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Still a newb with 40K and DE but why does evreyone say the monolith is so hard? With DLs turn armour that >12+ to 12, I don't see the problem. I haven't played Necrons yet so excuse my question if it seems simple.
Sorry for the newb question but can you explain why?
the monolith has a special rule that states its armour value is never reduced, nor do weapons ever get more than 1d6 to penetrate, bar ordinance.
still, there are 2 ways to go about it:
a) kill everything except the monolith.
b) just shoot heaps of DL at it. youll glace eventually, either kill it or imobilise it, then your better off taking it on with an agoniser, if its immobilised.
however, darkeldar should have the ability to just avoid as its slow and short ranged.
unless the bastard deep strikes.
1. The lith has living armor, you can only get 1d6 on you armor peneteration at any time, and you can only ever glance it. Also, lance, melta, inferna weapons loose all their extra anti armor effects. Killing the monolith is an option but not the smartest one, you will be spending A LOT of dark lance shots on the stupid thing when you could spend them on all those warriors and immortals, so even though its an options, its not particularly smart. its slow and big, so it can only effectively through open terrain. We are the fastest army in 40k, we use speed to get into CC and once in CC, the lith wont be able to do **** to help its owner, even if it teleports one squad out of CC how will it help if it has 3-4 more CC battles nearby.
2.Ignoring the lith is the best option by far, first of all, you wont waste any precious lance shots that can intant kill warriors. Second, the monolith alone WILL NEVER earn al her points back. It will never kill enough of our army to repay intesf, we can easily stay away from its 12" flux arc while the particle whip will never hit a single raider if you know how to properly use them. CC is the best option in terms of ignoring it, once you are in CC he cant do anything with that lith but teleport one unit per turn out of CC, how will that help him if he has 3 more assault to worry about? Sometimes its a good option to keep aan extra incubi/wych raider at hand so you can assault the 1st unit that the lith teleports.
Conclusion: The lith is a powerful opponent, but with your speed it should be too much of a problem, remember CC is our friend, if you stick to it, and ignore the lith, the necrons are as good as dead.
to stop him teleporting troops out place a cheap squad (warriors?) right in front of the portal. True it will be a suicide squad but will stop him from teleporting for one or maybe two turns.
wow, Nice tip.
That would definately hurt the Necron Player, and for 80 points of warriors (or even 130 points, to stop the Monolith from the word go) to shut down a monstrosity both in terms of killing power and points cost well worth a unit that's probably going to lose CC to the necrons anyway.
Then the Incubi are free to ravage as they will....
minimalism is the key.
You could also try using Haywire grenadees in close combat.