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Made in us
Slippery Scout Biker




Texas

How about this for you?

HQ:
Overlord, Sempiternal Weave, Mindshackle Scarabs, Gauntlet of Fire

Royal Court:
Cryptek, Harbinger of Destruction, Solar Pulse

Troops:
Immortals x10, Tesla
Immortals x10, Tesla
Immortals x10, Gauss
Warriors x20, Gauss

Fast:
Scarabs x10
Scarabs x10
Scarabs x10

Heavy:
Spyder x3
Spyder x3
Spyder x3

Tactic would be:

T1:
If it's not Night Fight already, use the Cryptek to pop it to give your Scarabs their Cover Save. Run the Scarabs 12 +D6" to cover over half of the table this turn. Warriors and Immortals move 6". Tesla Immortals shoot infantry, Gauss Immortals and Warriors shoot vehicles to glance a vehicle to death. Spyders move up and produce more Scarabs.

T2:
What's left of the Scarabs charge a vehicle to strip it's armor or charge infantry to tie them up, allowing your Infantry to move into 2 shot range without getting shot themselves (again). Warriors and Immortals follow the same tactics they used during T1. Spyders continue to produce more Scarabs.

T3+:
Keep your Warriors and Immortals out of Melee, keep shooting, and mop up what's left of the enemy. If there are any Scarabs remaining, keep moving them from vehicle to vehicle to continue stripping armor to allow the Immortals and Warriors to get penetrating hits on them.

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress



Go nanobots go!
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

My guard army sports 2 gryphon, a manticore, and 2 vendetta. The gryphon and manticore just eat the scarab swarms and the flyers eat the spyders. The gryphons ignore cover, do not need los, and reroll scatter.

My chaos users 2 'drakes and i will get a damned site more than 2 turnd of shooting each - you are running fat swarms and I can pivot 45, move 18, and put that template 12" in any direction. If you are "controlling the middle" you cant get away from my templates.
   
Made in se
Dakka Veteran




 Inigo Montoya wrote:
My guard army sports 2 gryphon, a manticore, and 2 vendetta. The gryphon and manticore just eat the scarab swarms and the flyers eat the spyders. The gryphons ignore cover, do not need los, and reroll scatter.

My chaos users 2 'drakes and i will get a damned site more than 2 turnd of shooting each - you are running fat swarms and I can pivot 45, move 18, and put that template 12" in any direction. If you are "controlling the middle" you cant get away from my templates.

Griffons don't actually ignore cover afaik. They're still a good scarab killer I guess but very rarely do people take them. As for the drakes I think you might be better off going after the necron models first.
   
Made in fi
Dakka Veteran




 mydartswinger wrote:
Tactic would be:
T1:
If it's not Night Fight already, use the Cryptek to pop it to give your Scarabs their Cover Save. Run the Scarabs 12 +D6" to cover over half of the table this turn. Warriors and Immortals move 6". Tesla Immortals shoot infantry, Gauss Immortals and Warriors shoot vehicles to glance a vehicle to death.
Lets assume your has modicum of tactical sense and setups at least 30.1" away from you. That is 6.1" away from the centerline if he deploys first. Your scarabs are now ~13-14" away from him and will get awesome 6+ cover same from his shooting. You have so many scarabs that it is trivial to use Focus Fire to just kill the bases that are not in cover and deny you 4+ cover save.

None of your infantry are in range to shoot and thus do nothing this turn. Except for the single Cryptek. You can run though.

Now, your opponent can do 3 things: Advance, hold or give ground. Advance is good choice for CC oriented armies. Holding still will mean whats left of scarabs get to charge and and you will get to shoot next turn. Giving ground will not stop scarabs from getting charge, unless your opponent has meched up and moves 12" back.

 mydartswinger wrote:
T2:
What's left of the Scarabs charge a vehicle to strip it's armor or charge infantry to tie them up, allowing your Infantry to move into 2 shot range without getting shot themselves (again).
First, your opponent has most likely bubble-wrapped his vehicle with infantry or it's sacrificial one. Second: None of your infantry are in rapid fire range at this point. They might not be able fire at all, if your opponent gave ground at first turn.

 mydartswinger wrote:
Warriors and Immortals follow the same tactics they used during T1. Spyders continue to produce more Scarabs.
No they won't. Scarabs are already 10" away from them, unless you're conga-lining. And if you're conga-lining scarabs, that means your scarabs will be so much further from the enemy (as models are removed from front) and will not be nearly as effective in CC as you have to dedicate 4 scarabs to maintaining conga to do this at first turn.

 mydartswinger wrote:

T3+:
Keep your Warriors and Immortals out of Melee, keep shooting, and mop up what's left of the enemy. If there are any Scarabs remaining, keep moving them from vehicle to vehicle to continue stripping armor to allow the Immortals and Warriors to get penetrating hits on them.
Let me put it this way: If your warriors and Immortals are at rapid fire range, they're at melee range too.

