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Iíve been trying out some doomscythes and much to my chagrin have found them regularly blown out of the sky before they can accomplish any feats of distinction. I really want to field a group of three as I expect the model to be awesome looking but am having a hard time making them work.
The tactics Iíve used so far include hiding them behind tomb blades, alpha striking them, holding them back as a counter attacking force, deep striking them and thus far all have been relatively fruitless.
I really am at a loss as to how to make this unit work consistently so any tips and tactics would be greatly appreciated.
I'm thinking that they pretty much have to deep strike in to do any shooting. Only an idiot will let them last more than a turn on the table, so they're really a one-shot unit. The trick is, making that one shot really count.
Always take a solar pulse and fire it off in the opponent's turn. Keep them sitting in the back field to make the best use of night-fighting.
They are very much more of a counter-attack unit that a front-line assault unit so wait for the opportunity to hit 3 or 4 good targets. They're great for hitting clumps of units (vehicles for the most part) in the midfield. Remember is going second the enemy will most likely have cover saves (smoke launchers) for their vehicles parks....just something you'll have to deal with.
Iv Never considered starting them on the board, interesting tactic and it could very well work, te problem still remains the same however, and that is once you get close enough to shoot, your in range to be blown up by anything you don't kill. Which won't take much. I like doom scyths but until I get a model I won't be bothered with them, besides Dooms arks are much fun to be had at the same price and will survive longer.
If the death ray did hits = to models in a unit it would be sweet but it's under a line that may only be long enough for 1-2 hits... Then it will die. Not a fan
The Yukon, keeping your Baals cold 24/7
I guess they really are a glass hammer unit and sadly their low armour coupled with enemy cover saves makes it an uphill struggle for them to gain their points back. Still I will persist with trying to find some consistent tactics for fielding them.
Anyone else got some gem of an idea for fielding them?
Also Hockeyman506 in the counterattack role have you had any luck with baiting units as I did think the range of the doom scythe might catch some players off guard?
When I field Doom Scythes, I always put them in the backfield. I usually run Imotekh so they usually can stay out of range for the first turn or two. As Hockeyman mentioned, you pop a Solar Flare on their turn to get Night Fight or pop on your turn to negate it so you can shoot.
I use them to soften targets while the rest of the army moves across the board. Side effect of the Death Ray and twin-linked Tesla Destructors is most of my friends have started to avoid clustering up vehicles or troops. Which has worked because I find it easier to focus fire on a unit and kill it then switching targets.
The hardest part is knowing when to sit and shoot or move. Seeing as the longest they survive 80% of the time is 1-2 turns, I feel it's best to blaze away with them rather than scooting them around trying to save them.
I've used them in every game I've played and the best success has been to deepstrike them and to pair them with Zahndrekh. They move 36" and he gives them stealth which in turn makes them 3+ cover save.
"LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1
Pop a Solar Flare and your opponent is forced to move up and try to shoot even with night-fight. If they don't then next turn they suck 2 heat rays, 7 Tesla Destructors (5 Night Sycthes, two doom scythes), and two death rays.....also have 5 Harbingers of Destruction. If I have the points solo Heavy Destroyers get added.
It's not so much baiting them in as it is giving them no other choice.
Well thanks for all the feedback people I think Iím going to have a look at what I use to support my Doom Scythes and possibly start fielding two instead of three given that they only last a turn or two and are pricey points wise.
Where are you getting this?Originally Posted by Hockeyman506
They only thing in the codex regarding solar pulses and their use with Lord of the Storm is that solar pulses used to force Night Fighting do NOT generate lightning.
There is nothing regarding using a Solar Pulse to cancel Night Fighting while Lord of the Storm is in effect or that doing so negates the lightning strikes.
Besides, you handle the lightning striked at the beginning of your shooting phase. Then you pop the Solar Pulse.
Or am I missing sonething?