tag:blogger.com,1999:blog-8573692279682078877.post4401625808104541691..comments2024-01-14T10:50:05.178+02:00Comments on Call To Arms 40k: Paradigm Shift; Anti-Tank and CC: Scarab SwarmsAnonymoushttp://www.blogger.com/profile/06241303185253548694noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8573692279682078877.post-69532773392334742302012-03-13T20:19:24.081+02:002012-03-13T20:19:24.081+02:00Certainly, forcing the opponent to react to you is...Certainly, forcing the opponent to react to you is a good thing. Scarabs have the threat range and damage output to really do that. You're right.Anonymoushttps://www.blogger.com/profile/06241303185253548694noreply@blogger.comtag:blogger.com,1999:blog-8573692279682078877.post-88390800490166292412012-03-12T23:34:46.331+02:002012-03-12T23:34:46.331+02:00Duality is definitely not a bad thing, but when a ...Duality is definitely not a bad thing, but when a unit can do something so well, then duality isn't strictly necessary.<br /><br />Another thought I had on Scarabs is that they force the opponent to react to them. <br /><br />Against shooting attacks, there isn't much a person can do to protect their tanks. There's cover and LOS to consider, but that should always be a factor regardless of opponent.<br /><br />Against normal CC attacks, moving a vehicle helps its survivability, but not moving doesn't guarantee a dead tank (there's still penetration and and damage rolls to consider).<br /><br />Against Scarabs, if a tank doesn't move, it is dead. All it takes is 3 scarab bases worth of attacks against an immobile tank to 100% guarantee a wreck. This forces a significant change in strategy for some forces, and anytime you can force your opponent out of their comfort zone is a good thing.Rkikhttps://www.blogger.com/profile/02841432959251782948noreply@blogger.comtag:blogger.com,1999:blog-8573692279682078877.post-5590489734612403322012-03-12T21:17:23.062+02:002012-03-12T21:17:23.062+02:00Interesting idea, I guess the thing to think about...Interesting idea, I guess the thing to think about is whether duality is a bad thing?<br /><br />Thx for the comment.Anonymoushttps://www.blogger.com/profile/06241303185253548694noreply@blogger.comtag:blogger.com,1999:blog-8573692279682078877.post-19084000422622715472012-03-12T20:52:23.175+02:002012-03-12T20:52:23.175+02:00I think a lot of the reason Scarabs are accepted a...I think a lot of the reason Scarabs are accepted as good anti-tank is because that is their only role in the army.<br /><br />In other armies, the units that have good close combat anti-tank options are usually better or at least equal against infantry. They usually want to use shooting to open up the tank so that they can assault the unit inside the tank. Take Space Marines for example. A tactical squad using a powerfist to destroy a Rhino is inefficient, because that squad won't be able to assault the contents of that Rhino this turn and will be subjected to the following round's shooting before it can do anything.<br /><br />In the Necron army, though, the Scarabs' only job is to rip open tanks. Then the rest of the army can open fire on the contents of that tank next turn. No one really cares if the scarabs get shot up after eating a tank, they've already done their job.<br /><br />Honestly, I think the lack of diversity in the Scarabs is what makes them favored for anti-tank. Orks, Tyranids and armies with more diverse CC options don't want to waste their time killing tanks in CC when there are infantry to kill.Rkikhttps://www.blogger.com/profile/02841432959251782948noreply@blogger.com