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![[Post New]](/s/i/i.gif) 2012/10/26 13:38:49
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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Thought of this today while talking with a friend:
Overlord, 2+, MSS, Warscythe 130
Cryptek, pulse 55
(10) Immortals, tesla 170
(10) Immortals, tesla 170
(10) Immortals, tesla 170
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(10) Scarabs 150
(6) Scarabs 90
(6) Scarabs 90
(3) Spyders, Gloom prism 165
(3) Spyders 150
(3) Spyders 150
Aegis defence line, Quadgun 100
= 1845
Stick the ADL right in the middle of the table, forming a ~29" line.
On t1 move your Scarabs up to the ADL, and they're completely out of LOS to pretty much everything that is at ground level.
On t2 You can assault out from behind the ADL with a gakload of Scarabs. Only send out 1 or 2 squads, you want to keep at least one squad back for your Spyders to spawn into.
Your Immortals can take objectives, and also shoot a whole gakload, if your opponent wants to come into midfield.
Against infantry armies you'll eat them alive with a horde of Scarabs, against vehicles you'll eat them even faster. Flyers can't do enough damage to kill you fast enough, and you should be able to eat everything he has on the ground/take objectives and win anyway. Plus you can just fill the board models and force his flyers to either hover (and die) or fly off the table, so they're not shooting.
Not many lists can deal with being assaulted by 34 Scarabs on t2, without even being able to shoot them first. Even if the Scarabs don't kill them, all they have to do is tie them up so you can take the whole board with your Immortals, and your Spyders get there and start chopping stuff up.
Hammer and Anvil and Vanguard strike deployment will of course mean you won't get into combat as quick, but the principle is the same: swarm midfield, put on a gakload of pressure with a gakload of Scarabs, and take objectives/quarters.
The only way to deal with the Scarabs is to be able to CC them to death, and you've got the Immortals to shoot up any nasty CC stuff that is coming your way. Just stay in midfield, let them come to you while spawning, then hit them with a huge wave of Scarabs, followed by your Spyders. Stuff like 9 Colossi is nasty too, but they lose to so many other lists it would be very rare to see them at tournaments.
So, what do you guys think? =)
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This message was edited 1 time. Last update was at 2012/10/26 14:03:14
"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 14:03:46
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Water-Caste Negotiator
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Sorry to ruin your day, but i think armies typically bring enough s6+ to not care about your massive points sink. I know the typical tau list of 2 hammerheads I use would laugh pretty hard. The solution to this list is simply 2 turns of shooting versus 1, the method is deploying back or going first.
Wanna hear something that will make you cry? Enfeeble, sonic blasters.
Don't put your eggs in one basket. This list, like many, will work, once.
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![[Post New]](/s/i/i.gif) 2012/10/26 14:11:35
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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uberjoras wrote:Sorry to ruin your day, but i think armies typically bring enough s6+ to not care about your massive points sink. I know the typical tau list of 2 hammerheads I use would laugh pretty hard. The solution to this list is simply 2 turns of shooting versus 1, the method is deploying back or going first.
Wanna hear something that will make you cry? Enfeeble, sonic blasters.
Don't put your eggs in one basket. This list, like many, will work, once.
Take a Scarab model. Take an Aegis defence line piece. Place the Scarab base behind the ADL. Then place and infantry model down, and try and get LOS to the Scarab from behind the ADL. Then get back to me on how you're pwning me with Sonic blasters
Granted, your Hammerhead will possibly be able to see the Scarabs that are further back over the ADL, as its gun is high up. Its still just one (or two) blasts, hardly something that will blow my entire army up.
Also bear in mind that the Scarabs are there to die. Really. If we're playing objectives, and all my Scarabs and Spyders die, but my Immortals survive because you're focusing on my Scarabs (which you have to do, if you don't want them to eat all your stuff) and I win objectives, I win the game. The Scarabs are sacrificial units, whose primary function is to bog your opponent up in his deployment zone and give you board control. They can and will kill stuff, but they don't necessarily have to to be effective.
