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Honestly I'm looking at scarabs and outside of an 'alpha strike' I don't see the being all that powerful.
Most troops out there are 1w so even against MEQs entropic strike really doesn't do anything. HQs are about the only thing that this maters against as they have multiple wounds, but most of them also have invuln saves so it just ends up being an inconveniance (against Crowe and Mephiston this can be very good, though). Palladins would also worry a bit....but they have to fail a save first so good luck with this working reliably.
Against Mech IG (or even other mech forces out there) they also may struggle as a lot of blasts are S6+ so cause x2 wounds and Instant Death. So unless you have cover, a battle cannon can easily clean out an entire squads.
Hellhounds, Flamestorms, Incinerators and other S6 templates just eat them for breakfast as well.
Even then regular flamers, small blasts, and S6 weapons with lots of shots(multilasers, scatterlasers, assault cannons, Pysbolt Heavy Bolters, Autocannons) will hurt a ton as well.
Scarabs realistically will only get one shot to hurt vehicles before they are burned, bomb, or shot to pieces. Of course this is all theory, but I've been playing long enough that I'm confident in that prediction.
I'm not worried about scarabs really, there are much more scarier things in the codex than the mechanical bugs. And if you want to pull the tomb-spider + scararb spawning shenanigans to creep across the board for a turn one charge.....by all mean, spend the points on it. One or two of my vehicles may have their armor nuked, but the scarabs are dead next turn anyway.
Thing is the scarabs are relatively inexpensive, moderately fast due to being Beasts and pose a very real danger to vehicles. I'm sure many Necron players are more than happy if the opponent wastes their battle cannon shots on scarabs instead of their Immortals or other such units.
Apparaently, someone at my club has already tried out a list that included 3 x 10 scarabs, 3 x 3 spyders, and Stormlord, in addition to the rest of w/e else he had at 2k pts.
The spyders were deployed centrally with the scarabs stretched out across the edge of their deployment but each with bases towards the center to be within the spyder's 6" ability range. Stormlord helped to gain going first with his seize initiative on a 4+.
At the beginning of turn 1, he piles on a bunch of new scarab bases, adding the new bases in a chain towards the enemy using the 2" cohesion and length of the base; towards the end of it, he can basically reach a bunch of vehicles on turn 1, or attempt to multicharge into infantry if it wants to get stuck in to avoid template retaliation. With follow-up turns adding more scarabs to either the other units so they can reach the enemy or just reinforcing units already engaged.
Although at the scale to which he used it, though it proved devastating against the mech list he was versing, can cause the scarabs to be a decent portion of his list. But with that many scarab bases running around and more constantly appearing (up to 9 a turn), it proved to be just too many for his opponent to get rid of while his other units mopped up the swarm-resistant units that were leftover.
But, there is no reason that this tactic couldn't be used to a smaller scale for a smaller impact, using roughly 2-3 spyders and 1 unit of scarabs or something similiar, though there's the possibility that the scarabs will end up alone after alpha-striking and won't be able to be reinforced at a rate good enough to keep up with the damage they'll take to last more than a few turns.
As said, scarabs are very cheap/cost efficient for the threat that they can pose to the enemy.
That seems rather dodgy, chaining them out and i don't think you can do that.
Just re-read that section of the book and while you can do it, it's bloody cheesy :p
so is wound allocation, but hey, its our cheddar to their swiss.