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![[Post New]](/s/i/i.gif) 2011/11/10 07:54:11
Subject: Re:Swarms, Blast Markers, and Instant Death
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[ADMIN]
Decrepit Dakkanaut
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Obviously there are going to be things that can take Scarabs out, as with 99% of the units in the game, there are always counters...and of course the 1% reside in the Grey Knights & Space Wolves land.
But obviously a good Necron player is then going to be targeting the things in the opponents army that can wreck their Scarabs, and thus it will be an interesting game. Of course, with Night Fight in the mix, the Necron player can really kind of sit back and build the Scarab swarm to an obscene level and it kind puts the onus on the opponent to move something forward to try to get spotting range to obliterate the Scarabs before they get sick-sized...and I think this will be a little easier said than done because again, once you move that stuff forward you put yourself in a position where most of the Necron army can see and shoot you while the rest of the opponents army can't.
And once you've had 2-3 turns in the night of adding 18-27 Swarm bases to your Scarab Swarm you'll probably be in a position to some serious, serious damage no matter what blast or template weapons your opponent has left once night runs out.
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![[Post New]](/s/i/i.gif) 2011/11/10 08:09:28
Subject: Re:Swarms, Blast Markers, and Instant Death
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Nasty Nob on Warbike with Klaw
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yakface wrote:
Obviously there are going to be things that can take Scarabs out, as with 99% of the units in the game, there are always counters...and of course the 1% reside in the Grey Knights & Space Wolves land.
But obviously a good Necron player is then going to be targeting the things in the opponents army that can wreck their Scarabs, and thus it will be an interesting game. Of course, with Night Fight in the mix, the Necron player can really kind of sit back and build the Scarab swarm to an obscene level and it kind puts the onus on the opponent to move something forward to try to get spotting range to obliterate the Scarabs before they get sick-sized...and I think this will be a little easier said than done because again, once you move that stuff forward you put yourself in a position where most of the Necron army can see and shoot you while the rest of the opponents army can't.
And once you've had 2-3 turns in the night of adding 18-27 Swarm bases to your Scarab Swarm you'll probably be in a position to some serious, serious damage no matter what blast or template weapons your opponent has left once night runs out.
I love the Stormlord HQ, I love the scarab/ spyder craziness with this new codex. All this though and I'm glad I play orks currently lol. Got a good test game in with Necrons today, Still have trouble with Monoliths ...
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![[Post New]](/s/i/i.gif) 2011/11/10 10:43:00
Subject: Swarms, Blast Markers, and Instant Death
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Decrepit Dakkanaut
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When playing the stormlord why the hell would i take first turn? Even if given first turn i wouldnt set up on the line - with a 36" range S6 weapon why would i set that far forwrd, knowing im dead if you charge me first turn?
If youre getting charged first turn by scarabs, as with any other Beast, you havent really thought things through.
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![[Post New]](/s/i/i.gif) 2011/11/10 11:29:02
Subject: Swarms, Blast Markers, and Instant Death
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[ADMIN]
Decrepit Dakkanaut
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nosferatu1001 wrote:When playing the stormlord why the hell would i take first turn? Even if given first turn i wouldnt set up on the line - with a 36" range S6 weapon why would i set that far forwrd, knowing im dead if you charge me first turn?
If youre getting charged first turn by scarabs, as with any other Beast, you havent really thought things through.
Well actually I think the worst thing the Necron player can do if he has a Scarab/Spyder factory is to release his 'Scarabs into the wild' on the first turn before they've built up a bigger unit.
So actually I think you might WANT TO leave a vehicle or two out on the front line to entice a first turn charge against an impetuous Necron player.
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![[Post New]](/s/i/i.gif) 2011/11/10 12:38:09
Subject: Swarms, Blast Markers, and Instant Death
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Lethal Lhamean
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or just deploy furthar back or reserve everything. 1st turn scarab rush only works if you deploy vehicles or other units close to your deployment zone. reserve everything, and it forces the scarabs to now deploy in cover, or move into cover, as opposed to rushing your line hoping for an early assault. because if they do that and your resereved, yu can move on and inflict major damage before they can do anything back.
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![[Post New]](/s/i/i.gif) 2011/11/10 12:43:26
Subject: Re:Swarms, Blast Markers, and Instant Death
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The Hive Mind
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Locclo wrote:My Ork army has the perfect defense against scarabs. I have no vehicles.
<hipster glasses> Tyranids were there first! </hipster>
Oh noes - scarabs getting rid of my 6+ saves? Teh horrorz!
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2011/11/10 13:07:02
Subject: Swarms, Blast Markers, and Instant Death
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Hardened Veteran Guardsman
Virginia USA
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I'm right there with you with my IG army.
Oh NOES!!!! I lose my armour save after I fail a 5+ armor save. O_0.... wait..... I don't have anyone with more then one wound anyway. (Well not anyone important anyway, CCS doesn't count)
Same for mindshackle scarabs. No one. At of all 200 of guardsmen is an epic CC badass. Its highly unlikely I'll even give them a power weapon to top it off.
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This message was edited 1 time. Last update was at 2011/11/10 13:07:35
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![[Post New]](/s/i/i.gif) 2011/11/10 16:02:44
Subject: Swarms, Blast Markers, and Instant Death
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Dour Wolf Priest with Iron Wolf Amulet
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MJThurston wrote:And your redeemer dies. I'll give you an example.
You make the mistake of getting assaulted first turn.
13 scarabs attack. 52 hits. Needing a 4+ to make your armor -1 means 26 negatives. Your redeemer is a wreck before they even get to roll to pen.
You only moved 6 inches.
52 attacks, 50% hit at 26 hits. 50% of those get a 4+ and you are looking at -13 to your armor. Now you have a 1 armor. Of course you now just took 26 penetrating hits.
The scarab player decided he feels lucky after you moved 12 inches.
52 attacks, needs 6's to hit, so 8-9 hit. 50% bring down your armor to -4 or -5. Your armor is now only 9 or 10. If it's 9 they can still glancing hit you. If they rolled great they could have taken you down to 7 or 8 armor and can pen you. You do get to kill them next turn but your Redeemer is going to die very soon to regular fire.
Obviously I'm going to move 12" first though - now the Scarabs are hitting on a 6+, and we'll just assume that my assault cannon didn't insta-gib 4 of them on the way in.
52 attacks, 17% hit means that 9 hit, 50% get through, the Redeemer's now at AV9 (and that's with me rounding up every time and giving the scarabs the advantage in that I never killed a single one on the way in). That would be pretty good if you could shoot at it afterwards, but obviously you can't. Next turn my Redeemer tank shocks them, deploys my Termies towards the Necron lines and then pivots to flame/assault cannon the scarabs. Toasty.
That said, you've basically killed the Land Raider, but your scarabs are screwed.
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