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"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 14:24:50
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Thunderhawk Pilot Dropping From Orbit
The wilds of Pennsyltucky
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I think the poster is saying that this army works so long as your opponent does exactly what you want...which is walk straight toward you.
But if your opponent holds back, then your turn 2 scarab charge won't happen.
It's not the best plan IMO to build an army based on your opponent doing exactly what you want.
ender502
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"Burning the aquila into the retinas of heretics is the new black." - Savnock
"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. |
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![[Post New]](/s/i/i.gif) 2012/10/26 14:32:22
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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I don't have to get a t2 charge, its not like my army will fall apart if I don't
Most missions are played for objectives. If my opponent wants to hang back and give me midfield, along with all the objectives there, its fine by me.
Also bear in mind that its not like the Scarabs just disappear if they don't get a t2 charge. 2 turns of spawning means there are 40 Scarabs running at you. Not many armies can drop 40 Scarabs in one turn. They laugh at any shooting that doesn't instagib them, and not many armies pack enough str6+ to kill enough of them to make a huge difference. If they do have a lot of str6+ (foot GK w/ lots of Psycans or whatever) I can still sit behind the ADL with my Scarabs, out of LOS, and just hold midfield. If my opponent doesnt want to give me all the objectives he's gotta move into midfield at some point, then I bumrush him with the horde of Scarabs that I've been spawning.
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"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 14:37:38
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Tower of Power
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I think this list is pretty sweet, dude. Like you said, not much is going to fire at the Scarabs because of LOS. If they do, then you're getting 4+ cover save anyway.
I think sometimes some people just look at lists and think that they could beat it etc, which is fine, but sometimes need to look at the big picture. It's easy to look at things in a vaccum and say S6 will blow stuff up, when in fact disregarding the LOS thingy you mentioned...
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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 |
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![[Post New]](/s/i/i.gif) 2012/10/26 14:42:47
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Krazed Killa Kan
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I think 3 Heldrakes with flame would be a pain for you. 3 Manticores. 3 LRBT. 3 Thunderfire cannons. I think the list has some merit but no one is walking up to you. If you don't have first turn you are out in the open for blast/ordenance. Versus some lists it sounds dangerous but there are popular list builds out there that could eat this up.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/10/26 14:57:56
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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Heldrakes are pretty nasty, I'll admit that. Manticores are fairly rare around here, not many people play them in 6th anymore, and if they do its just the one Manticore, which I'm fine with. LRBT fire one blast each (if they can see over the ADL, and if they're deployed far back they won't be able to), which I get a 4+ cover against, not the end of the world. TFC is pretty much infantry height, and can't see the Scarabs over the ADL at all.
Even going second infantry models won't be able to see the Scarabs which are 12" behind the ADL, and every tournament that we've had here so far has had fortifications deployed after you know if you're going first or second, meaning you can place them accordingly when you know whether you'll be starting or not.
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"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 15:00:37
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Death-Dealing Devastator
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Amusing, except for the obvious issue you have no flyer defence except for the tg7 2wound model you've stuck in range of your opponent.
Funny but reliant on your opponent positioning his army directly the other side of your ADL and not having either mobility, close combat capability, flyers or str6 flamers.
God help this versus a guard army with a blob screen, 3 x manticore and 3 x vendettas. Automatically Appended Next Post: It would be very funny to watch this versus the lovely air cron build. A combo of nightscythes with immortals and doomscythes, neither of which you have reliable shooting against would be great.
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This message was edited 1 time. Last update was at 2012/10/26 15:04:10
White Scars 2000 points
Guard 3000~ points
Grey Knights 875 points |
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![[Post New]](/s/i/i.gif) 2012/10/26 15:09:58
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Thunderhawk Pilot Dropping From Orbit
The wilds of Pennsyltucky
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I like the list...In fact, I love the idea of a scarab swarm.
