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![[Post New]](/s/i/i.gif) 2012/06/12 18:28:36
Subject: Vargard and Scarabs
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Numberless Necron Warrior
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Vargard Obyron-160
10x Scarabs-150
For 310 points you have a massively mobile,survivable and useful anti-tank/anti- infantry tarpit.
Given the fact you can now use veil of darkness as a means to deepstrike.you can teleport this annoying unit directly to the position you find most useful on the board.
It can go into cover as a wall or speed bump, it can teleport behind or nearest a parking lot.
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![[Post New]](/s/i/i.gif) 2012/06/12 19:54:33
Subject: Vargard and Scarabs
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Longtime Dakkanaut
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I don't have my codex on me but a couple of things. Firstly, as the unit must move at the speed of the slowest model, e.g. Vargard Obyron, your Scarabs are losing that fleet + 12" charge range that makes them fast in the first place. Additionally, as you can't assault off the deep strike, you'll deep strike near a vehicle, and your opponent will just move it out of charge range next turn, as by inserting Obyron the charge range is significantly reduced.
I'm afraid that I'd probably just stick to the Scarabs personally. I can see the point of it to counter and block your opponents attacking movements but it's not something that I'd personally use.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/06/13 18:24:35
Subject: Vargard and Scarabs
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Perfect Shot Dark Angels Predator Pilot
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why join Obyron to scarabs?
Take a squad of scarabs, and two spyders.
Turn 1 make a few more scarab bases, placed in front, gives you 2 in + 1 for base size = 3 extra inches. Move 6, fleet 1-6, assault 12, so on turn one you can move anywhere from 22-27 inches! or move up a little bit and take cover (3+ cover) and assault on turn two. They don't need Obryon at all!
Or what I do:
Wraiths with scarabs behind them. 1st turn, wraiths move forward 12, scarabs move 6+D6 run staying behind wraiths. Scarabs get 3+ cover behind the wraiths. Wraiths have a 3+ invul, so minimal causalties. Turn two the squads are close enough to assault the enemy, so they go their seperate ways and kill everything.
Awesome bonus: if you can manage to surrond that Land Raider filled with GK pallidins, then destroy it = the GKs can't disembark and are dead!
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- Moron
1k sons: in progress
Necrons: 3000
deathwing: 8000
ravenwing: 2000
3rd co: 2000
tyranids: 2500
a ton of extra boyz and stuff up for trading/selling
Lizardmen: 2500 |
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![[Post New]](/s/i/i.gif) 2012/06/13 19:21:06
Subject: Vargard and Scarabs
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Numberless Necron Warrior
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Obyron is in the squad to utilize the veil and deepstrike,he can then leave the squad of scarabs who are next to their target and the squad can move normally.
As for the scarab creep, where you gain extra movement from spawning, that was retconed and no longer works.
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![[Post New]](/s/i/i.gif) 2012/06/13 19:31:52
Subject: Vargard and Scarabs
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Perfect Shot Dark Angels Predator Pilot
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danielbonke wrote:As for the scarab creep, where you gain extra movement from spawning, that was retconed and no longer works.
It still works, just not as good.
The FAQ states: Scarab Hive, second paragraph, Change the second sentence to “On a roll of 2-6, add one base to the Canoptek Scarab unit. This must be placed within unit coherency of at least one base that hasn’t been created this turn. It can move and act normally this turn.”
Before this the scarab creep could be use to conga line the scarabs halfaway across the board which doesn't work. But you can still place one base in a more forward position. Just keep it in coherency. So you gain 2' (coherency) + 1' (base size) + 6' (movement) + D6' (fleet) + 12' (run) for a total of 22-27 inches of movement, = just enough for turn 1 assault if your role for fleet is good. How does this not work?
Obyron is in the squad to utilize the veil and deepstrike,he can then leave the squad of scarabs who are next to their target and the squad can move normally
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If you deepstrike 10 Scarabs, you'll probably hit some Difficult = dangerous terrain. also, If you do DS a full squad of scarabs, you probably won't be in cover and scarabs are weak. They will get shot to bits if they jump to the opponents backfield. vulnerable to blasts and/or T6 instant kills!
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This message was edited 1 time. Last update was at 2012/06/13 19:32:36
- Moron
1k sons: in progress
Necrons: 3000
deathwing: 8000
ravenwing: 2000
3rd co: 2000
tyranids: 2500
a ton of extra boyz and stuff up for trading/selling
Lizardmen: 2500 |
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![[Post New]](/s/i/i.gif) 2012/06/13 20:18:46
Subject: Vargard and Scarabs
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Decrepit Dakkanaut
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danielbonke wrote:Obyron is in the squad to utilize the veil and deepstrike,he can then leave the squad of scarabs who are next to their target and the squad can move normally.
As for the scarab creep, where you gain extra movement from spawning, that was retconed and no longer works.
In order to leave the squad, he has to move out of coherency with them during the movement phase. You cannot do this if you have just deep-struck.
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Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2012/06/14 01:12:46
Subject: Vargard and Scarabs
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Daemonic Dreadnought
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Avatar 720 wrote:danielbonke wrote:Obyron is in the squad to utilize the veil and deepstrike,he can then leave the squad of scarabs who are next to their target and the squad can move normally.
As for the scarab creep, where you gain extra movement from spawning, that was retconed and no longer works.
In order to leave the squad, he has to move out of coherency with them during the movement phase. You cannot do this if you have just deep-struck.
Moot point because the unit can't assault after deep strike. The concept is spawn scarabs, deep strike the unit into terrain, run to disperse, weather a shooting phase, split big O from the squad, and go to town.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/06/14 22:15:59
Subject: Vargard and Scarabs
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Numberless Necron Warrior
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Scadenfreude is correct, that was the strategy I was planning on using.In fact I will be testing it sometime next week and will be more than happy to post the battle report.
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![[Post New]](/s/i/i.gif) 2012/06/15 00:11:51
Subject: Re:Vargard and Scarabs
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Longtime Dakkanaut
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It's an interesting idea Daniel but I think Moronic Nonsense points out some of the limitations, primarily that you are not gaining much. I suppose theoretically you could get to back field HS vehicles a little quicker by passing their frontal defenses and hitting the flanks, but with the limitations of DS they will have a whole turn to react to this.
I could see employing a similar strategy to move something in position to hit side armor, but can't think of anything in the Codex that is shooty based and can't take their own much cheaper veiltek (or already have their own inherent DSing capabilities).
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