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In a necron army they add some flexibility, wounds and speed. They have many pros that help to make them a pretty popular choice in many necron armies and that make other armies fear them!
• Many wounds
• Deep strike
• Disruption Fields
• Speed bump
• Many attacks
They move as jet bikes and can turbo boast what more do I need to say? For only a few points you can have a bunch of wounds! They are fearless and will never leave close combat, enabling them to tie up most units for almost the whole game. They can deep strike putting them right by the enemy, making them get more attention than what a cheap unit like them should get. The disruption field gives them a chance to take out any vehicle or tank (like that battle cannon toting basilisk). If you only use a few bases you can slow up fast units just wanting to get into combat with your warriors. A large unit can over whelm most everything with all their attacks!
Now on to the cons
• Low toughness
• Vulnerable to blasts
• Low weapon skill
• Low initiative
• Don’t get all the benefits of jet bike
• Low strength
• Bad save
Anything over strength 6 can inst kill them. Against templates they will take more wounds then normal. The low weapon skill means that you will need some luck to get a lot of hits. Scarabs have a low initiative so they will almost always strike last. Even though they move as jet bikes they don’t get the benefits like the addition toughness or inv save. Their low strength means that they will hardly wound many things. Unlike the rest of the necron army they don’t have a great amour save.
How to use them.
They are great a taking fire and can worry your opponent if they get to close. So what do you do? You get them into combat as soon as possible. Just make sure you aren’t charging a squad with a power fist or are strength 6 or higher. They will swamp most squads of combat specialist mostly because of how many wounds they now need to wade though and the large number of attacks. Or give them D-fields and rush them to that defiler or basilisk hiding at the back of the table. Let your opponent know that you will do that so he wastes shots at your cheap scarabs and maybe tries to protect there prized killing machine.
I hope that this helps any necron players wondering about using Scarab Swarms in the future or any new necron players out there.
yes, run those scarabs into my s6 grey knights :shifty: .
I have 2 problems with scarabs. 1st they occupy the same force organization slot as destroyers. 2nd I'm not sure taking 1 unit is enough. I think if you maxed the scarabs, taking 3 full sized units, you'd have a chance to do something spectacular with them.
I see nothing in the Codex or the FAQ that indicating they don't get a turbo-boost invulnerable save. I will have to check the BGB to be sure though.
The Codex: Necrons answers the question of the turbo-boost iSave. They move and fight as Jetbikes, they simply do not get the +1T bonus. That is all.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
If a model moves as a jet-bike, it turbo-boosts as a jet-bike, it gets the rules associated with the turbo-boost move, ie. the Invulnerable save. The +1 Toughness is obviously stated in the codex.
Rarely do you need more than 1 largish squad of scarabs.
I run 9 with d fields in my 1500 list and while nearly every game they get nowhere earning their points back (in what they kill), they sure as hell are worth the points I spend on them.
Tieing up devastator squads with them is priceless. Hell I even charge them into dreadnaughts and while I may lose 4 of the bases (sometimes more, sometimes less) they usually cause some serious damage (if they even immobilise it and die they've nearly earnt their points back).
Yes they go up against destroyers, but since when do you need 3 destroyer squads outside of the destroyer army of doom?
Let me tell you an interesting story. Are you all sitting comfortably?
Once upon a time there was a Chaos player, he was very proud of his autocannon havocs.
Then one day, some scarabs came and assaulted the havocs in turn 2.
They fought bravely,, but eventually the havocs bested the poor scarabs.
But, it was turn 6, so the scarabs may as well have killed the havocs.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
good story... And true story! Scarabs have a lot of uses, and they are really rather great!
I think they are overlooked, but great unit, as they can charge that antitank squad, so your monolith can spell death for anything it wants throughout all six turns. Or they can assault that jump-pack squad with the HQ in it, so they cant flank you.
The scarabs have endless uses, and I think more people should field them. There is no real excuse, as they come in your warrior boxes (everybody necron, need warriors).:yes:
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord