of an analysis of the Acanthrite recently, and I figured I would post it up here to get some feedback on it to see if I am more or less on the mark, or way out to lunch.

Forge World's experimental rules can be found here.

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Seeming to exist in the weird nether realm between the Scarab swarm, the Wraith, and the Destroyer, I have heard largely two sorts of reactions to this new model:

  • The ‘gut reaction’ of “OMG! Necrons with Jump Melta! So OP!”
  • The calmer analysis of “It actually doesn’t bring anything to the Necron list, as that codex already has an abundance of anti-armor.”

I will admit, I was thoroughly impressed to see melta show up on such a mobile (and durable!) platform, as well as quite interested to see it show up on a gun that wasn’t Strength 8 and AP 1.

However, after mulling over this data for a while, I have determined there is a niche for this unit, and a very specific one. Necrons have a very distinct lack of AP 2 weapons, only having two in their entire codex, and it his hard to meaningfully field a large number of either of them. To get the same amount of AP 2 out of Heavy Destroyers takes 135 more points, 2 more FOC slots, and yeilds 18 fewer wounds. For that point difference, you could easily attach a Destroyer Lord to the Acanthrites to also give them “Preferred Enemy (EVERYTHING!)”.

The niche this Fast Attack choice fills is that of Terminator Hunters. These are the guys you take a squad if you know you are going to be facing Deathwing, Draigowing, or Oblitorator Spam. This is also an ideal squad to take if you are doing low point value games and you don’t want to wait on your Gauss to peck away at their armor for multiple turns. 270 points gives you six of these guys, which upon contact with the enemy should yield 4 hits and enough results to take care of most non-land raider things. Failing that, you can always try for the follow up charge and strip via Entropic Strike.

I don’t think the Acanthrites are the “god unit” some would make them out to be, but I do think that they are a very useful tool for dealing with TEQ units, especially given their 3 Wounds and Rending making them incredible tarpits. The Rending rule on their melee actually makes their Entropic Strike far better against multi-wound models with amazing armor saves, allowing that first hit to bypass the armor entirely, and then turn it off should they fail their invulnerable save (assuming they have one).
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Post  Aegwymourn Fri Aug 17, 2012 11:18 am

I think they are in intersting new unit for Necrons. The only concern I have is they might be undercosted for a unit with 3 wounds and toughness 5. If they were another 10 points or so I would be alright with them, or if they were 5 points cheaper and went down to toughness 4. I don't think GW/FW realize just how important that bump from toughness 4 to toughness 5 is on multi-wound models. The number of weapons with enough strength to ID them drops considerablly at that threshold. On the upside it doesn't appear that they have Invulnerable saves? So you might just have to pour enough plasma/melta into them to kill them. What does the "Voidblade" special rule confer? Just rending?
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Post  Planes Fri Aug 17, 2012 11:28 am

They have Stealth, so against shooting they have a 6+ cover all the time, or a 3+ cover in ruins.

The Void Blade is Rending and Entropic Strike.

It should also be noted that they do not have Wraith Flight, either, which means that terrain is a concern when moving them.
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Post  Planes Fri Aug 17, 2012 11:38 am

It is kind of interesting to look at, actually.

35 pts = T4, W2, 3+/3++, no guns (innately)

45 pts = T5, W3, 3+/6++ vs shooting, 12" melta

50 pts = T6, W3, 3+, no guns (innately)

As you go up the point gradient it becomes harder and harder to inflict the wound in the first place, but it also becomes harder to shrug said wound off.
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Post  Aegwymourn Fri Aug 17, 2012 11:55 am

Forgot about the stealth cover save, although if you are expecting a 6++ to save you use my dice for a bit and feel the pain Evil or Very Mad .

Although I wouldnt include the tomb spyder in your comparison simply because it doesnt have a jump pack. Without that piece of kit the tomb spyder is nicely priced without being a star.

Also it doesnt become harder to shrug the wound off, you just lose out on the reliablity of an invulnerable save. Tyranids have the same issue (at least they used to, i dont think ive seen a current codex).

Moving through terrian in 6th isnt much a concern now that it is simply 1 wound and it allows an armor/invulnerable saveing throw. In the games i have played with my tau i have yet to suffer a wound from difficult terrain with all of my jump pack battlesuits.

I dont say any of this because i would have a problem playing against them (it would give me a good excuse to buy Tau Hazard Suits Very Happy ), but rather because i like to look at units and discuss how i would run things if i was king of GW!
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Post  Planes Fri Aug 17, 2012 12:20 pm

Stealth on it's own is very weak, I will admit. Stealth added to any existing cover is amazing, though.

Stealth + Shroud from night fighting = 4+ cover in the open.

Stealth + Ruins = 3+ cover

Stealth + Shroud from night fighting + any kind of cover = 2+ cover

This same basic principle is why I am starting to eye up using the Nemisor in my lists. Night Fighting, move the Ghost Ark 1", grant Stealth, 2+ Jink save. A truely "ghostly" ark. Assuming you are keeping your ark towards the arse end of your deployment zone, of course. Or just be mean and grant Stealth to a Scythe for a 4+ Jink at regular move.
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Post  Aegwymourn Fri Aug 17, 2012 12:33 pm

On the whole Night fighting thing my brother and I had an interesting conversation discovery. When shooting at the 24"-36" you dont gain both Shroud and Stealth. You instead gain just Shroud. At least when we read the section carefully that is the decision we came to. It doesnt list each range and rule in a culmunative fashion rather it just states that at 12"-24" you gain Stealth and at 24"-36" you gain Shroud. I would quote from the book but dont have i with me at work.
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Post  Planes Fri Aug 17, 2012 12:39 pm

Oh, I know that, but the Nemisor can give one of your units a USR off of a list for a turn, one of which happens to be Stealth. Thus a unit that innately has Stealth, such as the Acanthrites, or one grated Stealth via the Nemisor, ends up with both for the turn.
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Post  Rhaevyn Sun Aug 19, 2012 12:55 am

seems under-costed for its role. to me at least.

135 points for 9 fearless wounds @ t5 with a 3+ save and 3 melta shots.

Most of the marine armies will be paying 135 + points for 5 T4 Jumppack guys with 2 meltas that aren't fearless. so 5 wounds, T4, 3+ save, 2 melta shots. (if the army can even field two meltas in a 5 man squad, the only ones i know of are CSM, blood angels can do it with 7 guys @ 210 points)

Personally i think they should have one less wound, toughness or armour. (i'm not fussed which) the combination of the three defenses makes them entirely too durable for the points you are paying for them. Not that that is any different from the rest of the necron codex, so maybe its just the rest of the armies that are Overcosted Razz
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Post  Lore Weaver Sun Aug 19, 2012 8:17 am

I was bugging Tom yesterday, reminding him that these things are only 5 points more than a Praetorian.
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Post  Planes Sun Aug 19, 2012 8:49 am

It is 405 for the full 9 man squad, the 135 was the point difference between one full squad of the Acanthrite and 3x 3 man Heavy Destroyer Squads.
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Post  dusktiger Sun Aug 19, 2012 9:05 am

given the fact its not a sanctioned ruleset yet, these will probably go up in price before theyre finalized. they did the same with the achilles too, as people though it was too much for its debut cost.
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Post  Planes Sun Aug 19, 2012 9:14 am

If they ditched one point of any defense, added five points to the cost, and gave it Wraith Flight, I'd be happy.
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