Friday, June 22, 2012

Necron HQ review, the crazy old man


Nemesor Zahndrekh is the ruler of the Necron Overlord of the Sautekh Dynasty on the planet of Gidrim. This used to mean something as this Dynasty was once a really big deal. Then it was time of the great transference and then sleepy time for the Necrons. Eventually, the world of Gidrim awoke and Zahndrekh decided to start his conquests over again. However, this once uber-leader didn’t quite awake properly. He has a sort of Necron dementia. He doesn’t see the world as he should. Instead he sees only the world of the pre-Necron. He doesn’t fight humans, orks or bugs; instead he fights the ancient and still fleshy Necrontyr. He has gone from a superior general to Grandpa Simpson, all befuddled and ranting about wearing onions on his belt.
olé!

What is really going on when Zahndrekh is battling an Eldar menace.



Well once again we get the typical Necron Overlord statistics: WS 4, BS 4, strength and toughness 5, attacks and wounds of 3, initiative 2, leadership 10 and a 2+/3++ save. He has the same old Necron HQ rules and also has Counter Tactics, Adaptive Tactics and Phase Reinforcements. He is armed with Sempiternal Weave (2+ armor), phase shifter (3++ save), resurrection orb and a staff o’ light. He also unlocks the Royal Court unit. Now he does run as many points as the number of cojugacy classes in the automorphism group of the 8 dimensional hypercube. How many is that and what the hell does all that mean? I have no idea but it made me laugh when I looked for another way to express Zahndrekh’s point cost.

Counter Tactics- allows Zahndrekh to pull universal rules off of one enemy unit at the start of his turn. He can remove one of the following rules: counter-attack, stealth, furious charge, hit and run, night fight/acute senses or tank hunter. This lasts until Zahndrekh’s next turn. The only stipulation is that Zahndrekh must have line of sight to the enemy unit.

Adaptive Tactics- is the opposite of Counter Tactics. This allows Zahndrekh to give a universal rule to a single friendly unit. You can choose from the listed rules above. Zahndrekh must be on the table to use this ability. The unit also has this rule until Zahndrekh’s next turn.

Phase Reinforcements- is a weird rule that I’m not sure I would ever use. If an enemy unit arrives from reserve, then a Necron unit that is in reserve and that can deep strike may then deploy. What? An enemy comes from reserve and I have deep strikers waiting. Ok. I can then deploy a unit (held in reserve) if they are allowed to deep strike. So, I can deep strike a unit in on the enemy movement phase, if the enemy has any reserves come in that turn. What?

 I can really only see one use for this and that is long distance objective shenanigans. Other than that why do this? It is not super efficient if you ask me. If used as a mode of travel it is sketchy and too random. If used for objective contention, well that is fine, but it allows for an enemy turn of shooting and assault before your go. There is not a ton of, Necron stuff that can deep strike. The few things that can are crappy units or better used deep striking on your turn instead of the enemy. I guess if want to try and drop a Night Scythe, full of something; during the enemy turn go for it. The unit will be on the board sooner and can disembark and go about their business sooner. That is, if they survive. This will be seen coming and should not surprise your opponent. They can easily prepare for an out of sequence deep strike, or better yet, put nothing in reserve. That neuters this rule all together.

 I have a problem with a HQ unit without a power weapon or something that makes close combat potentially worse for the enemy (poisoned, rending etc). Since this game always boils down to close combat and having an HQ without a descent close combat weapon is stupid. He is not a close combat beat-stick I know, but still how many named 40K HQ choices do not have special close combat weapon/attacks? Think about it? None.

I guess Zanhdrekh is the first useable character HQ I would consider. His tactics rules are probably worth the cost along with a 2+/3++ save and resurrection orb. Thank the writers for making his tactics rules last until the next Zahndrekh turn, if not then the majority of them would be wasted. A shame they didn’t tack on the Phaeron upgrade as well. I would prefer that over Phase Reinforcements any day. Then I would easily spend points to take this guy in an army. It would make him quite the Swiss Army HQ.

2 comments:

  1. you forgot his bodyguard Vargard Obyron if Zahndrekh is assaulted obyron gets to deepstrike himself and his unit he is attached to within 6inches of Zahndrekh and obyron is a smashing machine

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  2. No, I just talked about him in another post.
    I would not foget Mr. Obyron.

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