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So I've been thinking on the competitiveness of the doomsday arks. I mean S9 AP1 will absolutely wreak Draigo/paladin spams and those annoying termies, but w/ open topped, its liable to lose its weapon really fast, provided your opponent, which he most likely will, have the foresight to take it out fast. I want to love these giant pie plate of doom ships, but I can't see the competitiveness of these ships. Srsly, its useless once it loses its cannon, and a spyder w/ the weapon repair thingy, will only make it a bigger point sink.
-really short life
For 175 points you could have 11 scarabs, 3 vanilla tomb spyders, and give or take 2 annhilation barges, or lots of dest. crypteks.
Last edited by Asasininja4827; December 18th, 2011 at 22:28.
Sad to say for my money I actually have had a lot better effect with my Doom Scythes. The beam combined with the TL-S7 shots does a number on all vehicles varieties.
"LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1
It's a 1 of or a 3 of in a list. It will help you out of a lot of problems if deployed correctly and what you get for 175 points is a very reliable and hard hitting cannon. I think it's worth the points and the slot.
I admit to finding it hard to NOT include in my armies. I've found it to be most useful when you're playing in large battles where the enemy (hopefully) has a lot to worry about and doesn't think about the Doomsday Ark until it right-hooks their Termies and he just stands there, looking confused... Priceless...
Okay, I gotta brag about a great one-two punch that I pulled off almost perfectly: Black Templar player steaming up the middle in his LR full of a Terminator Marshal and Termies- My scarabs get him worried, so he jumps out of the LR, and assaults and kills the Scarabs, and consolidates back towards the stunned LR. It happens to now be my turn with my Doomsday Ark lined up to blast the **** out of his Termies. One survived. Boom. Worth it.
He looked quite crestfallen, and asked me why he hadn't been shooting at that thing more. I told him I had no idea. We talked about it, after, and I concurred that, if you can get more shots on it, you stand a decent chance of knocking out the weapon. So, there is that cautionary note behind this tale of treacherous strategy... Still, loved that my jab with the scarabs totally set him up for the Doomsday hay-maker. He was morally defeated at that point. Victory: Necrons.
"Confront them with annihilation, and they will then survive; plunge them into a deadly situation, and they will then live. When people fall into danger, they are then able to strive for victory." -Sun Tzu
Generally, because of the open top-ness, you're more likely to have it be destroyed than anything else. A weapon destroyed is the least of your worries.
For the points, I find it too fragile. I keep trying to use a solar flare or two to make it viable, and that will typically give me a turn or two of shooting (I take them in pairs), and in that turn I can generally decimate one unit. At that point they're generally fired upon and destroyed. Considering how much support they need (the crypteks and the overlords to provide them), I consider them an expensive unit to really be viable.
I would *never* consider using them without a solar flare, as they are just to vulnerable to return fire. One pen and they're popped.
Which is a shame, because I really like the model, but I'm also pretty happy with annihilation barges, so it all works out pretty well in the end.
i have been running 2 in a list with 2 spyders with fabricator claws to repair them and act as a defensive line for deep striking models, with great success i must add
the cannon puts out such a devastating blast that your opponent will be dumbfounded with how to deal with it sometimes. you need the solar pulse to give it that extra turn of shooting though and set it up back, WAY BACK.
i think it is totally worth it, but it is not the only heavy choice i like, the Scythe and Barge i am also liking very much. the barge works great if you have Heavy destroyers as your tank killers.
They are amazing when combined with solar pulses &/or imhotek. But, all it takes is 1 melta-gun from a drop-pod and its gone. And 175points is a big risk for something so easily destroyed...
I don't know, in some games it''s invaluable. In others useless.
I think taking just 1 in 2k+ is a good idea though, just because its too good of an anti-terminator solution to pass up on. My only gripe is that despair-teks can pretty much do the same job is used properly.
Ye Old Necrons (R.I.P.) (7000pts) W52 D5 L9
New Crons!!! (5000pts) W1 D1 L1
Blood Angels (2500pts) W4 D0 L1
I think it's actually under costed for what you get. Sure if something gets close it's screwed by melta but honestly what isn't? You have an AV13 vehicle that has a very big gun with 72 inch range that can blow open anything out there, with an average scatter of about 2 Ish inches. (considering the scatter chance + average scatter distance minus BS) your almost always going to hit what you aim for.
If we as players just stop fielding vehicles because of the risk of melta then what we end up with is an underpowered foot slogging army that doesn't capitalize on some of our best assets. It's time to stop worrying about the Melta issue and start combatting it. And what better way to then with a str 9 ap1 72" large blast cannon?
This is exactly why I dislike (not hate, hate is too strong) Ward, srsly, 5 pts for a melta gun in every tactical squad. One reason why I don't like is cause my friend plays nids, and always deepstrikes a mawloc and 20 genestealers at my ark. BTW: does quantum shielding work with vehicle CC.
Last edited by klondiker; December 19th, 2011 at 20:13.