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Mobile Cover For Other Necron Units
Slow Down Enemy Assault Units
Tank Hunting With Disruption Fields
Other (Please Specify)
Iíve converted these awesome looking robots to represent Scarabs in my Mechanicus army, so I donít want to ditch them. So Iím curiousÖ"What Tactic Do You Think Scarabs Are Best Suited For?"
They are great at all 3 and contesting Objectives
Contesting objectives, but I tend not to field them anymore because when they assault some CC unit they tend to die REALLY fast, because of fearless and all the extra wounds they lost....
"There is only do, or do not. There is no try." - Yoda
I think their strength is their number. I field 10 swarms and go for the weaker troop opponents and then sit back and watch them run!
When you roll 40 dice, you get in quite a few hits and wont have to pay in wounds for losing the round.
Of course, I play against Imperial Guard - not the toughest guys around
ps. I'm trying Disruption Fields against vehicles next week, if it proves fatal, you wont hear from me again lol.
1 Lord, Destroyer Body, Lightning Field, Warscythe.
This unit is quite versatile, and I enjoy it for that. It can quickly assault an enemy shooting-oriented army, and with such a volume of attacks they'll surely do a great deal of damage. The lord with Warscythe is protected by the Scarabs, and can be detached once in the enemy lines to go hunt high-durability or high-priority targets (enemy characters, indirect fire weaponry, etc). The unit can also stay back when the army's facing an assault-oriented army and fend off assaulters to a fair rate of success. Not to mention last turn objective contesting (though last turn is fairly random these days).
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
It depends on the rest of the army, as well as what you're facing. Personally, I've had the most 'sucess' with them slowing down enemy assault units.
Of course, ILonginus has a good idea with the lord- I've used that before too.
While I field mine with Dfields (sheer weight of attacks will ruin any tanks day) ultimately scarabs are best at CC harassment. With such high movement and amazing save when turboboosting they will cover ground at a horrendous rate and will take quite a bit of firepower to remove as a threat (as long as said firepower isn't a flamer at least).Overall scarabs excel at killing GEQs, orks are a tad too tough and also have a lot of return attacks. I have seen 10 or so bases of scarabs easily tie up 3 guardsmen squads - that sort of mobile blockage is a force to be feared. Jesus, what the hell is up with my post? LO refuses to save my post in paragraphs.
Last edited by The_Outsider; September 22nd, 2008 at 10:15.
Aren't sacarabs just a bit too expensive? I'd include them in one of my list despite the fact they cost 12 points per base and use up a fast attack option. Perhaps i'm wrong but I'd rather spend these points on warriors to prevent phase out.
In small battles they are just too expensive. In big battles they waste a fast attack option. As fast attack i'd rather use destroyers/wraiths. Correct me if I'm wrong but I think these are a bit more useful in anycase.
I voted 'other'. I use them wherever I need them. I've had scarabs last through turn 2 to 6 in 4th edition... in combat. When you want them to do a specific task they don't like to do it...
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Space Wolves (500) 6-0-3
I've generally found them to be most effective as speedbumps. Though I have used them anti-vehicle it just doesn't seem effective enough anymore. My current list holds 4 swarms and they've done miraculously well at their job even against heavy infantry and ICs.