Doomsday Ark
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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 4 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 strikeing fleshlings dont get it down the first turn they shoot at it this got 4HP to take hits for, yet... pro tip: dont make it suck up the damage.. It cant... it just cant... trust me...
Combine with a Triarch Stalker to fuck anything that you don't like (Grants BS 5 for the fucking thing) and if it survives just bring in the Doom Scythes with their S 10 AP 1 Lance Blast killshots, or rush it with Canoptek Wraiths... Actually, anything can pick up the mess of what's left of the enemy after this thing is done.