View Full Version : Scarab Swarm ?

25-11-2009, 06:25
I am not sure if this has been asked I tried to look first but didn't find a dierect answer so here it goes. Are scarb swarms worth the point in a Necron army or are they just cannon foter that are better left out.

25-11-2009, 06:35
I love using scarabs swarms in my necron force. I usually use immortals instead of destroyers so I can use up all 3 fast attack slots for scarabs. They are pretty good for tarpitting and delaying CC squads from reaching your lines. Turboboosted they get an amazing 2+ cover save and have a shed load of wounds too. Give them disruption fields and they can even threaten vehicles with enough glancing hits they can kill any tank that is foolish enough to remain stationary for a turn.

I never leave the tomb world without em :D

25-11-2009, 06:38
Scarabs fulfill a vital role in a necron force cheap, mobile and capable of launching assaults versus common troop(guardsmen, guardians, tac marines w/o powerfist) as long as they are not assault specialist. Not sure about this on but they can't claim objectives but nothing as far as I see says they can't contest which is cool. Moving as jetbike rush in and contest objectives late in the game. If there is a rule against this let me know for future reference.

25-11-2009, 11:49
Great unit to tie up important things like dev squads, the cover save is nice when they turbo and disrution fields make them a threat to everything.

25-11-2009, 13:25
Scarab swarms chew through guard squads like there was no tomorow. I always use scarabs in my necron army.

25-11-2009, 13:46
They are usually worth having ... but a very situational unit. S6 templates/blasts kill them so fast its not funny (especially templates which ignore their turbo boosting cover save;- a hellhound WILL 1-shot your entire swarm unless you are very lucky) - 2 dead bases per hit. Also S6 melee attacks or better are 2.6 bases per hit (cause of no retreat wounds).

However they can provide a brilliant screen for your units giving defence against low AP weapons and melee charges. Also they can hassle the enemy support units. They have never done brilliant in melee for me - even Guard seem to hold their own somehow (possibly due to higher WS and I).

In Apocalypse a Scarab Sawrm is worth its weight in Bronze as a screen against fire to your melee horde (Ork, Nid) allies as they close with the enemy.


26-11-2009, 01:01
Thanks everyone for your advice I really appreciate all the help and great info.

26-11-2009, 09:05
Friend of mine plays 'crons, and he absolutely loves his scarabs. One base took down 2 of my Fire Warriors in melee, then when they fled he moved on to my Crisis suit next turn and killed it. With just ONE base. Of course, that was all luck, but still he never leaves them out of his list when we play.

Lord Damocles
26-11-2009, 13:39
...2 dead bases per hit. Also S6 melee attacks or better are 2.6 bases per hit...
Per unsaved wound (Rulebook, pg.76).

BIG difference.

26-11-2009, 14:06
Per unsaved wound (Rulebook, pg.76).

BIG difference.

Well, thats 83% chance of a wound, and most of the S6 weapons I encounter are either AP5 or lower, or power weapons/MC in melee (I allowed for 1/3 of the no retreat wounds to be saved). If one base already had a couple of wounds at the start of melee that would reduce the number of No Retreat wounds by 1 or 2.


26-11-2009, 16:32
I usually take them in a squad of 10. Cos recently Ive played against other necrons with my necrons, Ive used them to tie up the opposing destroyer squad and the scarabs only died when a lord and wraith entered the fray. It took all game tho, 30 wounds to kill :chrome:

26-11-2009, 22:32
Tau hate scarabs, nuff said.