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cedar rapids, iowa

Thinking a ventetta with vets that have demolitions, 3 meltas, sarge with plasma, and shotguns could kill off a scarab squad before the spyders can multiply them. (If you are going first.)

If you aren't going first, you could still make a massive dent in their numbers on turn one or get them out of range of the spyders by presenting a dangerous enough target.

Thoughts?

 
   
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LRBT, three of them make a dent in those pesky things.

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Why meltas? Or plasma? The correct reply to scarabs is templates, preferably S6 templates. This means Hellhounds and Russ hulls. The best is the Eradicator (which happens to make all sorts of Necron units shake in their metallic boots), but the basic LRBT version is pretty effective.

And considering that Necrons have vast problems dealing with AV 13+ with things that aren't named Canoptik, it's a great choice. The only things Necrons have that deal with a Russ hull are Spyders, Wraiths, Scarabs, and Barge sweep attacks. Russ battlecannons seriously threaten two of those 4, and spyders are damn slow.
   
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cedar rapids, iowa

So I understand taking the spyders with Lemun Russes, but a serious threat to LM are scarabs moving up the board in cover.

Looking for a simple, low cost, quick way to dealing a blow to the production. I'd rather keep them with a bunch of slow S6 spyders then a massive blob of scarabs.

If I can take down a third of that on turn one, I'll take that everytime. (As well as the damage the vets could do if they can get some cover to shoot out of.

This is mainly for the scarab farm armies, normal cron armies I would target a troop barge or monolith.

 
   
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Scarabs moving up in cover? Bust out the Hellhound or Eradicator. S6 with no cover saves hurts.

I prefer the Hellhound, since you won't see many other Sv4+ units, usually because most people prefer Teslammortals instead of warriors, and they have Sv3+, making a Leman Russ a bit of a waste when you consider that a Battlecannon Russ is cheaper and threatens more units; unless you've got all your FA slots full of Valks and Vends, then it's easier to use a Hellhound than take up a valuable HS slot with an Eradicator.

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Paso Robles, CA, USA

I'm surprised no one's said to bubble wrap your tanks. Take a platoon, put them in front of your tanks. Scarabs have to go through them to get to the tanks and if they wipe out the squad in front, they are left sitting right in front of your lines where the heavy flamers on your Chimera's can toast them. A PCS with 4 flamers helps as well.

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Ozymandias wrote:I'm surprised no one's said to bubble wrap your tanks. Take a platoon, put them in front of your tanks. Scarabs have to go through them to get to the tanks and if they wipe out the squad in front, they are left sitting right in front of your lines where the heavy flamers on your Chimera's can toast them. A PCS with 4 flamers helps as well.


This. You probably run a Powerblob anyway. If you get hit really hard, let your Commissar die and your men will run, then let the Scarabs have it with the HHFs on the Chimeras. If the Scarabs don't do that much damage, and you think you can last two more player turns, then don't kill the Commissar. Simple as that.

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Lethal Lhamean





somewhere in the webway

basilisks. indirect fire that does double wounds and insta kills scarabs. either that or some russ battle tanks. basically anything that throws out a template of str 6 or better works REAL well. also using troops as mentioned to screen off your tanks so they cant assault. otherwise, laz fire, autocannons and generally anything else str 6+ works pretty well.

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Hellhounds delete them, and are also good against a large enough list of other things that they're a pretty good include in your list anyway.
   
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Leeds, England

The Hellhound doesn't see much action in MEQ environments but this is an area where they shine. The only problem is that once you remove to scarabs, the hellhound is practically useless. You may get some shots on one of the new necron transports but I've not have that situation come up yet. Battle cannons work well but I'd rather them be blowing chunks out of warriors and immortals. Flamers work at a pinch. I usually end up taking them out in CC though with P/fists. Not ideal but its rare i'll manage to gun them all down quick enough.


Automatically Appended Next Post:
I will mention that scarabs are more devestating to vehicles than infantry. Bubble wrap tanks until the scarab threat is taken care of. They swarm through any and all gaps to get at your vehicles. Keep the gaps closed and have a sacrificial unit charge them if need be.

