Restored Monolith

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki


Dawn of War Vehicle
Restored Monolith
Restored monolith.jpg
Race Necrons
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
Necron restored monolith icon.jpg
Hotkey M
Build Cost Resource power.gif 1000  Resource cap vehicle.gif 0
Build Time 60 s
Built From Dormant Monolith
Unit Size 1
Requires Engaged Monolith with at least 50% health, Energy Core, Captured Relic.
Limit 1
Unit Stats
Hitpoints 10000/10
Armour Vehicle High
Resource Bonus Resource power.gif +10 
Unit Mass 100
Move Speed 3
Sight Radius 60 (cannot detect)
Weapons
Ranged Particle Whip, 4x Gauss Flux Arc
Melee None



Contents

Restored Monolith

Not so much a vehicle as a mobile building, the Restored Monolith retains the production capabilities it had while stationary, but is finally able to join the battle itself, slowly floating into battle and firing powerful Gauss Flux Arcs and the ground-shaking Particle Whip at any enemy units that make the mistake of coming too close. Of course, the Restored Monolith doesn't need to wait for the enemy come to itself: it can teleport straight into the fight and begin annihilating the living.

Note: The Restored Monolith still retains all the unit construction abilities it had in its dormant state. Unlike the Dormant Monolith, it can't set a rally point or choose the attack stance of the units that pop out of the Restored Monolith. If brought down to 2500 Hitpoints it reverts to an Engaged Monolith and teleports back to where it was launched where it must be repaired before it can be upgraded again.

Tactics

Winter Assault

Monolith's appear in the final level for each campaign. They are much stronger then the usable version in Dark Crusade and Soulstorm (even Relic units are no match for them in ranged fights), but are still just as slow. For the Imperial Guard and Chaos, they are easy to deal with because in their versions of the final level, the player can use the secondary guns on Titan Dominatus, which will all but destroy the monoliths in single shot. The Eldar can also kill the first Monolith in a single hit with their Soul Stone, but for subsequent ones they need to capture the Titan's guns (unlike the Imperial Guard and Chaos, which have control of them when the Necrons appear). While the Orks lack the titan's guns, they can still deal with them easily since the Monoliths have little means of defending against melee attacks, so Nobz equipped with power klaws are excellent for destroying them.

Using a Restored Monolith
While not as much of a powerhouse as other teams' Relic creatures (unless the Restored Monolith becomes surrounded, allowing the Gauss Flux Arcs at its four corners to all fire on enemy targets), the Restored Monolith provides incredible disruptive power. Its Particle Whip can send infantry units flying, greatly reducing their capability to add their support to a fight while the Necron player's forces destroy enemy units.

While the centralized unit production of the Necrons initially is a problem in the early stages of a game, this same trait becomes one of their greatest strengths with a Restored Monolith, turning it into a complete nightmare to fight. The Monolith can produce the troops necessary to counter the enemy right in the middle of the battlefield and also functions as a teleportation target for Necron Warriors, Flayed Ones and Immortals (Immortals cannot teleport in Dark Crusade), allowing existing groups of those units to join a Monolith after it teleports into the fray. With a full time bonus Necron unit build and reinforce times can be quite fast (with the exception of the Necron Warriors), so as long as they have a good set of power generators the Restored Monolith can produce an unrelenting tide of new units. Combined with a fully upgraded Necron Lord equipped with the Mass Ressurrection ability and a large power infrastructure, a concentrated attack from a Restored Monolith in the hands of a skilled player can be almost impossible to stop.

The Particle Whip is death incarnate to infantry. The DPS values shown below don't account for the rather large AOE, which can often hit an entire squad, potentially reducing an entire squad to less than half health and nearly break their morale in just one shot. One very important aspect of the Particle Whip is that its AOE does NOT affect fellow Necron units, so even if the Necron support infantry is tied up in melee combat with enemy forces the Whip blasts will only harm the enemy. This is one distinct advantage that the Monolith has over the Imperial Guard Baneblade.