The basic problem is that it assumes the opponent comes right up the middle. Any army with good mobility will just ignore your like o' scarabs and go after the more important units. If you move your scarabs to deal with a mobile threat you lose their only advantage..the cover save.
Oh, and while your scarabs are hiding your opponent will be shooting your spiders.
ender502
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"Burning the aquila into the retinas of heretics is the new black." - Savnock
"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. |
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![[Post New]](/s/i/i.gif) 2012/10/26 15:13:34
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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The quadgun doesn't have to be placed touching the ADL, or anywhere near it at all. I can stick it on my own board edge if I want. And no, I'm not expecting it to win me games against Flyers, its just a 50pt moneyshot against the first Flyer to come in, then it'll die. Oh well.
No Flyer is actually scary to this army except Heldrakes, and (slightly) Night Scythes. Vendettas don't do much against a horde like this, same with Stormravens. Bear in mind that this army will be camping in midfield, giving Flyers a maximum of one (MAYBE two) turns of shooting before they have to fly off.
You do realize that on t2 your Scarabs will be 31"+D6" onto the board? (12" deploy, 3.5" spawn+40mm base, 12" move, d6" run, 3.5" spawn+40mm base). If I see my opponent deploying in the corners, I won't run straight up the middle, I'll deploy opposite and run right at them. Sure, then I give up the ADL LOS shenanigans, but if he's in the corner for most of the game he gives me the entire board, including all the objectives there. 31"+D6" puts them easily in assault range of anywhere in Dawn of War deployment, and pretty much anywhere in Vanguard strike, excepting the very corner, and you can't fit a whole army there. Hammer and anvil is a different story, admittedly, but in HaA my ADL covers pretty much the entire midfield line, so they can't corner deploy and deny my LOSblock from the ADL.
You've gotta have pretty crazy mobility to escape from Scarabs, btw.
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This message was edited 1 time. Last update was at 2012/10/26 15:15:14
"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 15:29:22
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Death-Dealing Devastator
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Jabbdo wrote:
You've gotta have pretty crazy mobility to escape from Scarabs, btw.
You mean like every non-heavy vehicle in the game? Which can now move 12"+6" per turn? This would be good against mech guard without much barrage or flyer support, and meq mech marine. Beyond that, meh.
Enemy flyers just delivery what they need to where they need to. Firepower is a bonus. Of course cron flyers have str7 and marine ones normally sport rapid str6.
Just because you deploy your objectives in the mid-field doesn't mean your opponent did. With not real ranged threat beyond 24" you'll be lucky to get first blood, then the opponent just plays to match your objectives and wins.
Each scarab base may take down a guardsman a turn in combat. Solid tarpits but also very easily tarpitted themselves. To kill a marine you have to hit (50%), wound (33%) and make them fail their armour (33%). You need a lot of scarabs to bring down the common MEQ. Double that versus Terminators.
You've got a 9 in 6 chance of one of your spyders stopping production and taking a wound per turn. Whoop. The spyders will be primary target followed by your scoring units.
Also, 1850 is a lot of points. You could be facing 60+ blood angels who'll make short work of you in combat.
This would be twice as powerful if you combo'd it with nightscythe flyer spam. Frankly the ADL is a gimmick that most good armies will have a work around.
Automatically Appended Next Post: +++
By the way, I'm not saying this isn't a good gimmick that won't work at all. But you might as well just do it with one squad and buy some other good stuff like wraiths and flyers.
This is a useful tool for an army, it is not an auto-win spam list - because they don't exist.
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This message was edited 1 time. Last update was at 2012/10/26 15:32:20
White Scars 2000 points
Guard 3000~ points
Grey Knights 875 points |
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![[Post New]](/s/i/i.gif) 2012/10/26 15:42:37
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Thunderhawk Pilot Dropping From Orbit
The wilds of Pennsyltucky
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Jabbdo wrote:The quadgun doesn't have to be placed touching the ADL, or anywhere near it at all. I can stick it on my own board edge if I want. And no, I'm not expecting it to win me games against Flyers, its just a 50pt moneyshot against the first Flyer to come in, then it'll die. Oh well.
