Well hello again! So awhile ago i talked abiut the Necron Night Scythe Transport. Now I will discuss the other transport.
Ghost arks are pretty sweet. They clock in at 115 points each. They have Quantum shielding which gives em 13 13 11 until it gets penned +at which point its dead anyways OPENED TOPPED!) and ot has 4(!) HULLPOINTS! Why?
Ghost arks can only transport Necron Warriors or members of royal courts or IC, but inly 10 total. This means that you must be strategic what you place. Usually, I run ghost arks with 9 Warriors inside and either a Stormtek or Destructotek. These Rowboats
Are surprisingly good at popping vehicles with this. Move 6 in. Get a 5+ jink. Fire with warriors and SC them fire with the broadsides
Ive ruined many vehicles like this.
The Ghost Arks main treat is its repair barge rule though. On a 2+ everyturn, i can put d3 warriors back into a squad, but cannot take it beyond starting size!. So in irder to make sure this isnt wasted i often put a nice blob with warriors around tye ark. They privide a nice counter assault unit or meat shield for the ark. If you shoot at them, no deal ill just get d3 warriors back next time. If your opponent wastes his fire on the ark the passangers only take stregth 3 hits and you have left the blob retively untouched. I have lists of over 7 Ghost arks with buckets of warriors storming down the board. They give you all the man power, regenerations, and firepower you can ask for
Throw in a Annihilation barge or two and your reallt scary now.
So tell me what you think about Ghost Arks. Are they too much for too little. Are they a one trick pony?