It is best supported by a healthy number of Immortals and/or Heavy Destroyers to take out enemy buildings and vehicles at long range. Its excellent sight radius will help all of its supporting army target long-range enemies, and a squad of free Builder Scarabs should be constantly repairing it as well as helping to detect infiltrated enemy units. It is the epitome of the Necrons: slow, but ungodly tough and unrelenting.

Despite the health display of 10000, the Restored Monolith will be reduced to its original stationary Engaged Monolith when the health gets below 2500.


Fighting a Restored Monolith
If a Restored Monolith has been built, you should focus all of your efforts into finding and destroying it before it gets to your base. The Monolith's weapons are not as effective against vehicles, though the Particle Whip can still do a decent chunk of damage with each shot. Your best bet is to have a good sized fleet of long range anti-vehicle vehicles backed up by a large number of jumping/teleporting melee specialists, like Chaos Raptor Squads or Tau Kroot Carnivores. The enemy will have a large number of Immortals and/or Heavy Destroyers around the Monolith which you will have to tie up in melee, otherwise they will flatten your vehicles. You can expect a wall of Necron Warriors and supporting Destroyers as well, and if things seem to be going your way you can expect the Necron Lord to warp in and cause hell, if it isn't doing so already.

Imperial Guard lack the quality infantry to deal with the supporting enemy infantry amidst the disruption from the Particle Whip, but a trio of Psykers can keep the Monolith permanently stunned using Curse of the Machine Spirit, allowing it to be taken down at leisure. However, it may be difficult to get the Psykers within range. Also, a Baneblade can singlehandedly fight a Monolith and usually come out on top, but the IG player must beware of supporting units (Warriors, Destroyers, etc.). That is why it is advisable to for Kasrkin, Ogryns, and Leman Russ Battle Tanks to brought up as well to handle these units.

The Tau XV88 Broadside Battlesuits, when entrenched, are also good as they cannot be knocked down by the Particle Whip. Shas'Vres should chain the use of their EMP Grenades to keep it locked down. Be careful of Flayed Ones being Deep Struck next to them though, as well as the teleporting Necron Lord whose Solar Pulse will temporarily turn the Battlesuit Team into a paperweight.

If a Restored Monolith teleports into your base, it should be dealt with promptly before it levels too many important structures. All of the weapons do flat damage to all targets, which means they do exceptionally high damage to building_medium and building_high, armor types that most weapons are weak against. In fact one tactic for Necron players, known by some as the Monolith Smash, is to teleport the Monolith into the middle of an enemy base and then teleport all available Necron Warriors, Flayed Ones and Immortals set on Building Only attack stance (Soulstorm only for the Immortals) to it as well, followed by the Necron Lord. This puts an entire army directly inside the enemy base, bypassing its forward defences, and unless the defender reacts quickly the base will be leveled in less than 30 seconds. If possible, intercept the Monolith in the field and damage it to the point that it can no longer teleport to trap it out in the open and away from your base, but don't let up on the attack as the Necron player will most likely have at least one squad of Builder Scarabs repairing it at all times. The only other option is to try and sneak a strike force into the Necron player's main base that is large enough that it could do some serious damage to their power infrastructure. This will force the player to teleport at least some of their supporting forces to their base to defend it, leaving the Restored Monolith more vulnerable. You can be sure that the strike force will be decimated but at least you may be able to take out the Monolith in the meantime, but expect the player's Necron Lord to bust out with one of his Essence abilities to make doing that as difficult as possible.

Abilities

Teleport

Teleport Hotkey: J
Teleport.jpg Requires Nothing
Target Types Terrain
Range 80
Area of effect None Cooldown time 120 s
Effects The Monolith teleports through intervening terrain directly to the targeted location. At full charge the Monolith can make one teleportation using 60% of the charge and requires 200 s to recharge from empty. The Restored Monolith must have at least 80% health to teleport. The Monolith requires 6 seconds to charge its teleport and to move after teleporting.

