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===Fast Attack=== *'''[[Image:Acanthrites.jpg|175px|right|]] [[Canoptek Acanthrite|Canoptek Acanthrites]] - (Forge World) {{W40kKeyword|CORE}}:''' 5 more points than a Wraith with 3 attacks at S5 AP-3 D1 instead of 4 attacks S6 AP-2 D2 from the Wraiths claws or the 8 S4 AP-1 D1 attacks from Whip Coils; the Acanthrites are just can't keep up in melee; however, they do have S8 AP-4 Dd6 meltagun for just that, making the Canoptek Acanthrites better at killing vehicles. Wraiths do have better defenses with a 3+ Sv & 4++ (vs the Acanthrites' 3+ Sv, no invulnerable and -1 to shoot them), Acanthrites are going to get pulverized by shooting attacks with any kind of AP even with a -1 to hit. Thanks to {{W40kKeyword|CORE}} they can be plopped down from a monolith using the stratagem so they can work as a melta strike in the rear of your opponent's army. *'''[[Image:Canoptek_Scarab.jpg|175px|right|]] [[Scarab|Canoptek Scarab Swarm]]:''' Scarabs aren't really meant to kill things like they were in previous editions, although they can automatically wound anything on a 6 to hit, the Self-Destruction stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with {{W40kKeyword|FLY}} which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C'tan, letting the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders units, and gained a wound and Reanimation Protocols with the new codex, allowing you to potentially bring back a base or two after the enemy shoots or fights them. Smaller units are often discouraged because it will reduce the chance to reanimate and they will be cleared off objectives quickly. Take 7 to maximize the number of Scarabs in your list and avoid almost all the dangers of Morale. *'''[[Image:TombSentinel.jpg|175px|right|]] [[Tomb Sentinel|Canoptek Tomb Sentinel]] - (Forge World):''' A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with a weapon with D6 shots (Blast) at S10 Ap-4 D3; it also has a Gloom Prism so it can stop one psychic power as if it was a psyker. The gun is worth the 20 points it costs more than the Canoptek Tomb Stalker, but it can get bogged down a lot easier since it only has 4 attacks. It's less reliant on making that charge when it deep strikes since it at least gets to shoot something worthwhile even if it fails its charge. It's expensive and it makes a big [[Distraction Carnifex]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one. Remember that the Canoptek Control Node exists and you absolutely should have a Technomancer nearby for that reason. *'''[[Image:CanoWraith.jpg|175px|right|]] [[Canoptek Wraith|Canoptek Wraiths]] - {{W40kKeyword|CORE}}:''' Canoptek Wraiths are pretty tough with a 3+ save and 4+ invulnerable save, 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 4 Attacks WS 4+ AP-2 and D2, got cheaper with 9th, ideally you want to throw them at enemy melee units that don't deal multiple damage and that have high AP values, if you're fighting hordes you are better off just swarming them with Scarabs, perhaps you're just better off swarming anything that moves with Scarabs. The ability to move through walls and units can come in handy in all kinds of circumstances. Whipcoils are now a replacement for their claws that turn them into horde killers by doubling their attacks but dropping them to -1 AP and 1 damage. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent's anti-infantry weaponry, so keeping them cheap is probably the best way to go unless you know you have other more juicy targets like Flayed Ones and Destroyers. *'''[[Image:Ophydian_Destroyer.png|175px|right|]] [[Ophydian Destroyer|Ophydian Destroyers]] - {{W40kKeyword|CORE}}:''' For the same cost as the Skorpekh Destroyers, their statline takes quite a hit - less strength, toughness and save, so even though their primary armament is the same they don't hit as hard. Their Hyperphase reap-blade gets an additional hit on 6's, which the Skorpekh version doesn't, because the Ophydian has a pair instead of one. They are a little faster at 10" Move, and in melee it is -1 to hit them AND they get to deep strike onto the battlefield so they have more tricks than the Skorpekhs, and their redeployment stratagem gives them even more board presence. Ophydian are about getting into combat faster and do better against GEQ unless buffed by a Plamacyte that let them edge above Skorpekh when killing Primaris and Gravis armor, while Skorpekhs are far more durable and better at killing tougher enemies and vehicles even before buffs. **Of note, on toughness 6-7 models, only the reap-blade Skorpekh has an easier time wounding than the regular Skorpekh or Ophydians. Ophydians, on the other claw, each have 2 additional attacks, which thus edges them above the Skorpekh in terms of efficiency. In their base squads of 3, one side has 3 of their 11 attacks at 1 step easier to wound, with the other side getting 6 more attacks to compensate. *'''[[Image:TombBlade.jpg|175px|right|]] [[Tomb Blade|Tomb Blades]] - {{W40kKeyword|CORE}}:''' Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you're feeling cheap they can have a single Particle Beamer, which isn't a bad substitute for the tesla carbines considering the unit's speed. Compared to an immortal, they have an extra wound but one less attack, a -1 To Hit modifier in the enemy Shooting phase, and a 4+ Sv, but a massive Movement 14 in place of the Immortal's 5. So not really like Immortals. The shield vanes upgrade is only 3 points, which is nice if you are expecting to be shot by low AP weapons. Another difference between Immortals and Tomb Blades is that they are Bikes, so they don't benefit from being in cover, although '''Nebuloscopes''' (or the Solar Pulse stratagem) allows you to ignore enemy cover if that's a big concern. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you're losing out on firepower relative to your cost and you might as well just take extra models. They are {{W40kKeyword|CORE}} however, which is a nice boost allowing them to take advantage of several useful rules, like MWBD or Rites of Reanimation. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka. *'''[[Image:NecronDynastyArmies.jpg|175px|right|]] [[Triarch Praetorian]]s - {{W40kKeyword|CORE}}:''' Praetorians are like Lychguard, except they have Movement 10, {{W40kKeyword|FLY}}, are dynastic agents and so they can't benefit from dynastic codes and can either have a Rod of Covenant or a Voidblade and a Particle Caster. Their Rod does damage 2 both with shooting and melee, although the extra shot and attack with the other option makes it a debate for hordes vs elites - generally, you'll probably have plenty of horde-killing ability in the army so the Rod seems a more attractive option. Being the Silent King's agents they ''do'' benefit from his auras and MWBD, so if you take him you should bring them along too. Also pairs well with Anrakyr since he has the generic MWBD plus a melee aura.
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