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Running with Scarab Occult


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I'm considering running these guys again but without any real updates with rules I'm thinking of dropping 10 in with a Termie Sorc and using the codex Tzeentch power to increase their invulnerable and give them Warp Time.

 

Anyone have any suggestions? I'm just trying to find some new motivation to run them since I have three painted squads laying around that never see play in 8th.

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I tried the exact same thing, 10 men scarab occult with 2 hellfyre missile rack and soul reaper cannon supported by a sorcerer in termi armor with combi-melta. It did work better in some game than other, but all-in-all I like it. Should mention i'm in no way a competitive player. it's expensive so for bigger game I guess (lately i've been playing 2500/3000 pts game), but it's worth it if only to see the face of your opponent when you deep strike that much scarab occult. ;)

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It works but to be honest the only time they have been helpful is when I drop them defensively to counter someone doing something nasty in my deployment zone (ie: Tank Bustas rolling up with a Battlewagon full of Flash Gitz or something)

 

In other words, I never drop the 10man scarab unit in the enemy's deployment zone because they only movie 4". I'd rather drop them in where they will be staying all game to support my other units and hold near the center of the table, not throwing them up with no other support.

 

Their combat ability is not that good. Expect to NOT get Prescience off, expect to NOT wound (there is no way to make us wound easier, as you know.

 

The biggest issue, however, is that casting Weaver on them doesnt help when you get hit with Autocannon equiv weapons that do 2+ damage but do NOT trigger invul saves. Congrats, go ahead and take like 5 3+ armor saves or something. Ouch!

 

If you are interested in dropping them into the enemy's deployment/other areas of the table outside your deployment zone, I would reserve that as a job for 2 separate units of 5 scarabs.

Edited by Archaeinox
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may I ask why you dont use them very much? I use mine every 3 games or so. 

I find that the "drop and fire" is nice for deleting a good chunk of many different units or catching a flank off guard, but I do agree they are almost prohibitively expensive. 

 

I actually have been playing a Scarab Occult heavy list in 2000 that fields 17 of them, Magnus, Several daemon engines, and it tends to be a very fun and "decent" list though lacking numerical advantage obviously with 17 models taking up almost half the list.  Magnus and the Daemon Engines roll up the field for damage and AT, when you find a valid target you sling-shot magnus to where he needs to be and lay into it.  

Though I do agree with you the 4 inch move is fairly pathetic so dropping them mid-field is usually a better option as it allows them to be in a zone where you *Know* they are going to be useful. 

the Scarab Occult pick off heavy weapon squads/crews and the hellfyres light up anything multi-wound.  I toss soul reapers onto all the squads as well given its a 12 point difference I dont find it to be a heavy investment, 12 extra points for a constant 4 shots, ap -3, always able to fire full effect at any target within 24 at str 5, even with 1 damage each tend to be very good for the price paid, my average list in 2k features quite a few soul reaper cannons. 

 

They are "decent" in melee. they aren't great.  The hope is that you pop, drop, light up the target and charge to whittle it down further, swords arent bad but we lack in volume and strength. 

Addendum Note; If I run scarab occult its either a 5 man, or all or nothing tactics.  I personally find spamming Rubricae (20+ make it into a huge majority of my lists) are super points effective for what you are getting.  Other then Mortal Wound spam very little scares me in that regard.  If you fire D1 weapons of any type your getting a great to decent save, If you are firing Multi-damage weapons to negate the good save (assuming most multi damage weapons also have higher armor pen values) you are ignoring actual multi-wound threats in favor of my "basic" (if they can so be called..) infantry.  either way thats a win.  However Scarab, Occult dont have that advantage, same weakness as most Terminators have.  Hence "all or nothing" for them usually. 

Edited by Sonoftherubric21
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I tried the exact same thing, 10 men scarab occult with 2 hellfyre missile rack and soul reaper cannon supported by a sorcerer in termi armor with combi-melta. It did work better in some game than other, but all-in-all I like it. Should mention i'm in no way a competitive player. it's expensive so for bigger game I guess (lately i've been playing 2500/3000 pts game), but it's worth it if only to see the face of your opponent when you deep strike that much scarab occult. ;)

  

 

Well that's good to hear. I'm only playing 2K. For me it's historical. I love Termies but 180 Orks really don't care about history. ;)

 

 

 

may I ask why you dont use them very much? I use mine every 3 games or so. 

I find that the "drop and fire" is nice for deleting a good chunk of many different units or catching a flank off guard, but I do agree they are almost prohibitively expensive. 

 .

 

  

 

I did use them a lot on the drop of 8th. I painted 3 squads for an ITC tournament at the end of 7th. We didn't know at he time for certain if formations were gone or what.

 

The first games of 8th I was okay with them, but my opponents and the armies got a lot better. Terminators generally are not strong in 8th. But I held on to theAll is Dust for all it's worth.

 

The speed is a real issue. They are really easy to kite. I personally find the points to performance turned me off of them and into trying other units and tactics that were more rewarding and economical.

 

 

It works but to be honest the only time they have been helpful is when I drop them defensively to counter someone doing something nasty in my deployment zone (ie: Tank Bustas rolling up with a Battlewagon full of Flash Gitz or something)

 

In other words, I never drop the 10man scarab unit in the enemy's deployment zone because they only movie 4". I'd rather drop them in where they will be staying all game to support my other units and hold near the center of the table, not throwing them up with no other support.

 

Their combat ability is not that good. Expect to NOT get Prescience off, expect to NOT wound (there is no way to make us wound easier, as you know.

 

The biggest issue, however, is that casting Weaver on them doesnt help when you get hit with Autocannon equiv weapons that do 2+ damage but do NOT trigger invul saves. Congrats, go ahead and take like 5 3+ armor saves or something. Ouch!

 

If you are interested in dropping them into the enemy's deployment/other areas of the table outside your deployment zone, I would reserve that as a job for 2 separate units of 5 scarabs.

Yea that's how I typically ran them I was just trying to maximize the cost by my akin game Sorc out of the cost. Also trying to maximize Weaver.

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I think they should never be used as a "one-shot" unit. They're not point efficient for that. Slaneesh terminators with Combi-plasma can drop in and erase half an army from the board. Scarabs will never be able to do the same thing.

 

I personally use them as sturdier Rubrics that don't fear melee. Drop them in cover on an objective and the ennemy will have to dedicate a lot of firepower to dislodge them, or throw some real melee specialists at them.

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Has anyone used these as a tie-up unit? Drop them with a wide footprint and charge into multiple units? 2+ and All is Dust would force a lot of fallback or a really long/annoying assault.

 

This is what I do with them against Astra. If there is an opening the Scarabs can perform a mutli assault. They are horrid at damaging Russes and the like, but if you can hit 2-3 tanks, it's a strong move.

 

It's harder now with orders and spam, but sometimes you can get in there, and buy some time for the army.

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