No Flyer is actually scary to this army except Heldrakes, and (slightly) Night Scythes. Vendettas don't do much against a horde like this, same with Stormravens. Bear in mind that this army will be camping in midfield, giving Flyers a maximum of one (MAYBE two) turns of shooting before they have to fly off.
You do realize that on t2 your Scarabs will be 31"+ D6" onto the board? (12" deploy, 3.5" spawn+40mm base, 12" move, d6" run, 3.5" spawn+40mm base). If I see my opponent deploying in the corners, I won't run straight up the middle, I'll deploy opposite and run right at them. Sure, then I give up the ADL LOS shenanigans, but if he's in the corner for most of the game he gives me the entire board, including all the objectives there. 31"+ D6" puts them easily in assault range of anywhere in Dawn of War deployment, and pretty much anywhere in Vanguard strike, excepting the very corner, and you can't fit a whole army there. Hammer and anvil is a different story, admittedly, but in HaA my ADL covers pretty much the entire midfield line, so they can't corner deploy and deny my LOSblock from the ADL.
You've gotta have pretty crazy mobility to escape from Scarabs, btw.
No flyers are all that dangerous to your scarabs...most aren't...but why would the scarabs ever be the target? Further, it isn't the flyers you would need to worry about but what jumps out of them. The flyers and their cargo will eat your spyders for breakfast...as will artillery in the backfield. You know, the artillery your scarabs will have to fight their way through blobs to get at. You want to run at my blobs and artilery? Fine by me. While you do that i'll use mobile elements to attack the actual threats.
You are assuming your opponent will have no answer for what is essentially, a large but weak HTH rush.
ender502
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"Burning the aquila into the retinas of heretics is the new black." - Savnock
"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. |
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![[Post New]](/s/i/i.gif) 2012/10/26 15:52:04
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Death-Dealing Devastator
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ender502 wrote:
You are assuming your opponent will have no answer for what is essentially, a large but weak HTH rush.
That's it in a nutshell. Powerful against some builds, good tool in a mixed arsenal but not going to stand on its own against most armies.
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White Scars 2000 points
Guard 3000~ points
Grey Knights 875 points |
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![[Post New]](/s/i/i.gif) 2012/10/26 16:19:12
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Longtime Dakkanaut
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"Against infantry armies you'll eat them alive with a horde of Scarabs, against vehicles you'll eat them even faster. Flyers can't do enough damage to kill you fast enough, and you should be able to eat everything he has on the ground/take objectives and win anyway. Plus you can just fill the board models and force his flyers to either hover (and die) or fly off the table, so they're not shooting"
The list is different, and vs some people who might not understand it, or somehow be intimidated by it , could work. But usually this will be a big disapointment. Ive done this before because I felt like it could be funny. Any space marine army is just going to laugh. Sure, you get a lot of attacks. You need 4s to hit, then 5s to wound, then they get 3+ saves. And thats all after they get to hit you first. Might tie up a unit for a turn or two, but thats it. Like it has been said, helldrakes ( which there at tons of) will eat the list very quickly.
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![[Post New]](/s/i/i.gif) 2012/10/26 16:28:53
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Regular Dakkanaut
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Edit. I was looking at a tournament specific packet.
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This message was edited 1 time. Last update was at 2012/10/26 17:53:26
GWAR wrote:Lol PBS are Psyker Battle Squads and are in the IG codex lolololol!!!1!!!1!!11eleventyone!!!!!!11!!!
