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How does one destroy a monolith?


thade

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I don't have the Necron codex, which spearheaded me posting this. I understand that a Glance result doesn't work on the Monolith the way that I'm used to, instead reducing it's firepower in some systematic way. My friend is telling me that you cannot Glance a Monolith to Immobile or Wrecked as you can every other vehicle in the game.

 

That is *hugely* powerful. @_@ I suppose glancing it to a big moving wall (and nothing more) is something, but glancing Land Raiders to death is sometimes the way you manage to take them down...peeling off all of the weapons, the wheels, then finally boom. Since a Monolith is AV14 and you can't get an extra die against it ever in armor pen...well, I'm intimidated.

 

Can anybody please explain to me how precisely the Monolith works insofar as the Vehicle Dmg Result table?

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You can glance the monolith, you just can't glance it to death as there is one weapon you can't remove.

 

S9+ weapons basically. Meltas can wreck it with a hit followed by a glance and then a 6. Tau rail guns work nicely. Demolishers are good as nothing in the Necron codex prevents you from rolling 2d6 and picking the highest.

 

The other method is a D weapon :)

 

Or for non-apoc games just cause a phase out and ignore the lego block.

Well it's got 4 guns on the corners and the way the number of shots is figured out is by rolling a D6. Every time you get a weapon destroyed result you take 1 from that roll so 6 weapon destroyed results will stop that from firing but the Power Matrix cannot be destroyed and is capable of firing.

Interesting stuff from the perspective of a sisters player.

 

Just thinking of getting up close and personal, would an eviscerator (chainfist) suffer the similar issues of not being allowed those extra penetration dice or is it purely in relation to melta weapons?

Interesting stuff from the perspective of a sisters player.

 

Just thinking of getting up close and personal, would an eviscerator (chainfist) suffer the similar issues of not being allowed those extra penetration dice or is it purely in relation to melta weapons?

 

Yes. As I recall, the "Living Armor" rule prescribes pretty clearly that no weapon gets a bonus d6 to penetration, i.e. meltas and chainfists are on 1d6.

The latest Necron FAQ answers those questions. Melta, monstrous creatures, chainfists, etc. do not receive an extra die for armor penetration. Power fists do double the model's strength.

 

Melta is ok simply due to its strength. But lascannons, vindicators, dreadnoughts CCWs and furious charge power fists are going to be more useful against the living metal.

 

As a Necron player your best bet for taking out a monolith is to go for phase out. If you can, immobilize a monolith and park a squad in front of the door. This prevents the Necron player from teleporting any squads through the portal and also prevents them from bringing squads in from reserves.

 

You are just subject to the gauss flux arc (the weapon that shoots the d6 shots at every squad near the monolith).

 

You can attempt melta bombs, but the debate on that method can go round and round. It has here. It would be best to leave that one alone and focus on non-grenade based way to destroy a monolith.

Aww but when I'm in a particularly argumentative mood the Melta Bomb arguments is one of my favorites ;).

 

I mean it does just say 8+2d6...no mention of melta special rules... :P.

 

:o Indeed. Not here though in this topic... try searchy ;)

Las cannons, brite lances, dark lances, krak missiles, melta anything, battlecanons, demolisher cannons, earthshakers, powerfists, ect. You get the picture preatmuch anything with st8 or better will do the job. I had a necron army trust me Monolith are tough but by far not invinsable.
I'm sorry Isiah I was just making a bad joke not actually trying to bring up that argument. Feel free to remove my post if you think it might start some problems here.

 

Hehe no need to apologise Sparhawk. But I will move this topic to the +TACTICA ASTARTES+ section as we seem to have exhausted any rules issues.

 

Cheers

I

I'm sorry Isiah I was just making a bad joke not actually trying to bring up that argument. Feel free to remove my post if you think it might start some problems here.

 

Hehe no need to apologise Sparhawk. But I will move this topic to the +TACTICA ASTARTES+ section as we seem to have exhausted any rules issues.

 

Cheers

I

 

Thanks, Isiah. =) Now I no longer feel guilty getting tactics out of this thread.

I think the best two (from a codex Marines perspective) are:

 

Ironclad with Siege Hammer

Lysander

 

Both are S10, both have 4 attacks on the charge (Lysander gets to reroll one) and both add +1 to the damage result table. Ironclad arguably comes off better because its Melta has the opportunity to damage the Monolith with some luck (scratch that, lots of luck).

 

If not then Lascannons, lots of them.

 

Though as others have suggested, ignoring them and killing the other Necrons is a much better method of removing this annoying Vehicle.

 

Wan

Someone already said it: kill the Necrons around the Monolith. It doesn't have the Necron rule, and it reduces the total number of Necrons you can put on the table. Against Necrons who field Monoliths or the Deciever / Nightbringer, you just play for the phase-out.

I'd hardly call a land raider a reliable counter. You cannot take the randomness of dice into account when preparing a counter to a given target, and destroying a monolith in one round of shooting with a pair of twin linked lascannon shots is a very slim chance.

 

A meltagun needs a 6 to glance (S8vs AV14), and a 6 to wreck(glancing hit+1 on the damage chart AP1), so meltaspam could potentially kill a monolith. One melta has about a 1 in 36 chance of wrecking a monolith, or around 2.8%. That's not good odds in my book, but good enough that a list built around meltas could still take it down with sheer weight in dice.

EDIT: note that the abode numbers do not include calculations to hit, purely to destroy upon a successful hit.

 

I'd go with an ironclad dread as best codex marine counter available. Seismic hammer with +1 on the damage chart and 4 attacks on the charge @ S10, as well as a pre assault melta shot(that probably would do nothing). Sounds like a win to me.

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