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Made in us
Fresh-Faced New User




Personally I usually throw a unit of wraithguard into a wave serpent and (only if the situation demands) fly the wave serpent right up to the monolith, pop the wraithguard out and with six wraithgaurd shots aimed at the monolith it will most likely either blowup the monolith or at least immobilize it.

I say this mostly because against necron I rely on CQC to win, but since the monolith can pull necrons right out of combat have their bodies shoot my rather flimsy units then pop back out next turn so the monolith can really destroys my offensive game.
   
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Foolproof Falcon Pilot






I usually ignore it and kill Necrons to force phase out.

However, if itpresents itself as an easy target for Singingspears/witchblades, DCCWs, WLs, PKs I will usually take a pot shot at it.

Regardless, the Necrons themselves are always a target before the Mono....always.

   
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Defending Guardian Defender




New Zealand

Seer coucil in CC
   
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Fixture of Dakka



Chicago, Illinois

Libarian w/ Vortex and Term Armour blows them up very nicels and its almost impossible to scatter off the center of it. You have to roll a miss and a 8+.

STR10 AP1 goodness.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
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Fresh-Faced New User






Medusa with BBS. Took out all 3 monolith in a 2500 game.
   
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Regular Dakkanaut




it's cost stupid and nearly useless otherwise but swooping hawks do have haywire gernades
   
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Proud Phantom Titan







kitsunez wrote:it's cost stupid and nearly useless otherwise but swooping hawks do have haywire gernades
5 hawks are only 105pts what are you complaining about
   
Made in us
Regular Dakkanaut




Tri wrote:
kitsunez wrote:it's cost stupid and nearly useless otherwise but swooping hawks do have haywire gernades
5 hawks are only 105pts what are you complaining about


yeah but all they're good for is the haywire....lasblasters are pants on head slowed
   
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Proud Phantom Titan







kitsunez wrote:
Tri wrote:
kitsunez wrote:it's cost stupid and nearly useless otherwise but swooping hawks do have haywire gernades
5 hawks are only 105pts what are you complaining about


yeah but all they're good for is the haywire....lasblasters are pants on head slowed


Don't know they can have their uses. DS them in and drop a large template. Next turn ether charge a tank or shoot some one. At only 105pts if they die who cares more often then not they're ignored.

This message was edited 1 time. Last update was at 2009/08/08 14:42:45


 
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

Vendettas, Lascannon Heavy Weapon Teams (w/ Bring It Down), Demolishers, or Medusas are all good for my IG.

My daemons like Soul Grinders or Bloodthirsters in CC, either one's got the volume/strength to do it.

The Tau just point and laugh at monoliths; railguns were born and bread to take those puppies down. 3-man team with A.S.S. and shield drones costs less, and rarely fails to take a 'lith down in one turn.

Alerian wrote:I usually ignore it and kill Necrons to force phase out.
He's got the right of it though, you're far better off just mashing Necron warriors than shooting a monoliths. Sadly (for Necrons) they're often outshot by most armies anyway, so the CC gating only gets them so far.
   
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Missionary On A Mission




The Eye of Terror

kitsunez wrote:
Tri wrote:
kitsunez wrote:it's cost stupid and nearly useless otherwise but swooping hawks do have haywire gernades
5 hawks are only 105pts what are you complaining about


yeah but all they're good for is the haywire....lasblasters are pants on head slowed


Autarch for +1 to reserve rolls -70+ points
Exarch for skyleap. - 27 points
Dropping a template every turn past the second from a unit that is nigh-impossible to kill - Priceless

This message was edited 1 time. Last update was at 2009/08/09 08:07:11


 
   
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Fixture of Dakka



Chicago, Illinois

Yoyo Hawks.

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Gig Harbor, WA

The exorcist has a decent chance. D6 S8 Ap1 shots are about as good as a LC heavy weapon squad, similar price, more moble, better BS, and not afraid of multilasers and the like with Av13.

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Tough Tyrant Guard





Vancouver, BC, Canada

Railguns.

</game>

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Glendale, AZ

I was never afraid of Railguns when I played Crons. But then I also never cried the few times I lost my 'Lith. It wasn't the lynchpin everybody makes it out to be. Rules HAVE changed quite a bit since I played too though.

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Missionary On A Mission




The Eye of Terror

Alerian wrote:I usually ignore it and kill Necrons to force phase out.
However, if itpresents itself as an easy target for Singingspears/witchblades, DCCWs, WLs, PKs I will usually take a pot shot at it.
Regardless, the Necrons themselves are always a target before the Mono....always.



A fortress circumvented ceases to be an obstacle. A fortress destroyed ceases to be a threat. Do not forget the difference.
- Attributed to Leman Russ

This message was edited 1 time. Last update was at 2009/08/10 08:53:16


 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

All these Tau exclusive players turning up.

Orks and Grey Knights dont get Broadsides or Wraithguard.

Monoliths are tough ones for some armies. sometimes you just have to try and ignore it.

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Storm Trooper with Maglight





West Sussex, UK

Demoilsher, even though the only time it ever destroyed a monolith was when it rammed it.

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Regular Dakkanaut



CT

Orks = Tankbustas

Seems like a good application. The cron field 1 maybe 2 liths. Tankbustas spend the whole game trying to take it down. If they do then they are free to chase whoever they want. Seems like a dream for tankbusta players. No low priority vehicles mucking up the tankbusta's strategy. If the bustas die then try and ignore the lith and force a phase out.

I've never played agianst necron though. Therefore I don't know how sound my reasoning is, but it makes sense on paper to me.