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![[Post New]](/s/i/i.gif) 2012/10/26 16:31:42
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Hardened Veteran Guardsman
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Don't forget thinks like Basilisks, they don't need LOS to target your scarabs, and with that many scarabs they're bound to get hits even with full scatter. That could really put a dent in it, although I do find scarabs thoroughly frustrating whenever I play them
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Imperial Guard 61st Regiment, Confederated Systems of Acirema- 4,000 pts
Space Wolves - 3,000 pts
Craftworld Lugganath - WIP
Corrupted Lizardmen - 2500 pts
*Name TBD* (Bretonnia) WIP |
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![[Post New]](/s/i/i.gif) 2012/10/26 16:36:16
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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There sure is an awful lot of paper rock scissors going on in here.
No one gives a poodle if you can list tailor to beat the OPs list personally.
Bring your normal list that you bring against everyone else and I promise that this Necron list will give you a headache, whether you win or not. I use two Helldrakes in most my lists but is that an auto-win? Sure isn't.
I say run it.
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This message was edited 2 times. Last update was at 2012/10/26 16:37:16
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![[Post New]](/s/i/i.gif) 2012/10/26 16:50:40
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Terminator with Assault Cannon
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This is an imaginative idea that I think would catch many players off guard. That said, generally speaking "super combos" that don't work if you don't go first aren't particularly super.
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![[Post New]](/s/i/i.gif) 2012/10/26 17:11:18
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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Emp. wrote:Defense line has to be in your deployment zone.
As far as I can tell it just has to be in your table half. Automatically Appended Next Post: rossatdi wrote: Jabbdo wrote:
You've gotta have pretty crazy mobility to escape from Scarabs, btw.
You mean like every non-heavy vehicle in the game? Which can now move 12"+6" per turn? This would be good against mech guard without much barrage or flyer support, and meq mech marine. Beyond that, meh.
Enemy flyers just delivery what they need to where they need to. Firepower is a bonus. Of course cron flyers have str7 and marine ones normally sport rapid str6.
Just because you deploy your objectives in the mid-field doesn't mean your opponent did. With not real ranged threat beyond 24" you'll be lucky to get first blood, then the opponent just plays to match your objectives and wins.
Each scarab base may take down a guardsman a turn in combat. Solid tarpits but also very easily tarpitted themselves. To kill a marine you have to hit (50%), wound (33%) and make them fail their armour (33%). You need a lot of scarabs to bring down the common MEQ. Double that versus Terminators.
You've got a 9 in 6 chance of one of your spyders stopping production and taking a wound per turn. Whoop. The spyders will be primary target followed by your scoring units.
OK, what? If you're flatouting your vehicles then you're not shooting me. Fine by me. Also bear in mind that the table doesn't extend all the way to the horizon. By staying right on the table edge/corner you can buy yourself maybe one extra turn of shooting. There's a living wall of Scarabs in midfield, you can't just magically escape from them, there isn't infinite space on the table.
What, exactly, are you delivering in those Flyers which is meant to be so terrifying? Only thing I can think of is a Purgation squad w/ 4x Incinerators coming out of a Raven, which is scary, as it will kill off one squad of Scarabs. You bring some other random infantry or whatnot into midfield, fine, you're just bringing them into range of all of my Immortals, and into charge range of my Scarabs/Spyders.
Sure, my opponent probably won't put his objectives into midfield. I'll hold the objectives which are easy for me (ones on my table half/midfield) and contest the ones on his side. Scarabs are practically custom made to contest objectives.
Sure, I need a lot of Scarabs to kill MEQ. 18 Scarabs kill 5 MEQ on the charge, in case you were interested. Luckily I've got quite a few of them  As I said, the Scarabs don't necessarily need to kill stuff fast, just tie them up. Same way I played my Scarabswarm in 5th, Scarabs break vehicles and tie up infantry, Spyders follow and mop up.
Read the spawning rules. I roll a 1, I take a wound. The base is still placed.
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This message was edited 1 time. Last update was at 2012/10/26 17:19:56
"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 17:23:37
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Dakka Veteran
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Lol nothing pisses people off like thinking you're on to something.
