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		<title><![CDATA[Latest posts for the thread "Problem With Advice To Kill Doom"]]></title>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ Now i know you gotta force armour saves but i've heard some wierd things especially the one below. If i could have this cleared up it'd be nice since i play against doom on sat.<br /> <br /> <br /> <br /> <br /> Your gonna want to smack Doom pretty quickly, high <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons are fine, sniper fire should kill it quick but you'll want to be at the maximum distance to ensure maximum shot over say two turns. With sniper scouts give them a heavy bolter, and telion, and use the Hell fire shell on the Doom, with telion Voice of Experince to reduce scatter and hell fire shell has no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value (WIN!). also look in to shot gun scouts.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 02:35:28]]> GMT</pubDate>
				<author><![CDATA[ Sabatine]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ I think he means that snipers can shoot it from farther away bc the doom of malantais power works every shooting phase (yours and his.) so rapid firing bolters will take casualties from it before shooting but scouts won't since they'll be out of range and they have camo cloaks to take cover saves against the doom's wounds.<br /> <br /> I'm not really sure I agree with his advice... its one way to handle it.... scouts certainly have some advantages fighting the doom of malantai, but I dont think they can force enough saves to deal with the doom once it starts getting all pumped up and evil, and scouts are such a marginal unit in general that even if they were awesome in this 1 situation they still wouldnt be justified in a general list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>imo</span> the ideal way to deal with this thing is a dreadnought, lascannon, multi melta, or anything else that inflcits instant death and does not take wounds from the doom's special power. They'll fail the 3++ before too long and it only takes one time, then it's game over for doom of malantai no matter how many wounds he has. Multi Melta speeders and dreadnoughts are both ideal for this because the doom cant really hurt them but they can really hammer it. <br /> Also vulkan twin links the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> on the speeder so its just that much more likely to kill him.<br /> <br /> This is just theory though I dont play against the doom very often. However I'm absolutely certain that if the doom starts getting crazy wounds the scouts won't be able to handle it.<br /> <span class="glossaryitem" onmouseover='gp(702);'>AF</span>]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 02:48:35]]> GMT</pubDate>
				<author><![CDATA[ AbaddonFidelis]]></author>
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				<title>Re:Problem With Advice To Kill Doom</title>
				<description><![CDATA[ Yeah, that is bizarre advice. Sniper weapons are basically just single shot S4 weapons against the Doom, and the hellfire shell trades three S5 shots for effectively a single S6. Maybe the person who wrote it thought its toughness was variable? I thought the obvious way of dealing with it as Space Marines was to throw a bunch of krak missiles at it. Or maybe hide everyone in metal boxes so it is almost completely impotent to harm you as you tear it apart with stormbolters. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 02:49:28]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>Re:Problem With Advice To Kill Doom</title>
				<description><![CDATA[ <blockquote><div><cite>Raxmei wrote:</cite>Yeah, that is bizarre advice. Sniper weapons are basically just single shot S4 weapons against the Doom, and the hellfire shell trades three S5 shots for effectively a single S6. Maybe the person who wrote it thought its toughness was variable? I thought the obvious way of dealing with it as Space Marines was to throw a bunch of krak missiles at it. Or maybe hide everyone in metal boxes so it is almost completely impotent to harm you as you tear it apart with stormbolters. </div></blockquote><br /> <br /> <br /> i know to hide my troops in transports. but sniper fire rends (auto wounds) on a 6 right? not saying i'm taking snipers yet but it might become an Apocalypse game and that might end up being me and my girl(<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>) Against 2 Dooms. i do believe one would be easy but 2 no way right?]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 02:56:18]]> GMT</pubDate>
				<author><![CDATA[ Sabatine]]></author>
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				<title>Re:Problem With Advice To Kill Doom</title>
				<description><![CDATA[ <blockquote><div><cite>Sabatine wrote:</cite>i know to hide my troops in transports. but sniper fire rends (auto wounds) on a 6 right? not saying i'm taking snipers yet but it might become an Apocalypse game and that might end up being me and my girl(<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>) Against 2 Dooms. i do believe one would be easy but 2 no way right?</div></blockquote>Every single possible weapon will already wound the Doom of Malantai on a 6 and rending doesn't affect its invulnerable save. Rending does absolutely nothing special against that character. <br /> <br /> If it fails its invulnerable save against any S8 wound then it dies no matter how many wounds it has managed to pile up. Considering the ready availability of missile launchers in the Space Marine army that seemed like a good solution. Krak missiles will also wound all of the big bugs on a 2+ and usually deny their armor save. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 03:13:46]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ It's an <span class="glossaryitem" onmouseover='gp(7);'>apoc</span> now and there will be three of them our third player is orks so <span class="glossaryitem" onmouseover='gp(19);'>cc</span> is good now and for three thousand apiece i'm happy.<br /> <br /> @Raxmei<br /> true so Devy squad missled out it is. one of them hits on a 2+ and the rest 3+ so odds are in my favor. but god two of them. oblits better not miss.]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 04:20:31]]> GMT</pubDate>
