Evidence. Well, today I wanted to talk about Scarabs and how they aren't everything.
Point 1: Scarabs can spawn units across the board-
While I agree that this is in fact the case, simply because the rules aren't clear enough, you would have to be an absolute douche to try and pull this sort of shenanigans. If you pull this don't be surprised if your opponent kicks you in the shins under the table. Also, it isn't as powerful as people are thinking. Sure you go through all of this and then comes the assault phase. As the image on the previously referenced link shows, at most you might be getting 5-6 bases in combat. Most likely you will multi charge and now that means you're now only getting 2-3 per tank. So, if you get 3 bases you have 9 attacks with auto hit (enemy hasn't had a turn yet) then half (4.5) reduce armor. Then it is your opponents turn because your assaults just ended. There is one important thing to realize as well, you didn't shoot the tanks you were charging. Why? Because any competent player doesn't want to destroy the tank they are about to charge. So, your shooting went to 'less valuable targets,' if you could even see through the night fight anyhow. Long story short, it is a gimmick and it isn't that good. Not to mention it will be FAQ'd. Not to mention, that if you set up to do this little trick ill likely deny flank or reserve the juicy targets. This move is like a queens gambit in Chess.
Point 2: Entropic strike ruins guard/ mech -
This is one of the two things that scarab swarms were meant to deal with. Send a few squads of swarms into your opponents ranks and have a good time! While you swarms won't be the end of the tanks by themselves, they will open windows later in the game. However, remember that they armies you want to use these units against have plenty of S6+ (Blood angels, Space wolves razorspam, GK, IG) So, don't think that you're 3 10 scarab swarms are going to be anywhere near full strength when they arrive, not to mention that a smart opponent will move >6" before you assault. Really the only place that entropic strike will truly hit home is Landraiders. Throw 10 of these guys at a LR and watch it go away. This is why I am considering dropping my GK Landraider.
Point 3 Scarabs are a combat unit -
Yes, It may seem like Im joking on this one, but Im not. People have been out there saying that Scarabs are their combat unit and that they are going to throw a 30 strong unit at "anything in the game," First off this is ridiculous, scarabs are WS 2 and have the strength of a hampster. If you throw these guys into combat it is as a speedbump unit or possibly a tarpit unit, not a dedicated combat monster. Any dedicated combat machine will eat this squad without thinking about it. Not to mention you will lose combat and take additional Fearless saves.
Scarabs are very good at what they are designed for: Killing single tanks. Yes, you can multi-charge, but your risking more than you may be getting with that tactic. They are a decent speed-bump unit that can tarpit with the best of them if you're doing it right (Spiders). They are not the be all of the Necron codex, sure some people will try 3 squads of 10 with 9 spiders but it is a very uni-dimensional list that will work when you know you will be playing your buddy from the local store, but the second you run into a list you aren't expecting its going to be hurt-ville.
That is all for now, what do you all think of Scarab-bombs?