"my triple broadside tau would laugh at this"
"Amusing list OP"
"just drive around it"
"meh"
"doesn't work against air crons so yeah"
I'll second brometheus in that you'll probably give most tac lists pause. However, I also expect heldrakes will turn into the new vendetta pretty fast once people start to finish their models. They wreck marines, GH, BA, PAGK, even other flyers.
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![[Post New]](/s/i/i.gif) 2012/10/26 17:36:11
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Andy Chambers
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ender502 wrote: Jabbdo wrote:The quadgun doesn't have to be placed touching the ADL, or anywhere near it at all. I can stick it on my own board edge if I want. And no, I'm not expecting it to win me games against Flyers, its just a 50pt moneyshot against the first Flyer to come in, then it'll die. Oh well.
No Flyer is actually scary to this army except Heldrakes, and (slightly) Night Scythes. Vendettas don't do much against a horde like this, same with Stormravens. Bear in mind that this army will be camping in midfield, giving Flyers a maximum of one (MAYBE two) turns of shooting before they have to fly off.
You do realize that on t2 your Scarabs will be 31"+ D6" onto the board? (12" deploy, 3.5" spawn+40mm base, 12" move, d6" run, 3.5" spawn+40mm base). If I see my opponent deploying in the corners, I won't run straight up the middle, I'll deploy opposite and run right at them. Sure, then I give up the ADL LOS shenanigans, but if he's in the corner for most of the game he gives me the entire board, including all the objectives there. 31"+ D6" puts them easily in assault range of anywhere in Dawn of War deployment, and pretty much anywhere in Vanguard strike, excepting the very corner, and you can't fit a whole army there. Hammer and anvil is a different story, admittedly, but in HaA my ADL covers pretty much the entire midfield line, so they can't corner deploy and deny my LOSblock from the ADL.
You've gotta have pretty crazy mobility to escape from Scarabs, btw.
No flyers are all that dangerous to your scarabs...most aren't...but why would the scarabs ever be the target? Further, it isn't the flyers you would need to worry about but what jumps out of them. The flyers and their cargo will eat your spyders for breakfast...as will artillery in the backfield. You know, the artillery your scarabs will have to fight their way through blobs to get at. You want to run at my blobs and artilery? Fine by me. While you do that i'll use mobile elements to attack the actual threats.
You are assuming your opponent will have no answer for what is essentially, a large but weak HTH rush.
ender502
The Flyers I'm most scared of, Heldrakes w/ Baneflamers, still have rear armor 10. That means that they'll get one turn of shooting (maybe 2, with really lucky pivots, and if I fail to block their flight lanes with my own models, which I probably won't unless I screw up..) before they have to fly over me, and I get to shoot them in the ass with my 45 Immortals. They take off 5 hull points exactly, after 5++ invulns. That's one Drake dead, almost 2. Of course, some Immortals will be dead etc, but the main point is they are capable of bringing down those Heldrakes, its not like they're entirely helpless. Of course, the Heldrakes can fly off the table if they don't want to get shot up, but then they aren't shooting themselves, which is fine by me.
As I said, what exactly is coming out of the Flyers which should terrify me?
The army moves as a bigass blob. Everything moves into midfield, together. Some of the Scarabs get sent out, but usually one squad will sit near the Spyders until late game, ie t4-5, so they're buffed to a very large size, before getting sent out. If I see you've got something scary which can get at my Immortals I'm not gonna leave them unprotected, am I? If you bring something out to threaten my Immortals, you're not only subjecting yourself to their shooting (which isn't a small amount at all), you're also bringing yourself into range of my Spyders/Scarabs.
Another thing I'd just like to ask of everyone in general, is where exactly are you conjuring up all this magical firepower from? I'm being told that not only will you shoot my Scarabs to death, you'll also simultaneously kill my Spyders and Immortals? Somehow, magically, in the 2-3 shooting phases (max) you'll get before I assault you? You'll kill off the Scarabs (of which are appearing 9 more each turn) as well as 27 t6 wounds, and 45 MEQ w/ (sort of) FnP?
