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![[Post New]](/s/i/i.gif) 2015/02/12 13:10:18
Subject: Necron Scarab slingshot
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Power-Hungry Cultist of Tzeentch
Beale AFB, CA
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Spyders may create Scarabs at any point in their movement phase within 6 inches of them. 7 Spyders with a minimum Scarab squad can potentially move 24 inches before charging. Move the Spyders forward 6 inches, create 7 bases in a 12 inch line, move 12 inches with the Scarabs. Put a pile of IC Warscythes in there, and you are making money. Season generously with Wraiths.
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The worst part about 40k is that my models don't hug me back. |
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![[Post New]](/s/i/i.gif) 2015/02/12 13:32:12
Subject: Re:Necron Scarab slingshot
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Freaky Flayed One
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Yeah that does seem to work. Ironic considering they had to errata nearly the same thing early in the 5E codex, but at least this one doesn't quite allow a first turn assault.
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![[Post New]](/s/i/i.gif) 2015/02/12 13:48:35
Subject: Re:Necron Scarab slingshot
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Longtime Dakkanaut
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I don't think that works. You have to place it within 6" of the Spyder
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![[Post New]](/s/i/i.gif) 2015/02/12 13:56:03
Subject: Re:Necron Scarab slingshot
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Freaky Flayed One
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col_impact wrote:
I don't think that works. You have to place it within 6" of the Spyder
If you move the Spyder forward 6", you can place the final scarab 6" further forward for a total of 12". You just need to generate a conga line to maintain coherency.
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![[Post New]](/s/i/i.gif) 2015/02/12 14:01:17
Subject: Re:Necron Scarab slingshot
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Spawn of Chaos
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Just be careful to play it correctly. You've gotta add each base, one at a time, in unit coherency and within 6" of the particular Spyder you're activating at that point. It works, but you have to be careful moving the Spyders, they can get in the way of each other.
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![[Post New]](/s/i/i.gif) 2015/02/12 14:06:04
Subject: Re:Necron Scarab slingshot
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Longtime Dakkanaut
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caelim wrote:Just be careful to play it correctly. You've gotta add each base, one at a time, in unit coherency and within 6" of the particular Spyder you're activating at that point. It works, but you have to be careful moving the Spyders, they can get in the way of each other.
It seems like something that you can get a pretty decent turnout turn 1 for, but beyond turn 1 you are hampered by the mobility of the Spyders.
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![[Post New]](/s/i/i.gif) 2015/02/13 01:09:57
Subject: Re:Necron Scarab slingshot
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Power-Hungry Cultist of Tzeentch
Beale AFB, CA
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Tekron wrote:Yeah that does seem to work. Ironic considering they had to errata nearly the same thing early in the 5E codex, but at least this one doesn't quite allow a first turn assault.
That is exactly what it does. It is a 24 inch move on turn one.
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The worst part about 40k is that my models don't hug me back. |
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![[Post New]](/s/i/i.gif) 2015/02/13 01:16:40
Subject: Necron Scarab slingshot
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Longtime Dakkanaut
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While it will lock the enemy in combat, you wont be able to swing with the ICs until round 2.
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![[Post New]](/s/i/i.gif) 2015/02/13 11:43:34
Subject: Re:Necron Scarab slingshot
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Longtime Dakkanaut
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At first I was thinking that wouldn't work, but it's actually not a bad idea the more I consider it. You are effectively giving your little beasts a 36" charge range.
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