Deep Strike

Deepstrike Hotkey: E
Deepstrike.jpg Requires Nothing
Target Types Visible Terrain
Range Unlimited
Area of effect None Cooldown time Passive ability
Effects When built the Flayed Ones don't automatically enter the battlefield but instead remain in the Monolith waiting to Deep Strike out. The Restored Monolith has capacity to store 5 squads of Flayed Ones. This allows the squad to enter the battlefield at any visible location. If desired the Flayed Ones can subsequently be loaded back into the Monolith to Deep Strike back out after a 10 s delay.

Buildable Units

Infantry

Builder Scarabs

Builder Scarabs Hotkey: S
Necron builder scarab icon.jpg Cost Resource power.gifResource cap infantry.gif 0 Build Time 18 s
Squad Size 1/3 Limit 5  
Requires Nothing

Necron Warriors

Necron Warriors Hotkey: N
Necron warrior icon.jpg Cost Resource power.gifResource cap infantry.gif 3 Build Time 30 s
Build time increases with the number of Necron Warriors on the field
Squad Size 3/8 Limit None  
Requires Nothing

Wraith

Wraith Hotkey: W
Necron wraith icon.jpg Cost Resource power.gif 60  Resource cap infantry.gif 2 Build Time 45 s
Unit Size 1 Limit None  
Requires Summoning Core

Necron Lord

Necron Lord Hotkey: L
SSnecron lord icon.jpg Cost Resource power.gif 175  Resource cap infantry.gif 0 Build Time 60 s
Unit Size 1 Limit 1  
Requires Nothing

Immortals

Immortals Hotkey: I
Necron immortal icon.jpg Cost Resource power.gif 135  Resource cap infantry.gif 2 Build Time 36 s
Squad Size 3/5 Limit None  
Requires Awakened Monolith

Flayed Ones

Flayed Ones Hotkey: F
Necron flayed one icon.jpg Cost Resource power.gif 120  Resource cap infantry.gif 3 Build Time 36 s
Squad Size 4/8 Limit None  
Deep Strike Yes
Requires Summoning Core

Pariahs

Pariahs Hotkey: P
Necron pariah icon.jpg Cost Resource power.gif 200  Resource cap infantry.gif 4 Build Time 10 s
Squad Size 4/8 Limit 1  
Requires Engaged Monolith

Vehicles

Tomb Spyder

Tomb Spyder Hotkey: T
Necron tomb spyder icon.jpg Cost Resource power.gif 250  Resource cap vehicle.gif 2 Build Time 60 s
Unit Size 1 Limit 3  
Requires Greater Summoning Core

Destroyer

Destroyer Hotkey: D
Necron destroyer icon.jpg Cost Resource power.gif 250  Resource cap vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit None  
Requires Greater Summoning Core

Heavy Destroyer

Heavy Destroyer Hotkey: H
Necron heavy destroyer icon.jpg Cost Resource power.gif 300  Resource cap vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit None  
Requires Engaged Monolith

Lord Destroyer

Lord Destroyer Hotkey: O
Necron lord destroyer icon.jpg Cost Resource power.gif 350  Resource cap vehicle.gif 3 Build Time 30 s
Unit Size 1 Limit 2  
Requires Energy Core

Weapons

Particle Whip

Particle Whip
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 56.0 13.3 100 300 400 50

Cost Default Weapon Range 55 Setup Time 0 s
Build Time Default Weapon Accuracy 80% Refire Rate 3 s
Area of Effect 7 Requires Nothing
Notes The Particle Whip does not have a Fire on the Move penalty and does strong knockback (35-65 force). Does not do friendly fire.

Gauss Flux Arc

There are four Gauss Flux Arcs on the Restored Monolith, one at each corner of the structure, but they are listed here only once out of convenience.

Gauss Flux Arc
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 42.0 42.0 42.0 42.0 42.0 42.0 33.6 42.0 42.0 33.6 42.0 42.0 42.0 42.0 42.0 2 5 90 120 5

Cost Default Weapon Range 30 Setup Time 0 s
Build Time Default Weapon Accuracy 80% Refire Rate 1 s
Area of Effect 0 Requires Nothing




The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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