Doom Scythe: Difference between revisions

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=== 7th Edition ===
=== 7th Edition ===


now... this pice of the space bakery got... changed.
With the seventh-edition codex, this popular product of the space bakery got... well, changed slightly.


Instead of a random range line of doom and death, you get a blast template with blast. keeping the hard hitting S and ap you should not complain. still shoot this at a wehicle and its kinda suffers a HP on a 2+ (unless it has less than 10 on any side. Still sending this in to deal with both those annoying tanks and TEQ that just keep popping up on the board. and still packing up a good old Tesla destructor it does hit hard.
The changes revolve around the craft's hilariously-named Death Ray.  Rather than carve a line through the battlefield it now drops a small blast template, losing the precise, miss-free nature we knew and loved. GW sees our loss, and instead offers us power: this S10 AP1 weapon now also comes with lance, delivering at least a hull point on a 2+, gleefully ripping holes in even the toughest of tanks. Squadded TEQs still fear it, as the small blast is still liable to hit multiple models, but it's sadly less effective against groups or monstrous critters as it can miss now, and one S10 AP1 wound is still only one wound.


Now Jinking is a bad idea if you want to use your blast blast ray weapon... but you are the tactical master, its all up to you. Still kinda expensive.
Besides the death ray this cronssant is largely unchanged, save a slightly lower price point.  Still packs a good old Tesla Destructor, still a great air-to-air unit.  Jinking, however, is a much worse option this edition, as you can neither fire your Death Ray nor get extra hits from Tesla. Still a solid option, especially if you can clear out dedicated anti-air.


Can be put into a formation that gives some fun special rules that involves increasing BS.
Can be put into a formation that gives some fun special rules around increasing the BS of its Death Ray and pushing down foes' leadership values.




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

Revision as of 12:52, 18 September 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.

7th Edition

With the seventh-edition codex, this popular product of the space bakery got... well, changed slightly.

The changes revolve around the craft's hilariously-named Death Ray. Rather than carve a line through the battlefield it now drops a small blast template, losing the precise, miss-free nature we knew and loved. GW sees our loss, and instead offers us power: this S10 AP1 weapon now also comes with lance, delivering at least a hull point on a 2+, gleefully ripping holes in even the toughest of tanks. Squadded TEQs still fear it, as the small blast is still liable to hit multiple models, but it's sadly less effective against groups or monstrous critters as it can miss now, and one S10 AP1 wound is still only one wound.

Besides the death ray this cronssant is largely unchanged, save a slightly lower price point. Still packs a good old Tesla Destructor, still a great air-to-air unit. Jinking, however, is a much worse option this edition, as you can neither fire your Death Ray nor get extra hits from Tesla. Still a solid option, especially if you can clear out dedicated anti-air.

Can be put into a formation that gives some fun special rules around increasing the BS of its Death Ray and pushing down foes' leadership values.


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