Doomsday Ark: Difference between revisions
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Basically a [[Ghost Ark]] with a huge cannon underslung beneath it. | Basically a [[Ghost Ark]] with a huge cannon underslung beneath it. | ||
Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP | Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 3 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully) | ||
It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly. | It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly. | ||
Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. | Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. Still, if the deep striking fleshlings don't explode it in one shot this has 4HP to take hits for you. | ||
In the old codex you could combine with a [[Triarch Stalker]] to fuck anything that you don't like (Granting twin-linking for the fucking thing), but the Stalker only benefits infantry now. Should its target survive just bring in the Doom Scythes or rush it with [[Canoptek Wraith|Canoptek Wraiths]]. Anything can pick up the mess of what's left of the enemy after this thing is done. | |||
{{Necrons-Forces}} | {{Necrons-Forces}} |
Revision as of 16:21, 5 May 2015
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Basically a Ghost Ark with a huge cannon underslung beneath it.
Deals out big steaming helpings of FUCK YOU! in the form of S 10 AP 1 large blasts with 72in. range when it stays still or a S 8 AP 3 blast with 24 in. range if it moved, which is still nothing to sneeze at. Can reliably eat MEQS, TEQ and armoured vehicles for breakfast (when the scatter dice hits successfully)
It is a very good model to have on the deep end of the table, but if the enemy Deep Strikes anything dangerous too close to it, you better run away and let your troops do the clean-up - Don't let the supposed defensive Quantum Shielding fool you, it will go down if targeted properly.
Which brings us to one of the main problems of the Doomsday Ark; if it moves (or Jinks), it cannot benefit from the full power of the Doomsday Cannon. The other problem is that, while AV13 is durable, like all Necron-Skimmers it is also Open-Topped meaning AP1 weaponry can force the vehicle to explode on a 4+ or penetrate it and lose its Quantum Shielding. Still, if the deep striking fleshlings don't explode it in one shot this has 4HP to take hits for you.
In the old codex you could combine with a Triarch Stalker to fuck anything that you don't like (Granting twin-linking for the fucking thing), but the Stalker only benefits infantry now. Should its target survive just bring in the Doom Scythes or rush it with Canoptek Wraiths. Anything can pick up the mess of what's left of the enemy after this thing is done.