Your whole plan hinges on your opponent playing exactly as you wish. If your opponent is that stupid, it will even work. But if you're facing army with lot of S6+ shooting (IG,GK, CSM, Eldar) or blasts/templates or armies with S6+ CC attacks, those scarabs will die fast.

And all your calculations assume every one of your models being placed on the edge of deployment zone, with your opponent doing exactly same thing.

Edit: There are circumstances where it might be better: Relic can force your opponent to come after you. Same also applies if you placed more objectives that your opponent.

This message was edited 1 time. Last update was at 2012/10/27 10:19:25


 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Almarine wrote:
 Inigo Montoya wrote:
My guard army sports 2 gryphon, a manticore, and 2 vendetta. The gryphon and manticore just eat the scarab swarms and the flyers eat the spyders. The gryphons ignore cover, do not need los, and reroll scatter.

My chaos users 2 'drakes and i will get a damned site more than 2 turnd of shooting each - you are running fat swarms and I can pivot 45, move 18, and put that template 12" in any direction. If you are "controlling the middle" you cant get away from my templates.

Griffons don't actually ignore cover afaik. They're still a good scarab killer I guess but very rarely do people take them. As for the drakes I think you might be better off going after the necron models first.


You do not remember correctly. Gryphons are S6 AP4 large blast, ignore cover, and reroll scatter. They are phenomenal in 6th. If you do not see them often, I would guess that the guard players do not have the model, because for their points they are the best artillery guard has in 6th.

The drake will get his S6 AP3 template down every turn without leaving the board. He can throw it 12", which is just huge. It is substantially harder (especially with a scarab swarm) to run him out of targets.

I am not playing theoretical mathhammer here - I am telling you what lists that I run competitively would think of this build. It doesn't scare me a little bit.
   
Made in fi
Dakka Veteran




 Inigo Montoya wrote:
You do not remember correctly. Gryphons are S6 AP4 large blast, ignore cover, and reroll scatter.
You sure about that ignore Cover portion? Sure they're barrage, but that doesn't mean they ignore cover completely. Shrouded and stealth work just fine, and so does any cover between models and center of the blast. Appendix in BRB (page 414) doesn't give them Ignores cover and C:IG only gives them re-roll scatter (C:IG, page 52). Colossus would ignore cover, but that's completely different vehicle.

   
Made in us
Regular Dakkanaut




 Brometheus wrote:
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?


Pretty much. I only use that Daemon build in extreme competitive enviornments.

Going to the local FLGS for a pick up game, I won't use it. I actually like to keep friends within my gaming group.
   
Made in us
Stalwart Dark Angels Space Marine






Honestly, the scarab swarm idea is appealling, but I think there might be too much emphasis on it to run it against a competitive army. I think it might come down to tactics that win the day, versus specific army rules. If I ran my current GK list against it, I'd have a tough time with the scarabs in CC, but I know what to do tactically to avoid the scarabs and spyders and hold the objectives for two or more turns, even against a wall of CC hordes.

Also, review the weapons lists in the main 6th Ed book of the other armies to get an idea of how powerful your opponents armies might be. As good as cover, armor, and even invulnerable saves really are, you are going to lose units to one thing: saturation. The more your opponent can shoot, the more you have to roll, and the more chances you have of losing saves. I see a lot of folks that spend a ton of points on models with awesome special rules and saves, only to watch them lose the unit under a hail of fire from some cheap shooting squad the other guy fielded.

Maybe if you threw a Monolith into the list to give the scarabs and spyders a way to cross the field quickly, it might be more effective. Or maybe if you played with buildings, you could file into one and fill it up for a surprise assault. There's a lot that can go wrong with an army designed for a specific set of tactics rather than rules. I learned that lesson the hard way when my previous 1500 pt GK list was tabled in four turns by a single CD walker. Play with the list at a few tournaments or casual battles, and you'll start to see the flaws in your army. Its the best way to learn about lists. Forums and chatter can only get you so far, but playing the list will give you much more insight into what does or doesn't work. When your army can stand tall on the field against an opponent that nuetralizes your best and most relied upon rules, then the list can be relied upon without having to change it.

7800
7500
1500
 
   
Made in us
Boom! Leman Russ Commander





Ohio

Its a nice and confusing list as someone played a very similar one a little after 6th came out. Unfortunetly it had no luck against my guard gunline that ive stuck with since day 1. Basically going against this list theres many factor that come into play. Who goes first? Is there night fighting turn 1? because basically Ive got 3 leman russ(two squadroned as there battle tanks, and one exectioner by itself) and then theres the manticore. I have an astropath so its almost guaranteed my reserves come in turn two. Thats 2 vendettas each carrying 2 PCS with x4 flamers a piece and marbo. what happened in the game was once they came in they zoomed 36in in and gravshooted the troops on the other side of the wall(opposite the scarabs). So now these units will just flame what ever they can, but easily said you now have 2 vendettas that will now shoot at whatever is in sight, 2 PCS that are behind a wall burning mass scarabs, and marbe killing whatever his demo charge fills as the most threatening. So now those PCS are behind this line where if you shoot at them they will go to ground(2+save behind a wall) and just block your scarabs but if you assalt them you are at risk of being in the open. behind my line was 4 infantry squads with auto cannons, CCS with lascannon and standard so my guys get better moral and a Lord commissar for better moral and amazing success with orders, as well as the executioner with plasma sponson and a manticore laying down fire as well. now depending on the situation the squandroned LRBT with 4 more infantry squads with plasma guns(wrapping my tanks) will mostlikely be flaning as its proven best as it did before. But with all the templates, large blasts, blasts and fire power my list will be throwing around your going to lose significant scarabs before assault or even your support units in the back.