This message was edited 2 times. Last update was at 2009/08/10 16:06:47


 
   
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Killa Kans, Dreads, PK's on the charge. If that fails, call bs
   
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Rampaging Carnifex





Mandeville, Louisiana

orchewer wrote:Railguns.

</game>


Aha, see, someone gets it.

As a Tyranid player, well, there's not a blasted thing I can do about it beyond hoping a CC fex catches it and manages to hit it enough. That's literally the only thing in the army that can kill a Monolith. No, Zoanthropes can't do it. They have to get within 18 inches, pass a psychic test, hit with 1 shot at bs3 and then roll higher than a 4 to get a result capable of destroying it? Not going to happen.

When I played Tau, it was my 3 man Broadside Team and Hammerhead that dealt with the Monoliths. I used to foolishly play a gunline, and would consistenly get Monoliths deep struck on top of my lines, push all my models out of the way, and flux arc everything to death while bringing in squads of warriors on my head until I had managed to Railgun it down.

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Dayton, Ohio

edit: nevermind I'm a moron.

Asside from that I'm not sure how you could take it out, can't Nids get a ranged anti armor bio-weapon on their carnifex?

This message was edited 2 times. Last update was at 2009/08/10 17:11:42


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Proud Phantom Titan







starbomber109 wrote:
Railguns wrote:
orchewer wrote:Railguns.

</game>


Aha, see, someone gets it.

As a Tyranid player, well, there's not a blasted thing I can do about it beyond hoping a CC fex catches it and manages to hit it enough.


I saw genestealers take one down once, though the Necron player wasn't very carefull with his lith, he tried deep striking it to behind his opponent's horde, and a bunch of genestealers turned around and piled onto it, they managed to blow it up but it blew up over half the squad.

Asside from that I'm not sure how you could take it out, can't Nids get a ranged anti armor bio-weapon on their carnifex?


ok how? even the brood lord can't scratch it and he can be str6.

only reason to charge the monolith is to get a free 6" move towards the necrons.

This message was edited 1 time. Last update was at 2009/08/10 16:50:50


 
   
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Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Tri wrote:ok how? even the brood lord can't scratch it and he can be str6.


I'm trying to figure that out, maybe it wasn't stealers.

Tyranids can't do much against armored vehicles can they?

Edit: Oh right, it was stealers but they messed up on the armor pen rules. Yeah normally they wouldn't be able to scratch it.

This message was edited 1 time. Last update was at 2009/08/10 17:04:39


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Rampaging Carnifex





Mandeville, Louisiana

Tyranid high strength ranged weapons are either the Barbed Strangler or Venom Cannon. The Barbed Strangler is max S8 and scatters, and therefore not only cannot cause penetrating hits on AV14 but has to worry about scattering away. The Venom Cannon can be strength 10, but cannot cause penetrating hits on vehicles that aren't open topped. So neither of these weapons can penetrate Monolith armor. Technically, Zoanthropes CAN, but they are so incredibly unreliable and short ranged that they cannot be depended upon as anti-tank. Adding further insult to injury, the Monoliths Living Metal rule negates extra penetration dice from Rending, Melta Weapons, and Monstrous Creatures (and perhaps Ordnance effects? I've never played an army with ordnance so it's never come up). This means that even the "fluffy" method of Tyranid armor killing, or Horrible Mangling Death by Claws of Giant Monster, won't work either. A Hive Tyrant can smash open a Land Raider on good rolls. It cannot scratch a Monolith because of living metal. A Carnifex can still potentially harm a Monolith in close combat only because it can be S10 with toxin sacs. Even then, you'd need to hit a skimmer and roll a 5+ to penetrate it, and then roll high enough on the damage table for something the Monolith will care about. It's a 6+ penetration if you didn't take toxin sacs.

Monoliths are effectively immune to Tyranids if the user isn't woefully stupid.


Edit: Even if rending worked AND they brought Toxin Sacs, Genestealers still couldn't destroy a monolith. Rending only gives a d3 now, so S5 + lucky 6 rolled for penetration+ lucky 3 extra because you rended makes 14 for a glancing hit. Not that anyone bothers with toxin sacs on them anyway.

This message was edited 1 time. Last update was at 2009/08/10 17:45:20


Dakka. You need more of it. No exceptions.
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What are you talking about? They're Space Marines, which are heroic. They need to be able to do all the heroic stuff. They fight aliens and don't afraid of anything. -Orkeosarus

 
   
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Fireknife Shas'el






Richmond, VA

Railguns for my tau
Wraithguard for Eldar
For SM, I don't know Vindicators? Land Raiders Assault Termis? Or just ignore and phase out the 'crons?

 
   
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Missionary On A Mission




The Eye of Terror

Godhammer pattern raiders are actually excellent for anti-monolith tactics.

 
   
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Nurgle Predator Driver with an Infestation




Hive Fleet Kraken

Ordinance weapons work well, if the rules are the same as i remember, they roll 2D6 and pick the highest one. On a Demolisher thats roll a 5 plus on either dice to punch a hole in the side of it. Or be a smart player and ignore it completely, afterall if your necron foe has a monolith, thats 250 less points of necrons to kill.


Automatically Appended Next Post:
Ordinance weapons work well, if the rules are the same as i remember, they roll 2D6 and pick the highest one. On a Demolisher thats roll a 5 plus on either dice to punch a hole in the side of it. Or be a smart player and ignore it completely, afterall if your necron foe has a monolith, thats 250 less points of necrons to kill.

This message was edited 1 time. Last update was at 2009/08/10 20:59:10


 
   
 
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