Necron GHOST ARK Review / Tactics – 9th Edition Codex – Warhammer 40k



In this video we review the Ghost Ark from the Necron Codex

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10 thoughts on “Necron GHOST ARK Review / Tactics – 9th Edition Codex – Warhammer 40k”

  1. I agree with your rating. It's not an auto include in every list, but if you're taking Warriors it's incredible. I used one of these in a Silver Tide list vs Orks and the reanimation was huge. Also not to be underestimated is its size. Against an army that wants to charge you, you can turn it sideways and block off your infantry hiding behind it

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  2. For me that's an auto-include because Warriors are auto-include

    I love to see my Ghost Ark beside my Silent King, hide 20 Warriors w/ the Chronomancer on the table and first turn Veil them in front of the SK to put 40 shots S5 AP-2 D1 hit on 3+ re-roll, w/ the stratagem to auto-wounds on 6+, while the barge put 20 shots + 20 others shots of the 10 Warriors in it
    That is the 30 Warriors possibility to reanimate, D6 per turn w/ the Stratagem, Incredibly strong, you can gain 3" w/ the Mephrit code and put 3MW for 1CP

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  3. Yo…bring 9 of these. 1 for every "infantry" unit. Characters are units and many are infantry. Thralls are 40pts…and infantry. etc, etc. Think 10's possible too.
    They're 15 points more than 10 warriors but are faster, have similar firepower, and not losing out on numbers until death.
    Have 4 more wounds, greater toughness, greater saves, and auto-heal themselves 1 each turn.
    Have QS so 50% to wound it at best and a 5++.

    At the cost of degrading BS and eating multi-damage weapons that make it past QS. You have 8 more of them. Deal.

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  4. In all seriousness, it's a fair rating. They're good, but not so good that we see them very often…maybe that's just because of the ace-pain it is to build them, but it doesn't perform it's designed purpose well. I don't even consider it a transport for the reasons you state. It's just a support platform with minimal weapons, and it does that role fairly well.

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  5. Ghost Arks were the reason I started playing Necrons back during 6th ed – I used to have 3 units of 10 warriors, each in a ghost ark, and I'd cruise them around blasting things with a ridiculous amount of firepower at short range since they were open-topped. But since that's been changed, Ghost Arks have lost a bit of their shine for me. In 9th Ed though, their ability to just bring back warriors does give them a use.

    Certainly they aren't bad – as other posters have pointed out, a ghost ark is only a little more expensive than a unit of warriors. It does, however, lose a lot of the synergy that Warriors have, and as you mentioned it isn't much of a transport. As such, I think 3.5 is about right. The Ghost Ark is great if you have a warrior-focused army (and since that's the strong meta right now, it's in a decent spot), but comes up a bit short otherwise. If you have more than 2 units of warriors, I'd strongly consider taking Ghost Arks to make them even more annoying to remove.

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  6. I've been slightly confused by the wording of the reanimation ability this model has. When you roll the D3 for a squad of warriors, do that many models stand back up automatically or do you have to roll reanimation protocols after the roll for the number of successes?

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  7. Awesome model I love it you can bring warriors back and tecnomancer heals it it’s a awesome triangle warriors protect tecnomancer. Tecnomancer heals ark and warriors, ark brings warriors back 2d3 warriors a turn coming back my opponent has to kill on average 30-40 warriors to get rid of 20 man squad. 10-20 shots coming from this guy as well

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