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![[Post New]](/s/i/i.gif) 2010/01/24 01:48:41
Subject: The Doom of Malan'tai
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Kabalite Conscript
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Im trying to figure out the best way to incorporate The Doom in my army. Im not sure if there is something really great that could be done with him or not, but hes a cool piece that I want to use. Basically what I have come up with that might actually work out well is dropping him in a spod near a bunch of combats and nearby broodlords who will be using aura of despair. The reduced leadership will ensure that the enemy takes some extra casualties from The Doom's spirit leech. This could allow for a small, inexpensive unit locked in an assault near the broodlords to kill off bigger, stronger units.
There is a lot that could go wrong with this though. I plan on using it when Im playing against orks so that there will be lots of chaotic combat for the doom to leech on. This is all just what I have been brainstorming.
What does everyone else think?
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This cosmic dance of bursting decadence and withheld permissions twists all our arms collectively, but if sweetness can win, and it can, then I'll still be here tomorrow to high-five you yesterday, my friend. |
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![[Post New]](/s/i/i.gif) 2010/01/24 01:56:06
Subject: The Doom of Malan'tai
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Needs to be in a combo.
For example, his Essence Leeching thingy can be increased in effect with Deathleaper. Simply reduce an enemy characters Ld by D3, then 'bomb' him with the Doom, allowing you to fill up on wounds, and deal with a potential threat quite easily.
As for Orks, not so sure it's a hot idea. For one, they can always substitute their Unit Strength for Ld, rendering the leech pretty pointless, and there are so many of them they'll beat it into a bloody paste in short order.
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![[Post New]](/s/i/i.gif) 2010/01/24 02:01:16
Subject: Re:The Doom of Malan'tai
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Kabalite Conscript
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The idea with the deathleaper is awesome.
Good point with the orks Ld score. It slipped my mind.
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This cosmic dance of bursting decadence and withheld permissions twists all our arms collectively, but if sweetness can win, and it can, then I'll still be here tomorrow to high-five you yesterday, my friend. |
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![[Post New]](/s/i/i.gif) 2010/01/24 02:08:44
Subject: The Doom of Malan'tai
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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And having checked my book!
Forgot the enemy test on 3D6, not 2D6 (been reading the Beastmen book, and that has lots of similar stuff, but on 2D6, apologies!).
I would always buy him a Mycetic Spore though, get him nice and deep into the enemy army, and hopefully where he'll do the most damage. Being a measly T4 renders him fairly easily killed, so I'd treat him as a one hit wonder. Comes on, sucks some souls, gets a Krak Missile to the face. Of course,wit his 3+ Invulnerable there is every chance he might see multiple turns, but I wouldn't bank on it, just to be on the safe side.
Also, used this way, he becomes useful for covering yourself should your deployment have come a little unstuck, as he knocks holes where your army can't get to, allowing you to use the time bought to realign, or to just press on with where you have the advantage.
Just a shame he allows Cover Saves really!
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![[Post New]](/s/i/i.gif) 2010/01/24 02:43:50
Subject: The Doom of Malan'tai
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Executing Exarch
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He is honestly a waste of points... One missile, lance, melta, PF, or any other incredibly common str 8 weapon will kill him outright.
Drop him 6" from an enemy if you want... you will only get one chance to use his power before he and his pod give up 2 KPs, and die like a chump. For 130+ points I call that dumb.
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![[Post New]](/s/i/i.gif) 2010/01/24 02:44:47
Subject: Re:The Doom of Malan'tai
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Infiltrating Oniwaban
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I used him twice today and he was fun even if he didn't do everything I wanted him to do. He killed 8 space wolves in two shooting phases and got himself up to 10 wounds. He then flubbed his psychic check and died without ever getting shooting his cataclysm. In the second game he killed most of a squad of plaguebearers and took three wounds off of a keeper of secrets, lasting until turn 5.
Once he's drained the life out of an area, it's hard for him to get himself back up to be able to shoot again.
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The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2010/01/24 02:51:35
Subject: The Doom of Malan'tai
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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Keep in mind his "normal" psychic power gives him wounds too. I'd say drop him in in the biggest cluster of Infantry preferably with Heavy weapons, Leach the area, then shoot something outside his Leach area. If you scatter poorly, run to get into good Leach range of Heavy weapons.
During your opponent's turn, they can't kill him before he Leaches again, so they either have to suck it up and take the pain, or move away, and are thus unable to fire the Heavy weapons. This is, if nothing else, a strong psychological attack on your opponent. By this point he should have enough wounds that they just about Have to use a big gun to kill him, and with his 3++ save, it should take more than one of them.
He's not Uber, but he's darn good I think. I want to use him in Planetary Empires, where I have a chance to give him Eternal Warrior.
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