				<author><![CDATA[ Sabatine]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ Hrm, and here I thought after the errata/<span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> update the Doom of Malantai had been reduced to taking up shelf space.<br /> <br /> But yes, +1 to what everyone else has said, the most effective way to deal with it is to hit it with a bucket of <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8+ attacks, one fail, and it's no longer a concern.]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 12:49:21]]> GMT</pubDate>
				<author><![CDATA[ Kroot Loops]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ Personally, a 5 man allied <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squad with 2 psycannons would put some pain on the doom due to ignoring both armour and invulnerable saves <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>. 3 shots a cannon with a 24" range while moving(6"+18") or 36" when stationary. Give the justicar psycannon bolts for two extra S4 shots which ignore the doom's armour and invun with a 24" range standard.]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 13:23:32]]> GMT</pubDate>
				<author><![CDATA[ wizard12]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ Null zone helps a lot, since they reduce the doom's 3++ to slightly worse than a 4+.  About 1-2 str8 wounds will take out the doom while Null Zone is in effect, compared with the 3-4 you need otherwise.]]></description>
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				<pubDate><![CDATA[Thu, 26 Aug 2010 14:06:41]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ how does null zone take a 3+ to a 4+?]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 03:57:24]]> GMT</pubDate>
				<author><![CDATA[ Sabatine]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ It doesn't actually reduce the save, but re-rolling a 3+ is slightly worse mathematically speaking then a single 4+ save.]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 04:33:32]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Re:Problem With Advice To Kill Doom</title>
				<description><![CDATA[ remember that the Doom is only T4.<br /> <br /> hit him with lascannons or Krak missiles and force those 3+ invulns. one failed save and he is gone.<br /> <br /> <br /> <br /> the 3 times i have faced the Doom he has actually killed himself twice. he only had 3 wounds and he rolled 5 to wound himself. remember that he wounds himselfs BEFORE he regains any wounds from Spirit leech and so he can kill himself.]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 04:41:56]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ ^Really? now that's new how so?]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 07:02:31]]> GMT</pubDate>
				<author><![CDATA[ Sabatine]]></author>
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				<title>Re:Problem With Advice To Kill Doom</title>
				<description><![CDATA[ I think the way it works is that the wounds occur before he gains any Absorb Life wounds back from killing people using the Cataclysm power. Spirit Leech and the wounds absorbed that way occur before Doom can use Cataclysm.]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 07:44:56]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>Problem With Advice To Kill Doom</title>
				<description><![CDATA[ <blockquote><div><cite>Sabatine wrote:</cite>Now i know you gotta force armour saves but i've heard some wierd things especially the one below. If i could have this cleared up it'd be nice since i play against doom on sat.<br /> <br /> Your gonna want to smack Doom pretty quickly, high <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons are fine, sniper fire should kill it quick but you'll want to be at the maximum distance to ensure maximum shot over say two turns. With sniper scouts give them a heavy bolter, and telion, and use the Hell fire shell on the Doom, with telion Voice of Experince to reduce scatter and hell fire shell has no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value (WIN!). also look in to shot gun scouts.<br /> <br /> </div></blockquote><br /> <br /> Doom really shouldn't be a problem with most competitive mechanized lists that commonly spam lazcannons and strength 8 missles (as for tyranids, thier lists ususally have 1-2 units of hive guard).  Doom has only a toughness of 4 so any weapon with a strength of 8+ will instant gib him.  With a 3+ invulnerable that means MEC Mech statistically needs 5.4 lazcannons or missle launchers to kill off Doom (66% to hit, 83% to wound, 33% of failing its save).  That might seam like alot of firepower that is diverted to kill a 90 point model but compare that to 18 missle launchers statistically needed to take out a 35 pt rhino when it has cover (66% to hit, 50% to Pen, 50% of failing cover save, 33% of destroying/wrecking).  ]]></description>
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				<pubDate><![CDATA[Fri, 27 Aug 2010 20:23:08]]> GMT</pubDate>
				<author><![CDATA[ wyomingfox]]></author>
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