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Apocalypse Necrons: Massive Swarm

3K views 6 replies 5 participants last post by  SWAY 
#1 · (Edited)
Disclaimer: I do not play Necrons and have never played Apocalpse.


So I was in the shower and thinking about Warhammer as usual, this time how unrealistic it is that their are Titans, since current trends in defence technology are all about miniaturization. Now the Necrons don't have titans of their own but are masters of AI and technology in general. So the idea is that Titans should be vulnerable to really little things like...... Scarabs (think any of the Mummy movies). Swarms of Scarabs crawling into all the vulnerable cracks of these super heavy vehicles, cutting there way through ventilation systems to the vulnerable logic engines, cables and pipes deep inside the armoured hull. So....

Necron Scarab Plague

100 points plus models cost.

3+ Tomb Spiders
4+ Scarab Swarms

The Mighty Shall Be Laid Low
Against any vehicle with the "Super Heavy" Designation any Scarabs which are part of the plague or produced by Tomb Spiders which are cause a glancing hit with a roll of 6.

Scarab Production
Against any wounds caused by producing Scarabs with the Artificer ability the Tomb Spider may take its regular save (is this how it is anyways?). And any Scarabs produced this way may be deployed by deep strike in the players next movement phase.

What do you think?


So I was looking through the Necron Codex again and saw that Scarabs can buy disruption fields essentialy making this entire post pointless, what should be changed?
 
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#2 ·
For 1 Spider I think you should HAVE to have 10 scarab bases. This is apocalypse after all. So if you have 3 Spiders you will have 30 Scarabs. As for artificier, the model should join the tomb spider rather than deepstriking. Doesn't make sense the scarabs being made by the tomb spider and then suddenly end up on the otherside of the board turn.
 
#3 · (Edited)
I had to play with the idea. Here's what I've come up with.

Apocalyptic Formation: Scarab Hive
125 Points + Models
1 Tomb Spyder Artificer
1 Scarab Hive

The Tomb Spyder Artificer: 75 Points. As Tomb Spyder with +1 W and a 2+ Armour Save.

Scarab Hive: The formation must include 10+ scarab swarm bases. For each additional 5 sarab swarms added to the Scarab Hive, you must purchase an additional 1 Tomb Spyder. Conversely, the Scarab Hive may only contain 1 Tomb Spyders per every 5 additional Scarab Swarms. All Tomb Spyders and Scarab Swarms form a single unit.

Scarab Production: So long as the Tomb Spyder Artificer remains alive, whenever a Tomb Spyder uses its Artificer ability, instead roll a d6. On a 1, the Tomb Spyder takes a wound as normal. On a 2, 3, or 4, the Tomb Spyder produces one Scarab Swarm as normal. On a 5 or 6, the Tomb Spyder produces two Scarab Swarms and, if a 6 was rolled, may roll an additional d6.

The Mighty Shall Be Laid Low: If the Scarab Swarms in the Scarab Hive have been upgraded to have Disruption Fields, then all Scarab Swarms produced by the Tomb Spyder's Artificer ability will also have Disruption Fields.

Options
The Tomb Spyder Artificer and all Tomb Spyders within the Scarab Hive may be upgraded to have the Feel No Pain special rule for +5 points each.

*************************
The reason for the change is that.. Scarab Swarms already posess the ability you proposed. I altered the other abilities to give a reason for selecting the formation.​
 
#4 ·
My thoughts.

Your changes actually make it useful which is a good change ;)

What do you think about the Deep Striking ability for produced Scarabs it represents them swarming onto the target. I don't really like the idea of the Tomb Spyders and Scarabs being in the same unit, defeats the purpose of a swarm, so how about having the Spyders act as a sort of independent character which can leave the scarabs and vic versa?

Cheers Mate
 
#5 ·
I piled them into one unit for simplicity's sake. Another possibility would be:

Scarab Hive: 125 Points + Models
1 Tomb Spyder Artificer
2+ Tomb Spyders

Strike Force: Each unit within the Scarab Hive must maintain 6" coherency with the Tomb Spyder Artificer's unit.

Scarab Hive: Each Tomb Spyder must be accompanied by 5-10 Scarab Swarms. Each Tomb Spyder and their Scarab Swarms form a single unit.

Otherwise, allowing the units to move freely could become a bit much, even for Apocalypse, when you consider just how many Scarab Swarms could be produced every turn. You could easily form a whole unit of Scarabs or more each turn. Piling them into a single unit simplifies the process of determining which Scarabs are added to which unit, and allows you to roll a single pile of dice (allocating wounds accordingly) instead of rolling for each Tomb Spyder individually. The Scarab Hive can still cover considerable ground, and tie up huge lumps of enemy forces. Just my two cents.
 
#6 ·
I actually really like this idea, it shows the power and purpose of scarab swarms.
The formation works well and would make for a great apoc support formation, i'm not sure how well they would do standalone... looks like i'll be testplaying the Tomb Spyder Artificer and his scarab hive.. The question is, should the artificer have a staff of light? Give him a statblock with a few options, maybe a lightning field at + 20pts or something? (i'd buy it if every scarab you pop hits back).. back to the good 'ol explolding days.

Kudos..
 
#7 ·
Doesn't make sense the scarabs being made by the tomb spider and then suddenly end up on the otherside of the board turn.
like u sed it is apocolypse after all. but thats the beauty of it i'd love depstriking scarabs but say they have a different rule say the have a locator beacon so if the deepstrike within 12" of a lord with res. orb or sumthing they dont scatter. sounds good.

i think bossgorestompa has a better data sheet tho the artificer toomb spyder sounds good but what about darknees shroud? tomb spyders get a 5+ invunerble againstt wounds while within 12" of each other or a 5+ invunerable against wounds caused by producing scarabs?
 
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