This message was edited 1 time. Last update was at 2012/01/08 11:36:21


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Macragge

I'm surprised no one has mentioned the Colossus. S6 barrage, no cover saves, can still shoot during Night Fight, albeit with a higher scatter distance. Its minimum range won't be an issue if you place the Colossi a bit away from your main parking lot, where the Scarabs will be aimed. Colossi are also great against MEQ because they're AP3 with no cover saves, so they're worth it in a TAC list as well as being strong against Scarabs. Throw in a single Hellhound as backup and you're set against any number of Scarabs.

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Roboute wrote:I'm surprised no one has mentioned the Colossus. S6 barrage, no cover saves, can still shoot during Night Fight, albeit with a higher scatter distance. Its minimum range won't be an issue if you place the Colossi a bit away from your main parking lot, where the Scarabs will be aimed. Colossi are also great against MEQ because they're AP3 with no cover saves, so they're worth it in a TAC list as well as being strong against Scarabs. Throw in a single Hellhound as backup and you're set against any number of Scarabs.


I never mention it because I can't stand it's 24" min. range.

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Just me who thinks the usual Chimera multi laser is a pretty damn good way? Designate a tempting target, scarabs go for that, then hull heavy flamer and multi lasers away.

Or I've had alot of fun with LRMBT, as stated it threatens almost any unit in the necron army.

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Chaos Lord Gir wrote:Just me who thinks the usual Chimera multi laser is a pretty damn good way? Designate a tempting target, scarabs go for that, then hull heavy flamer and multi lasers away.

Or I've had alot of fun with LRMBT, as stated it threatens almost any unit in the necron army.


The Chimera multilaser isn't a very good tool against Scarabs, because as swarms with Stealth they'll be getting a 3+ cover save against it if the opponent is at all intelligent. Coupled with the mediocre BS of Guardsmen, the multilaser isn't nearly as efficient as a blast or template weapon, particularly one that ignores cover or fires indirectly. Heavy flamers are a very dangerous tool against scarabs, because by the time you're in range to use them they've already assaulted and wrecked something.

LRBTs are great though.

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Somewhere in the Galactic East

alarmingrick wrote:
Roboute wrote:I'm surprised no one has mentioned the Colossus. S6 barrage, no cover saves, can still shoot during Night Fight, albeit with a higher scatter distance. Its minimum range won't be an issue if you place the Colossi a bit away from your main parking lot, where the Scarabs will be aimed. Colossi are also great against MEQ because they're AP3 with no cover saves, so they're worth it in a TAC list as well as being strong against Scarabs. Throw in a single Hellhound as backup and you're set against any number of Scarabs.


I never mention it because I can't stand it's 24" min. range.


The trick with the Colossus (and the Griffon) is placing them where the arcs of fire overlap. Griffon+Colossus in both corners can cover the entire board with anti-infantry pretty well.

But for scarabs, Sentinels with Heavy Flamers are awsome against swarms. Three flame templates and str 6 close combat instant kills bases by the bucket load.

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KplKeegan wrote:

But for scarabs, Sentinels with Heavy Flamers are awsome against swarms. Three flame templates and str 6 close combat instant kills bases by the bucket load.


Both heavy flamers and sentinels are only str5. Entropic strike and hitting on 4s can tear up a sentinel's armor really quickly.

And having tried heavy flamers on scarabs, I think it can really go either way. Every wound you score doubles to two and they ignore both cover and armor, but you're still having to get three wounds on each base to kill it. And you only get one shot before the scarabs are in assault range.

The problem with the big blasts of all kinds is that they don't ignore cover--except for the colossus and novacannon. So even with a good scatter, the scarabs will ignore 2/3 of those wounds.

Really a hellhound with a str6 cover-ignoring, armor-ignoring, non-scattering template is the tank that has the best chance for wiping out swaths of scarabs with a single shot while still maintaining some speed and distance that can help with survivability.

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