This has been my standard list for months since 6th has been out and I will say your list can be tricky to play against but it wont break 6th edition. If you have a player that knows what hes doing then Im pretty sure he will know how to counter, But as i first mentioned Who goes first? Is there night fight? When i played against the similar list the crons went first and there was night fight but I will tell ya i knew from then it was gunna be one hell of a battle. I luckily one because my opponent let one of my flamer PCS run into his deployment to grab line breaker which won me the game. But to be honest if I were to have gone first and there was no night fight I may have just blasted him away having a much easier win.

Very nice and competitive list but as noted i would disagree that it breaks 6th.

 
   
Made in gb
Slaanesh Veteran Marine with Tentacles





Sheffield. England

I don't have the "new" necrons codex, I have an old necrons codex and I love the old tomb spyder models how does the spawning more scarabs thing work? Might tempt me to pick up the recent codex

 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

The list looks ok, but not really that gamebreaking. I have an IG friend who spams Mortars to hit sgt's special weapons. He'd have a field day with this.

I run a Daemon list, actually don't use screamers atm though. Just 5 fat FMC's including Fate, and 2 squads of 5 flamers. With some troops for taste ^^ 4 squads of PB's

Against a bad/non tacticaly player you will probably win everytime. however with a smart player or someone with good tactics I forsee a loss

   
Made in us
Slippery Scout Biker




Texas

Jamessearle0,
The new Spyder's Scarab Hive works like this:

To paraphrase, roll a D6 to produce 1 Scarab base, on a 1, it still produces it, but cannot produce any more.

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in fi
Andy Chambers






Tampere

 mydartswinger wrote:
Jamessearle0,
The new Spyder's Scarab Hive works like this:

To paraphrase, roll a D6 to produce 1 Scarab base, on a 1, it still produces it, but cannot produce any more.


umm...

Scarab spawning is different from the 3rd ed dex, Scarabs are now spawned into Scarab units instead of forming units with the Spyders themselves.

For each Spyder spawning roll a D6, roll a 1 and you take a wound but the Scarab is still placed. You place the Scarab in a Scarab unit within 6", note that the model itself doesn't have to be within 6", just the unit you're placing it in coherency with.

"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.

 
   
Made in gb
Devastating Dark Reaper





York U.K

Me and my friend play against each other a lot. I play eldar and he plays necrons he has been for a couple of years now and he is a BIG fan of scarabs. So ami but thats nothing to do with rules they're just really cool in my opinion. Anyway scarabs aren't as big a tarpits as a lot of people think the only unit that i sometimes play with that gets stuck in combat is a unit of guardians and even then thats when he runs a larger than 5 base unit which usually get shot at with my 2 fire prisms so when they hit they hit about 5-6 bases then i'm wounding on a 2 up so 1 will fail to wound so thats say 5 wounds caused so double it thats 10 wounds caused and thats 3 dead scarab bases but if i focus it im hitting 3-4 bases then instant death(ing?) and almost always wounds every one so thats a total of 6/8 instant death wounds and so 6/8 dead scarab bases. Then there is another fire prism and the rest of my army. Then there is LOS fire prisms can see scarabs that are behind an aegis defence line from quite a way away. So they really aren't that scary. Then the spyder are quite easy to take care of with the rest of my army. The other problem with your army is that your mobility is not in your scoring troops i would recommend taking at least 2 units of warriors in ghost arks.

"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
http://www.dakkadakka.com/dakkaforum/posts/list/446451.page My Eldar WIP blog!
 
   
Made in us
Slippery Scout Biker




Texas

 Jabbdo wrote:
 mydartswinger wrote:
Jamessearle0,
The new Spyder's Scarab Hive works like this:

To paraphrase, roll a D6 to produce 1 Scarab base, on a 1, it still produces it, but cannot produce any more.


umm...

Scarab spawning is different from the 3rd ed dex, Scarabs are now spawned into Scarab units instead of forming units with the Spyders themselves.

For each Spyder spawning roll a D6, roll a 1 and you take a wound but the Scarab is still placed. You place the Scarab in a Scarab unit within 6", note that the model itself doesn't have to be within 6", just the unit you're placing it in coherency with.


My mistake, I left the part about the wound and the unit out. Tried to paraphrase too much.

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in gb
Slaanesh Veteran Marine with Tentacles





Sheffield. England

Aha that's great, okay cheers guys looks like I'll have too pick up the codex after all then

 
   
 
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