Come on guys. You shoot the Scarabs, MAYBE, with the right weapons (ie str6+ blasts) you can kill enough of them for them to be rendered somewhat ineffective. You then leave the Immortals and Spyders untouched. OK? You shoot the Spyders, the Scarabs assault you. You go for the Immortals, the Scarabs assault you, and the Spyders follow up and mop you up. Bottom line is, you need really specialized weapons to kill the Scarabs fast enough, and you need quite a lot of them.
Believe me, I played Scarabswarm in 5th, and the principle is the same here. Scarabs tie you up, Spyders kill you. Scarabs just got better in this edition, as they move twice as fast, and don't take fearless wounds anymore. Sure, they die easier to shooting, but the ADL LOS trick lets you move them into midfield so people can't shoot them directly at all. The same stuff that ignores the ADL (str6+ artillery blasts) still killed them in 5th anyways.
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"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.
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![[Post New]](/s/i/i.gif) 2012/10/26 17:47:41
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Lesser Daemon of Chaos
ATL, GA
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And this is why I have a Heldrake. Along with so, so many other reasons.
Automatically Appended Next Post:
And this is why I have a Heldrake. Along with so, so many other reasons.
e.g; str 6 ap 3 torrent template gogogogogo
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This message was edited 2 times. Last update was at 2012/10/26 17:48:13
"Better have one flexible neck to be making that shot," Bob said.
"You only assume the Balefire is coming out of his mouth, Bob. In my world, the Heldrake is pooping daemonic fire on your troops as it jets away from their mangled and now burning corpses." -John
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CSM: Black Legion
6th Edition Scores:
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![[Post New]](/s/i/i.gif) 2012/10/26 17:49:49
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Foolproof Falcon Pilot
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Works great vs shooting armies that stand up and shoot, but most of those were 5th vehicle spam lists. The game has changed to mid-ranged infantry shooting lists now with GK and crons.
VS BA: their vehicles just outflank while their infantry out-melee your scarabs with S5 (S6 axes if they take them, ouch). Death company can just chew through the scarabs with number of attacks and/or fists. All BA ICs except dante have S6+.
VS SW: While you may be able to do well vs razor spam, embedded terminator wolf guard in grey hunter squads will wreck your day. Lone wolves, longfangs, living lightning, ect.
VS guard blob: The war of tarpitting. 50 man blob squad does some pretty mean overwatch then its just a slug fest for the rest of the game. Any arty here are going to cause huge problems since most blob guard list supplement with barrage weapons.
VS crons: this just turns silly. They know whats coming and will bubble wrap vehicles with warriors/immortals. You have the same problem as MEQ here. Fliers are a huge problem with that many S7 hits.
VS GK.... yeah.... this isnt going to work. Psycannon overwatch, force weapons, hell even their dreds overwatch and hit for ID before you.
VS DE/eldar Both armies can probably outrun your scarabs and flank for good shots. Eldar obliterate this with eldrad's divination and war walkers while Venoms can put out the wounds to take down the spiders fast. Melee you stand a better chance but a DE archon will chew through you with a huskblade. Grotesques or wraithguard also make a mess of this list.
Not really seeing this work vs competitive lists. However, it would probably be hilarious on the field watching them kill 1/3 your army just to have it pop back up with the spiders.
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"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK |
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![[Post New]](/s/i/i.gif) 2012/10/26 18:12:45
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Thunderhawk Pilot Dropping From Orbit
The wilds of Pennsyltucky
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Jabbdo wrote:
Another thing I'd just like to ask of everyone in general, is where exactly are you conjuring up all this magical firepower from? I'm being told that not only will you shoot my Scarabs to death, you'll also simultaneously kill my Spyders and Immortals? Somehow, magically, in the 2-3 shooting phases (max) you'll get before I assault you? You'll kill off the Scarabs (of which are appearing 9 more each turn) as well as 27 t6 wounds, and 45 MEQ w/ (sort of) FnP?
