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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Ive got a bunch of scarabs sitting around. Im thinking of putting disruption fields on 10 of them and trying my luck on immobolising tanks. It sounds decent enough, they are REALLY fast and get a bunch of attacks, and since they would be hitting tanks, their WS doesnt matter. Is this a sound idea at all? Im not playing in a tourny setting so hearing "this unit isnt competitive" is NOT what Im looking for.
   
Made in us
Tail-spinning Tomb Blade Pilot




Well its not a bad unit, but you dont necesarily need all 10. 7 or 8 should do the trick. A Destroyer lord can go with them and break off takng out 2 tanks if need be. Also, this unit can become a tarpit if need be. If anything you can build your cron list and when you inevitably have 16 points left you cant spend you can add/takeaway scarabs to make the numbers come out.
   
Made in us
Discriminating Deathmark Assassin






A fellow Necron friend loves fielding them. They tend to do decently. Just avoid anything with flamers like the plague, and watch out for things with 6+ strength in close combat. (in shooting you probably turbo-boosted for a 2+ cover save)

Norbu is right, though, 8 should be fine.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Works great until you try to use them on a Furioso Dreadnought with Blood Talons.

One of my friends learned that one the hard way. I laughed. He didn't.
   
Made in gb
Stealthy Grot Snipa




In short its a great tarpit and anti tank. Useless against walkers though. In short I love them but you've got too be sly and pick your fights right
   
Made in dk
Imperial Recruit in Training




Aarhus, Denmark

They work great as tank hunters or a cheap tarpit, but they die really easily to templates or that tasty DC dreadnought.
I always use them, accompanied by a lord on a destroyer body to take out tanks in higher point games.

"When in face of danger
When beset by doubt
Run in little circles
Wave your arms and shout." - Ciaphas Cain: Hero of the Imperium. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well cool, I thought the numbers sounded good enough to me. I knew to keep them away from templates/dreads like the plague, thats a no brainer I plan on using my destroyers for dreads and the like anyways. I knew they are also great for tarpiting things, my nephew did that to a unit of tacticals once and they were stuck in CC for a good 4 turns or so, it was hilarious.

Thanks fellas, looks like Ive got 2 parts of my Necron build figured out. The rest is up to play testing. Im taking them, and a Lord with veil/SOL in a unit of Immortals to leap frog around shooting the hell out of units, and then doing a late game grab.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I play a Spyder Wing - I have 9x Tomby Spyders, 30 Scarabs, 9 more for the Tomb Spyders....a Destroyer Lord, a Walking Lord with Veil, two units of warriors, and one unit of immortals.

The thing about *you* playing scarabs is that you're also playing destroyers. And given how WBB works, if you're running destroyers, it would definitely be preferable for you to run...more destroyers. Scarabs compete for that FA slot. Scarabs can be fun, and fit an army build, but I'm hesitant to tell you to bring them if you're using your fast attack slots for something else.

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well, I know that they are competing for the FA slot. Problem for me is, I only have 3 destroyers presently Im planning on fixing that shortly, as Im fairly certain Im going with alot of destroyers (I mean cmon they are pretty awesome)


Also Dash, I thought you were the Wraith wing guy, when did the spyder thing pop up? On a side, hows that build working out?
   
Made in us
Dakka Veteran




10 bases. 40 attacks.

If the target moved >6", ~7.5 hits, 1 and a fraction glances.
If the target moved <6", 20 hits and 3 glances. Which means you get either an immobilized or a weapon destroyed on average.
If the target was stationary, 40 hits and 6 glances. Which means you get an immob and a weapon destroyed.

If you opponents are in the habit of not moving their vehicles when you have scarabs within 18", D fields might accomplish something. But it will take them 2 turns to actually kill a non-transport, and they are incapable of harming something moving more than 6" regularly unless something else immobilizes it.

So, is it worth a 33% price increase and 40 points to make your opponent either charge the scarabs or move their non-transport vehicles in potential charge range more than 6?

This message was edited 2 times. Last update was at 2011/04/23 23:02:18


 
   
Made in us
Numberless Necron Warrior




I've had good luck with them going after Artillery in the backfield. Remember if you immobilize it in your turn, and they remain there during his turn you get attacks in his turn that auto hit.

 
   
 
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