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Tactica Monolith [Broken HTML]

Submitted By: Date: May 31, 2006, 06:51:08 PM Views: 2430
Summary: <p class="body">The monolith is the most versatile vehicle in all of Warhammer 40k. It is the only vehicle in the necron army but seems to fill all the roles a vehicle should. It provides devastating firepower that works well against both troops and vehicles, it is a transport of sorts, it helps to repair necrons that would otherwise die and on top of that it is incredibly hard to kill. This article is based on my experience of being a necron player for several years. These tactics are guidelines to help you to learn how to use the monolith as it should be used, a powerful and versatile vehicle of war. I will also go over the monolith’s weaknesses so that you can try and avoid exposing them. This article should be beneficial to the enemies of necrons as well as it will show them what to expect. Believe me, if you don’t know what the monolith is capable of you are about to enter a world of hurt once it arrives on the battlefield.</p>

   <p class="heading">It’s Buff:</p><p class="body">I am going to assume you know all the rules of the monolith as I cannot write them down because of copyright laws.  However, I will tell you how to use these rules to your benefit.  Because of its armor, the fact that it is a skimmer and its “living metal” rule the monolith is immune to practically all forms of attack save for very strong ranged weapons such as the lascannon and rail gun.  If your opponent is lacking in high strength weapons do not be afraid to move your monolith right up to his army.  Sadly, the monolith can only move 6 inches a turn so it will never benefit from the “skimmers moving fast” rule.</p>

<p class="heading">As a Firebase:</p> <p class="body">The monolith has two major uses on the battlefield: A firebase and a teleporter.  Its particle whip is a short ranged but powerful ordinance weapon that is excellent for taking out both infantry and vehicles.  However, remember that as an ordinance weapon it will only be effective against vehicles if the hole on the template is on the vehicle so don’t be greedy and try and get two vehicles or a squad and a vehicle as anything but a direct hit wont take out a vehicle.  The gauss flux arc is also a powerful (if very short ranged) weapon that in some cases is preferable to the particle whip.  It hits all units within 12” of the monolith (those within line of sight) and is quite good at damaging vehicles as well.  And if you use the particle whip you cannot use the monolith’s teleportation ability (which I will talk about later).  If you use the gauss flux arc then you are able to use teleportation.  Some people love the particle whip so much they use it whenever possible.  Check the battlefield carefully before deciding to use it as teleportation can be even more useful in some cases.</p>

<p class="heading">As a Teleporter:</p> <p class="body">The monolith’s ability to teleport units to its side has numerous benefits.  For one thing you can teleport units out of close combat.  Necron warriors and immortals are tough but don’t do much damage in hand-to-hand combat.  However, if you teleport them out of combat then they are able to use their ranged weapons once more AND the enemy squad they were fighting is now left wide open to fire (unless it was engaged with more than one unit).  The tactic of teleporting units out of combat and either shooting or assaulting the remaining enemy squad is one I use very often.  When a monolith teleports a unit that unit can reroll any failed We’ll Be Back rolls.  If you have had a squad that has suffered a lot of casualties and did not make many We’ll Be Back rolls then teleport it with the monolith, even if it is not in close combat.  Necrons are very expensive and the chance to save some that would otherwise die is something you should not pass up.  If you have any close combat units in your army such as flayed ones then use the monolith to get them to the enemy quickly.  Move your monolith within 14 inches of the enemy and your squad will be able to assault them (the squad deploys 2 inches from the monolith, moves 6 inches and assaults 6 inches).  It is possible to have a squad of flayed ones start a turn 36 inches away from an enemy squad but with the monolith’s teleportation ability they can be in assault by the end of that turn.</p>

<p class="heading">Benefits of Deep Striking:</p><p class="body">The monolith is also able to deep strike if the game rules allow it.  With the new alpha, gamma, omega setup every single mission potentially allows deep striking.  In some missions (such as cleanse) in which the monolith starts near the enemy you might want to begin the game with the monolith on the board but if your monolith deploys a long distance from the enemy then deep striking can be a good idea.  If possible try and deepstrike right in the middle of the enemy army.  Why? You ask, because with gauss flux arc hitting almost everything within 12 inches of the monolith you are capable of dealing the enemy a crippling blow with one shot.  Since the gauss flux arc also damages vehicles on a regular basis don’t be scared to try and deepstrike your monolith near enemy vehicles as well.  If it lands on an enemy unit the unit gets pushed out of the way (convenient).  I recommend using the gauss flux arc and not the particle whip because 1. the gauss flux arc can do even more damage when near a lot of units than the particle whip and 2. the monolith’s teleportation ability can play a key roll here.  If you have any powerful units within teleportation range then bring them in.  Which unit you teleport can depend on what armies you are facing.  If you are fighting imperial guard or tau then flayed ones are excellent.  If you are fighting orcs, dark eldar or space marines then a squad of warriors or immortals might be better.  If the squad you bring in is assaulted or damaged then you can teleport them the following turn to get them out of combat and/or reroll any failed We’ll Be Back rolls.  Or, if that squad is ok, you can bring in a second squad to help spread the chaos.</p>

<p class="heading">Balance:</p><p class="body">I really suggest deep striking if you are going against a stationary army that has a lot of firepower like imperial guard or tau.  If you try moving your monolith towards them it may be shot down by lascannons or rail guns and it won’t be able to effectively perform teleportation assaults or fire support.  If you are fighting an enemy that is mainly an assaulting force then keep the monolith with the rest of your army.  Shoot the enemy when they get near and when they assault or damage your squads use teleportation.  When deciding whether to use the particle whip or teleportation check to see if any of your squads are in trouble.  If they are then teleport them, if your army is ok then use the particle whip.  That is a basic guideline for those two elements of the monolith.</p>

<p class="heading">Conclusion:</p> <p class="body">That pretty much sums up monolith tactica.  The monolith is incredibly versatile.  Do not be hasty and only use it as a big cannon to blast anything you can.  It can keep your army going for much longer and can get your troops moved up to the front lines quickly.  Learn to balance its abilities and to use them at the right place and at the right time and the monolith will live up to its reputation as the most dangerous vehicle in 40k.</p>

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