Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am going to play against my friend this weekend and I have really been wooping him with ultramarines vs. his warrior heavy necron army at 1850 and when i way whooping i mean a record of 20-2-0. but now is going to start incorporating the monlith and im quite worried about the whole living armor thing. I have a prelimanary idea of 2 predator annilators with lascannon sponsons, the dread with a las, and a missle dev. squad. I was curious, is this enough??? am i over playing it or am I under playing it???
If he's incorporationg a monolith, he's tossing a bunch of points on the thing. Meaning less warriors. I usually just try to ignore the monolith (if possible) and phase them out. Should be easier to do as he's going to have less models on the table in favor of that beastly monolith. If you've been whooping him this well without one, shouldn't be any different WITH one.
so should i not change what has been working for me and just continue what i usaully do??Originally Posted by Chaplain Grimm
The big problem with the Monolith is that it can provide warriors with a 75% of making their WBB rolls. Lords with Res Orbs are perfectly commonplace, and a pair of Tomb Spiders isn't completely ubsurb in 1500. I can wipe out an entire squad using Heavy Weapons and the Tomb Spider will let them still get their WBB rolls and the Lord will still allow them do so from Instant Kill/Power Weapon Deaths. Those that fail, get to reroll from being teleported by the Monolith.
Lousy players will attempt to just shoot the Particle Whip, but a good player will teleport squads that have taken a lot of casualties, making Phase Out really hard.
They're already MEQs, so they're tough enough to kill. But the Monolith/Tomb Spider/Res Orb combo makes it even more difficult even if they have fewer numbers. If you're playing a Necron player worth their salt, you have to take it out.
The Lascannons on the Preds/Dread will give you about a 55% chance to take it down if it doesn't move (37% if it does). Add 7.4% with the ML Devs. I think the math is right here, can anyone confirm?
Last edited by relasine; July 18th, 2006 at 03:25.
It depends on what kind of army you have. If your army is shooty and stationary then you may probably try to kill that skimmer-giant. But be careful: I've tried this very often and always wasted 3 turns of heavy weapon shooting until I had it obliterated. And I'm not talking about a few heavy weapons. It was 3 LC and 4 ML in the beginning and went up to 7 LC in the course of games, all that at 1,000 points! There were some unlucky rolls, statistically speaking it should have died on turn 2 of shooting at it. Nevertheless: that's much firepower you're investing!
I have since just swapped all that fire support for many, many bikers (I use Be Swift as the Wind) which kills Warrior heavy Necron armies outright. So if you have a mobile army with some close combat capabilities (well, mobility is more important: in the last game - couldn't believe myself - I just _shot_ those Necrons to hell with twin-linked bolter mania and lots of plasma, having lost only 3 bikers at the end, two of them to their plasma guns) you can safely ignore the Monolith and go for Phase-Out.
The Monolith is really tough and LC are your best bet to kill it if you have to. But to Space Marines with their 3+ armor save it is not of great danger. Just be sure not to use any Scouts as the Monolith is devastating to 4+ armor units. What remains is the Monoliths Particle Whip which can be devastating (to Marines - not so to Terminators, if you use them, what may be wise) but only in 2/9 times when a hit is scored and the template doesn't scatter. More of a use to your opponent is the teleporting ability which he can use to evacuate his units from close combat. This problem is biggest in small games where there are only a few units. He could use the teleport and the movement of the Monolith to just run away from and blast you literally "on the fly". This is why it is important to ignore the Monolith only with an army of some mobility that can easily catch up and mow down those Warriors and other Phase-Out-relevant units anyhow.
Armies with 4+ armor saves do have to fear a Monolith very, very much, especially if the Necron-player is smart enough to deep-strike it right into their enemies firebase. Thank the Emperor for that 3+ armor that saves our revered brethren from certain death...
Edit: simultaneous posts. Relasine is very right, and I think his maths are okay, too, as far as I checked. Though I do not know why the chances to kill the Monolith (with ranged attacks) are downgraded by its movement as it only ever moves a maximum of 6" (and in close combat it counts as a skimmer anyway, so the 6+ to hit is fix).
I'm getting my rules mixed up... Anyway, here's the math break down...
A single Missile Launcher is 1.85% to a Monolith
A single Lascannon or Missile Launcher with Tank Hunters is 7.4% to kill a Monolith
A Twin-Linked Lascannon is 9.8% to kill a Monolith
A single Lascannon with Tank Hunters is 13% to kill a Monolith
A Twin-Linked Lascannon with Tank Hunters is 17.2% to kill a Monolith.
So, that 4 ML Dev squad is only 7.4% to kill a Monolith - the same as a Single Lascannon in a Tactical Squad that will cost you 90 points (5-man Squad) instead of 200 points (8-man w/ 4 ML). A Hellfire Dreadnought (Dread w/ TL Lascannon, ML, Tank Hunters) or a Pred Annihilator with Lascannon Sponsons are 24.6% to take it out at 165/145 points respectively.
This, obviously, makes the most cost-effective anti-Monolith option a Predator Annihilator. Just don't let the Destroyers/Heavy Destoyers/Anything shoot at it first.
You're wrong there mate, 'Living metal'.
Nothing which specifically target vehicles to do more damage do not count. No tank hunters or Melta stuff will work.
I'd never ignore it. Treat it as a nastier LRC, fear it and whenever you can, gun it down.
When mixed with a coupla Tomb spyders the Monolith is the Ziggurat of doom. Remove it and they're almost nothing compared, remove them and the Monolith is vulnerable (well, more vulnerable).
I gun for it exclusivly when I'm in range. I'm a fan of infiltrating Vets. I just use a Lascannon in a squad and open fire 1st turn. I also pack a Meltagun because S8 can still glance.
Post your army lists in the ARMY LIST section! Not that hard!
don't you mean penetrate as AP1 still works on it
a simple lascannon or 2 can drop it with only a little bit of luck
I am the Evil One,the Daemon Child!
My point being that S8 glances... It can still damage.
Post your army lists in the ARMY LIST section! Not that hard!
So what about the use of the almighty vindicator??? would this be a better option than the predator. str 10 weapon and the ordanance blast chart. sounds good. I have never used the vindicator before and have never seen them used but I've heard they are tough.