Doom Scythe: Difference between revisions

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Do you remember those [[Night Scythe|cheap, flying PoS]] that were so prevalent in early 6th Ed. tournaments? Well, here's their shitty brother. It's basically a Night Scythe with the portal-gun replaced by a S10 AP1 death ray, which sounds great until you realize it has a random range, performs the role of an anti-tank hunter (which Crons have in spades), and costs 175 points.
Do you remember those [[Night Scythe|cheap, flying croissants]] that were so prevalent in early 6th Ed. tournaments? Well, here's their older brother.  


Still, its main gun is called the Death Ray, so that's got to count for something.
==On the Tabletop==


Alternate take: No, they're pretty good, actually.  While the Death Ray does have a random range, its able to aim anywhere, allowing you to shoot at two different units or place it where a unit is outside cover, plus its random part is 3d6" so range is rarely a real issue (since its avg is 7"+d6" and its 12" normal range)And while Necrons are able to anti-tank like no other, the Death Ray is useful at wounding high toughness and/or low armor save models, which Necrons have trouble fighting (looking at you, [[Wraithknight]]), instagibbing multi-wound infantry (Centurions, Obliterators, Nobs, Ogryns) or occasional T5 MC (Daemon Prince), plus it laughs at [[Imperial Knight]]s and their ion save, as well as Flyers in Hover Mode and Gliding FMCs.
=== 5th Edition ===
 
It's basically a Night Scythe with the portal-gun replaced by a S10 AP1 Death Ray, it has random range (in this case the average being 22.5" range), its able to aim anywhere, allowing you to shoot at two different units or place it where a unit is outside cover.  While S10 AP1 makes it look made to go for vehicles Necrons are able to anti-tank like no other, so the Death Ray is instead useful at wounding high toughness and/or low armour save (2+) models, which Necrons have trouble fighting (looking at you, [[Wraithknight]]), instagibbing multi-wound infantry (Centurions, Obliterators, Nobs, Ogryns) or occasional T5 MC (Daemon Prince), plus it laughs at [[Imperial Knight]]s and their ion save, as well as Flyers in Hover Mode and Gliding FMCs.


Its only real weakness is small base models since it can be a pain to line up more than 5. Than again, even five S10 AP2 auto hits are close to the volley of bolter fire in effectiveness against your average Ork Boyz mob, or Fire Warrior squad, and while it loses dffeiciency against sprreaded low-armour save targets, twin-liked tesla destruktor rises it's own. With a larger base unit like Terminators, Wraithguard or Warriors, the Death Ray can easily hit the whole unit if you place the Doom Scythe the right way.
Its only real weakness is small base models since it can be a pain to line up more than 5. Than again, even five S10 AP2 auto hits are close to the volley of bolter fire in effectiveness against your average Ork Boyz mob, or Fire Warrior squad, and while it loses dffeiciency against sprreaded low-armour save targets, twin-liked tesla destruktor rises it's own. With a larger base unit like Terminators, Wraithguard or Warriors, the Death Ray can easily hit the whole unit if you place the Doom Scythe the right way.


{{Necrons-Forces}}
{{Necrons-Forces}}

Revision as of 23:20, 8 April 2015

Do you remember those cheap, flying croissants that were so prevalent in early 6th Ed. tournaments? Well, here's their older brother.

On the Tabletop

5th Edition

It's basically a Night Scythe with the portal-gun replaced by a S10 AP1 Death Ray, it has random range (in this case the average being 22.5" range), its able to aim anywhere, allowing you to shoot at two different units or place it where a unit is outside cover. While S10 AP1 makes it look made to go for vehicles Necrons are able to anti-tank like no other, so the Death Ray is instead useful at wounding high toughness and/or low armour save (2+) models, which Necrons have trouble fighting (looking at you, Wraithknight), instagibbing multi-wound infantry (Centurions, Obliterators, Nobs, Ogryns) or occasional T5 MC (Daemon Prince), plus it laughs at Imperial Knights and their ion save, as well as Flyers in Hover Mode and Gliding FMCs.

Its only real weakness is small base models since it can be a pain to line up more than 5. Than again, even five S10 AP2 auto hits are close to the volley of bolter fire in effectiveness against your average Ork Boyz mob, or Fire Warrior squad, and while it loses dffeiciency against sprreaded low-armour save targets, twin-liked tesla destruktor rises it's own. With a larger base unit like Terminators, Wraithguard or Warriors, the Death Ray can easily hit the whole unit if you place the Doom Scythe the right way.

Forces of the Necrons
Command: Cryptek (Chronomancer, Plasmancer, Psychomancer) - Lokhust Lord
Necron Lord - Necron Overlord - Phaeron - Skorpekh Lord - Royal Warden
Troops: Apprentek - Cryptothralls - C'tan Shards - Deathmarks - Flayed Ones
Hexmark Destroyers - Immortals - Lychguards - Necron Warriors
Ophydian Destroyers - Pariahs - Skorpekh Destroyers - Triarch Praetorians
Constructs: Canoptek Doomstalker - Canoptek Plasmacyte - Canoptek Reanimator
Canoptek Spyder - Canoptek Wraith - Crypt Stalker - Scarab
Seraptek Heavy Construct - Tomb Sentinel - Tomb Stalker
Triarchal Menhir
Vehicles: Annihilation Barge - Catacomb Command Barge - Dais of Dominion
Doomsday Ark - Ghost Ark - Monolith - Tesseract Ark - Triarch Stalker
Flyers: Canoptek Acanthrite - Doom Scythe - Lokhust Heavy Destroyer
Necron Destroyers - Night Scythe - Night Shroud
Structures: Convergence of Dominion - Necron Pylon - Sentry Pylon - Starstele
Super-Heavy
Vehicles:
Abattoir - Æonic Orb - Doomsday Monolith
Megalith - Obelisk - Tesseract Vault
Necron Fleets: Tomb Blades