Come on guys. You shoot the Scarabs, MAYBE, with the right weapons (ie str6+ blasts) you can kill enough of them for them to be rendered somewhat ineffective. You then leave the Immortals and Spyders untouched. OK? You shoot the Spyders, the Scarabs assault you. You go for the Immortals, the Scarabs assault you, and the Spyders follow up and mop you up. Bottom line is, you need really specialized weapons to kill the Scarabs fast enough, and you need quite a lot of them.
Believe me, I played Scarabswarm in 5th, and the principle is the same here. Scarabs tie you up, Spyders kill you. Scarabs just got better in this edition, as they move twice as fast, and don't take fearless wounds anymore. Sure, they die easier to shooting, but the ADL LOS trick lets you move them into midfield so people can't shoot them directly at all. The same stuff that ignores the ADL (str6+ artillery blasts) still killed them in 5th anyways.
Your entire analysis is based on what can and cannot kill scarabs. The scarabs won't be targets. Why would they be? Why target a sacrificial, weak hth unit when there are much tastier units behind them?
You also seem to think that your scarabs that will go after the non-mobile shooty units will then turn around and deal with anything that comes in behind your lines...air cav, drop pods, outflanking units, super fast dark eldar, jet bikes, etc... But which is it? If they are moving back to deal with those guys they aren't moving forward to achieve their first stated goal. If they are moving forward you are vulnerable to the mobile units listed above. If you are moving backwards you are vulnerable to stationary fire units in front. If you split your numbers you lose the scarabs greatest advantage...numbers.
You explain that everything moves up together. OK. Then you are just asking to be template bait. You also lose the advantage of flexible unit movement. If everyone moves up together it will be difficult to achieve multiple goals.
Your list isn't bad but like many lists with a small # of unit types it is rather inflexible and will struggle to deal with anything outside of your base calculations..which seems to be infantry that either walks toward you or stays still.
ender502
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"Burning the aquila into the retinas of heretics is the new black." - Savnock
"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. |
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![[Post New]](/s/i/i.gif) 2012/10/26 18:26:37
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Warp-Screaming Noise Marine
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i think this list will be rather good against all comers lists but if someone specialises for example flamer chosen plus heldrakes will have you tabled turn 3
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![[Post New]](/s/i/i.gif) 2012/10/26 20:10:57
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Battleship Captain
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HAH. This would crumble to flyerspam.
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![[Post New]](/s/i/i.gif) 2012/10/26 20:20:45
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Regular Dakkanaut
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It is a good list. My TAC daemon list would eat it alive though.
at 2k; 27 flamers + 24 screamers = a board of burned up scarabs.
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![[Post New]](/s/i/i.gif) 2012/10/26 20:59:28
Subject: Time to break 6th ed - Necron Scarabswarm [1850]
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Perturbed Blood Angel Tactical Marine
Nonbeing, that is to say, everything.
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Its an interesting concept but suffers from anything with 1) high-ish toughness 2) lots of attacks 3) flamers 4) t6+ 5) super-mobile armies 6) fliers
for example, my standard BA list has 2 fliers ~45 marines a baal and 2 LS... the scarabs arent gonna do well with that, especially with all my flamers in there. Then my fliers can drop the spiders fairly quickly leaving the rest of my army to deal with the immortals.
The list has good shock value and is worth a try but I dont think its that good.
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JAMOB |
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![[Post New]](/s/i/i.gif) 2012/10/26 21:53:04
Subject: Re:Time to break 6th ed - Necron Scarabswarm [1850]
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Firstborn wrote:It is a good list. My TAC daemon list would eat it alive though.
at 2k; 27 flamers + 24 screamers = a board of burned up scarabs.
You mean a board of burned up *anything*, dontcha?
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