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well yesterday my mate bought me a Monolith
but i as off yet do not know how to use one effectively so basicly what im asking is
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Well, famously its one of the hardest tanks for the enemy to kill (due to AV14 all round and its living metal rule), and it can have a huge psychological effect on the opponant. Its huge points cost reduces your phase out limit, especially if the enemy takes it down, but if it stays alive its teleport and reroll WBB abilities can add a lot to your army.
Id suggest only using it in games of 1250points or greater. Where to deepstrike it or not is up to you, but i find doing so especially helpful against armies such as Tau, where just advancing towards their lines wth warriors you will get shot to bits. It is a very slow vehicle. The only advantages i can see beginning with it in your deployment zone is that you know its on the table, rather than having to hope for a good roll for DS, and the particle whip can be used from the start to bust enemy tanks or armoured troops.
Dont forget the lith cannot be destroyed from deepstriking, and also troops disembarking from it count as disembarking from a stationary vehicle (GW FAQ). Deepstriking into enemy lines, then teleporting out a unit of 10 flayed ones straight into CC has worked well for me. Ive never really seen the point of ther warrior reserve rule, as if you start with the warriors on the table you can teleport them anyway.
Also its very useful for teleporting units out of CC, especially necron warriors, and bringing their rapid firing gauss flayers to bear on the enemy instead. With most enemies you are more likely to kill them by shooting them than by fighting them in CC.
Often the teleport ability is far overlooked, as the particle whip can be favoured due to its killing power (and it can snipe, again check the FAQ). However i rarely use the Whip, instead opting for the ability to teleport and also use the gauss flux arc aswell.
I find the Gauss flux arc an amazing ability. As the 12" range is measured from the gun turret tips, a single lith can give cover a 30" by 30" area of the battlefield with gauss firepower. Its not so effective against enemies with a 2+ or 3+save, but against hordes, swarms and tanks it can be awesome. Always use it first, see what it kills, then use your other firepower to mop up and force leadership checks.
Thats all i can think of for now, ill edit this if i think of anything else.
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Don't forget you can get 2 wbb rolls using the monolith. One of the best features of the thing imo.
Keep in mind that it is not really an offensive weapon. If you expect it to kill its value in points you'll be disappointed. The PW can kill tanks, but you'll scatter more often than not and waste the shot. If you get really lucky with the PW you can certainly blast a lot of troops, but you won't be able to use the Monolith to teleport troops if all it does is blast away with the PW.
I tried using it against Chaos, the idea being to force the Berserkers to charge it or use it to teleport troops out of hth so that they could rapid fire. It got immobilized by a triple lascannon Predator on turn one and sat in place scattering its PW for the rest of the game. That's the risk of many tanks, but it costs more than anything other than a Land Raider and has much less range than most tanks, as well.
I guess my point is that it's harder to use well than you'd think, given its awesome capabilities.
Use 1 monolith in 1000points, very usefull, since you opponent will not be able to destroy it easily, what you do is deepstrike it in the middle of your opponent's army, it has an effect,comparable to making some noe swallow a grenade: Dead...
Remmber ÐS for Monos really is gold...
analyise this and analyse that were great moves. I splelt that wrong. twice. I even spelled spelled wrong. I also said move instead of movies.
As it's been pointed out, using the Power Matrix for the portal instead of the Particle Whip is the best thing to do. If you accept this, you may find yourself choosing which unit to teleport. Here is the priority I would place, going from greatest to least:
1. Teleport the unit most likely to have a poor combat phase that turn. Teleport them out and have them bring their guns to bear on the lonely enemy squad they left behind.
2. Teleport the unit with the most (this may be done by quantity of units or total points worth) failed WBB rolls. Surely you'll want to get as many points back as possible.
3. Teleport the squad with the most firepower into a better firing position.
4. Teleport some Flayed Ones out of cover and prepare for a charge in the same turn. This assumes that the squad exiting the portal will be within charge range of the enemy.
***Always remeber to fire your Gauss Flux Arcs.***
Like it's been said before, the Monolith is a tough as nails support tank.
On the topic of Deep Strike remember that this is a double edged sword. The psychological effect dropping the Monolith in the middle of the field (for better support) or in the enemy lines can cause some confusion for your enemy. But this may take place too late in the game to be any help. When playing a list against high strength firepower, I would choose the DS option almost always and risk a late arrival. The Monolith is too slow to slog forward without running the risk of it getting popped.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
I'm a marine ork player, and this is my perspective on people fielding a monolith....
If It's a game and they do NOT bring a deceiver.
Someone NOT fielding the monolith and deep striking it puts a gigantic smile on my face.
Turn 1 I'm free to destroy things without any special WBB rules(by avoiding the 6" resorb necron line)
Turn 2..it might not come in.....50/50 Chance, and that's working in MY favor either way..Why you ask?
If it doesn't come in, ANOTHER turn of shooting with no special abilities...if it DOES i'm deployed with my marines/orks ready for a monolith to hit my lines.
If you deepstrike it into my forces, it's going to get a hailstorm of strength 8 weaponry and higher...It's going to go down to shooting there and then 90% of the time.
if you DON't drop it into my lines...that's absolutely fine with me, you wasted a turn of shooting with that monoliths great weapons just so you can deploy it normally.
Turn 3 and 4 if it arrives then it's the SAME situation..
----However like i said with the deciever it's a different story. as placing the monolith means i field to take it out from a distance, then it's placed back into reserves and screws up the game plan.
My advice is if you''re playing a game with a lone lith, field it...
The Flux Arc can be devestating to horde armies when you hit the lines, however it can be crap aswell...I mean 6 wounds at BEST per squad in a horde army isn't THAT great.
and 6 at best against MEQ isn't "too bad" considering failed aves means alot of lost points, but really you're not going to get 6's for every squad it hits, and they aren't going to fail most saves
Your monolith is Heavy Support for a reason..It's not a Land Raider crusader, it shouldn't be the spearhead of ANY assault to make unless you're feeling very confident because it will go down.
It's there to support your lines and increase the longevity of your fighting force.
Might I add, Monoliths are GREAT at holding /contesting table quarters.
If you're playing on a 6x4 against a sit and shoot army..deepstrike into the corner he's not in, that corner will be yours that game due to lack of 48+ range
But, like i said, i'm a marine and ork(non KOS) player. I'm telling you what does/does NOT work against the armies I field.
All im gonna say is, DEEP STRIKE in the heart of there formations use ur gauss flux and drop 1 squad of troops to get max fire power on 2nd turn if have decnt dice =), and ive had so many ppl complain about the lith, LIVING METAL FTW.
Smoke and mirrors.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007