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I'd like to squeeze a small group of scarabs into my 'Ard Boyz list for tying up units but I'm unsure whether or not to give them disruption fields... I have enough points to either have 3 with dis. fields or 4 without. Is it even worth taking dis fields anymore since they can barely harm anything with armor?
interesting question... I would say that not having the fields is better here, as a three strong scarab swarm won't last long against anything, but a 4 strong squad could survive long enough to annoy your opponent by holding up a squad in combat for a while. If you really, utterly need to damage tanks for some reason, d-fields could work. But generally, go with the four.
I find with scarabs that the more you have the better they get.
I prefer having 4 without D-fields. There are more wounds to spread out and more attacks to deal. Since you're using it as a tie up squad it's best to keep them cheap since they're in all likelihood, going to die.
I'm not so sure about taking a wraith... It's only 1 wound vs. 12. Also, if the scarabs boost they get a 2+ cover save... and If they're in cover they can't be insta-killed. Since I'm going to be using these in a tournament setting, I want to get up and into action by the 2nd turn with those lil buggers; so, sneaking around with a Wraith (although it would be fun) would take a little longer to get the results I'd like.
Thanks for all the input! I think I'll go with 4 and no fields
yeah the styles for both are different I use the wraiths to make the opponent think, 3+ invulnerable regardless of location and hide them out of LOS close enough to assault but far enough not to be assaulted, makes them rethink their tactics quick, but different styles of play.
good luck at the event
Dear Game Designer,
Rock is Cheese. Paper is fine.
My mistake, they just get a cover save at +1. If they fail, the base is killed outright.
As for the wraiths, it's not always an option to keep them out of sight. A lot of boards have just area terrain and standard 2" high insulation foam hills which wraiths are clearly taller than. Scarabs are tiny flat bases and get a +1 cover save which is incredibly helpful considering they have multiple wounds.
Generally you want to run scarab squads as cheap as possible squads of 4 - 7 is the most effective in my opinion.
Although I've noticed people get a little to over confident when it comes to glancing hits now. So scarab swarms with disruption fields against a mech'd army have become less of a priority. Which I found was the main problem with disruption fields on scarabs, everytime I would use them they would die before turn 1 or 2.