Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/04/25 09:25:19
Subject: The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Andy Chambers
|
Imotekh 225
Cryptek, Lance, Solar Pulse 55
Cryptek, Aeonstave, Chronometron 40
Destroyer Lord, Warscythe, 2+ save, Mindshackle scarabs 160
(9) Warriors 117
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(6) Wraiths, 2x Whip coil, 1x Particle caster 235
(5) Scarabs 75
(5) Scarabs 75
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
= 1847
Its pretty simple to play, really. The Spyders stick together, essentially functioning as one big ass unit. This way if one squad gets charged, the rest can help out. They'll eventually spread out as they move up and start getting charges. The Scarabs stay on both sides of the big Spyder blob, essentially as "tentacles", as in you keep one Scarab base right next to the Spyders, then spread out the rest to increase their footprint and threat range. With Scarabs on both flanks, this means you can reinforce 9 bases to whichever squad needs them, and no matter where your opponent goes there will be Scarabs opposite them. Wraiths and Destroyer Lord can give cover saves to the Spyders, and they function as your general maneuverable beater unit, they can also take on other Deathstars which are bearing down on your Spyders/Scarabs (THSS, TWC). They probably won't beat them by themselves, but if they tie them up for a turn the Spyders can wade in too and add some more MC attacks to the combat. Imotekh hangs with the Warrior squad w/ Chrono attached, for that nice reroll to keep Storm going (I'm usually able to keep it going till around turn 4). Immortals run around and take objectives, they can also add some random torrent fire, which is nice, though its not their primary function.
The basic idea is to deploy your "blob" centrally, then move and run forward till you reach your opponent. One squad of Scarabs is usually sent out to hit transports/tie up squads on t2 (so it will be 23 strong -possible casualties), then the other squad chills next to the Spyders until it too is sent out (t4 usually). The trick is to always have Scarabs nearby for your Spyders to poop into. If you're not able to poop with a Spyder, you're doing something wrong. The Scarabs primary function is to demech your opponent, and, if possible, tie up squads that are already on foot (till your Spyders can get there). Once you get your opponent on the ground, they will be easy prey for your Spyders (and Wraiths), as most basic infantry squads are completely helpless against them. Against bigger squads (large Grey Hunter squads w/ WG, large BA RAS) try to get more than one squad of Spyders into combat with them, Wraiths too if possible (keeping your Spyders near each other helps here too). Imotekh provides Night fight cover, while it is of random length, usually it should go until at least turn 3. Imperial armies do have searchlights, which will migitate Night fight to some degree, but the average sight distance is still 21", which means if your opponent is searchlighting you, odds are your Scarabs are gonna be charging him next turn. His Lightning strikes are fairly random, but the damage they do tends to add up over the course of a game.
Thoughts and comments welcome =)
|
This message was edited 1 time. Last update was at 2012/04/25 09:26:31
"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/25 13:42:14
Subject: Re:The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Longtime Dakkanaut
|
Well my thoughts are it looks like a good list, you already seem to know how it works, and probably whats going to counter it best. When you write two paragraphs on how the list is going to work, or how your going to use it. Unless your writing complete rubbish you probably don't need all that much help
|
DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/25 14:14:27
Subject: The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Lord of the Fleet
|
While Scarabs and Spyders can eat things in CC, I'm a bit worried at your lack of ranged anti tank. You're gonna have to quickly move across the field without getting too blown up if going against mech or other vehicle heavy lists. Maybe another lancetek or something to cover the gap
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/25 16:13:25
Subject: The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Tower of Power
|
How you finding the min squads of Immortals? They look like they won't achieve a fat lot to me offensive wise and just go for objectives.
|
warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 0052/04/25 16:30:03
Subject: The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Wicked Canoptek Wraith
Mandragora, Eastern Fringe
|
If you want anti tank, you could switch out the Wraiths for Destroyers and attach the Destroyer Lord. Doing some switching around, you can give the D Lord a Res Orb, add a warrior, switch the 6 wraiths for 3 Heavy Destroyers, and bump a scarab squad to 6 for exactly 1850.
|
Sautekh Dynasty 5000 pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/26 18:55:50
Subject: Re:The Metal Tide - Competitive Scarabswarm Necrons @ 1850
|
 |
Andy Chambers
|
Here are a couple of paragraphs I wrote on the list a while ago, the first part is referring to why I preferred one Wraith squad w/ Destroyer Lord as opposed to just 2 Wraith squads (which is what I used to play).
"I've found that against lists containing lots of missiles the Wraiths just tend to keel over and die pretty quick, plus they really can't hold their own against dedicated CC units. Even large units of Grey Hunters w/ a fist WG beat them one on one. So I dropped one squad, and picked up a Destroyer Lord to hang with them. He has a couple of uses: catching missiles for the Wraiths, being able to generate 2-3 wounds per turn in CC that ignore armor saves and have 2D6 pen (a great help against some units, as you just can't always rely on rending: Dreads, Mephiston, THSS) and he's able to slingshot the Spyders into combat if necessary (by joining the unit and bridging the gap between them and an enemy unit, giving the Spyders an extra ~4.5" of range). Though the extra Wraiths might be better against some lists, IMO the Destroyer Lord gives you quite a bit of extra options, and against bad matchups he helps more than an extra Wraith squad.
Using the points left over I upped the warriors to Immortals, as especially during late-game I find that there are usually quite a few beaten up squads running around the field, ie. 2-3 man MEQ squads, small GEQ squads etc. The only anti-infantry the list really contains is in CC units, and if you can't reach those squads in CC you can't remove them. In objective games its invaluable to be able to torrent off small squads that are sitting on objectives, instead of having to dedicate a whole Spyder squad to removing one marine. Plus Immortals are able to move and fire, which lets them maneuver and still shoot for the whole game, unlike warriors who will just be running around, and maybe taking a few potshots if they're already on objectives. All for 20pts etra over Warriors, IMO a fair enough price. The 3+ save is also nice, allowing them to take objectives in the open if necessary, instead of getting torn apart by HB's/autocannons like warriors. "
For antitank, the Scarabs/Wraiths/Spyders are usually sufficient.
|
"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
|
|
 |
 |
|
|