| Doom-flayer...; Do you use it? | |
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| Tweet Topic Started: 24th August 2011 - 06:14 PM (1,034 Views) | |
| stoobacca | 24th August 2011 - 06:14 PM Post #1 |
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Stormvermin
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http://www.belloflostsouls.net/2011/08/40kwfb-news-september-releases.html Having seen that a finecast doomflayer is on the horizon, my question is - how effective is it? do you use it? |
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| Scarr, Reincarnated | 24th August 2011 - 08:19 PM Post #2 |
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11th creator of the Skaven Achievements. Binder of IceAc.
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It is in my eyes only effective against Vampire Counts, because it dies too easily from shooting, and VC don't have high Initiative either. |
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The Pox on you, AND your kind! Player of games, watcher of games, gamer of plays.
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| ratboy1018 | 24th August 2011 - 11:04 PM Post #3 |
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Lab rat hard at work
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Holy buckets!!! $23.00 fot the (probably not so) finecast doom flayer. GW must be very proud of the new product. |
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| WillQueek | 25th August 2011 - 09:17 AM Post #4 |
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Got Nerfed
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I actually LOVE doomflayers simple stay 3 inches from you're SV or clanrats, make a flank charge, with that disrupt the enemy's lines. BOOOM! it's like a mini-doomwheel. |
FOR THE GLORY OF THE HORNED RAT OF COURSE!
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| Ablabab | 25th August 2011 - 11:16 AM Post #5 |
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Chieftain
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Except that a Doomflayer cannot disrupt enemy ranks, since it has no ranks of its own. |
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| Lord Squeekitt | 25th August 2011 - 05:52 PM Post #6 |
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Proud Doomwheel owner
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neither does Doomwheel, 'ight? |
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| Sammy the Squid | 26th August 2011 - 07:22 AM Post #7 |
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Back to retirement!
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Correct, neither will disrupt enemy ranks, though you will get a +1 combat res bonus for attacking the flank. Though there is a good chance that the Doomflayer will be dead after 1 round of combat. If I wanted a Doomflayer, Id convert it. For that price Id expect it to be made out of gold or something... - Sammy |
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"If the squidman can't do it, no one can!!" Wins/Losses/Draws Skaven Clan Rattenkrieg - 108/58/20 Dark Elves - 44/14/8 Hochland Empire - 33/14/4 Malkavian Vampires - 23/22/4 Beastmen - 50/25/2 Have not completed a Painting Vow since July 07!! | |
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| Grey Seer Exahm | 27th August 2011 - 12:25 PM Post #8 |
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Gribbly
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Back when Finecast was first announced, I bought a metal one. I had been planning to anyway, for completion's sake but I've never used that. I have a warp grinder as well that's painted up but will likely never see use. Honestly, I don't rate weapons team. They've just never been damaging enough IMO. |
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| Artfactial | 27th August 2011 - 12:27 PM Post #9 |
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Clanrat
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True, in my battles with Wood Elves, I've deployed my specially converted Doom Flayer since it would grind down glade guard units with ease...if it ever got into combat. In practice the maddened rat on the ball of doom never makes it halfway across the field. 3+ AS 4+ WS be damned. Still, should you be able to think of a good delivery system for the 50 point model, I think it can be finesse for low toughness units. But yeah, $23,- for a missile magnet? Meh. |
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| Skrage | 28th August 2011 - 01:56 AM Post #10 |
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Well.. the last homemade tournament me and my friends had I made a melee oriented army and all the units who could took the Doom Flayer.. I won the tournament. This machine gives our units a huge buff in combat, and the cool thing is that most of it's misfire will also hit the enemy so it's a win win situation. The tricky part is to keep them alive. I made it by creating a lot of top priority targets for my opponents. In my thinking, and I think it is quite a Skavenish thinking, every time my enemy target my dmg units other units are saved. And if he won't get hit by the A-bomb he will get hit by the 40 clanrats which he decided not to shoot on. So field as many eye candies as you can, and some Doom-Flayers will survive.. and if they don't then they still made their job by taking dmg instead of other units. I also noticed that players tend to underestimate this weapon team because it doesn't pose an eminent threat to their army like mortar, flame thrower and ratling gun. And armies like WoC or O&G will most likely will think that their units can take yours any day of the week and twice on Sunday, but not with this baby ![]() Skrage Edited by Skrage, 28th August 2011 - 07:51 AM.
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| Skrits | 31st August 2011 - 07:51 AM Post #11 |
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Conversioneer Extrordinaire
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Seeing as 2-3 out of the 4 opponents I fight against don't use any ranged attacks save magic I think I should give this one a try. 23 dollars is quite alot for this model, the cast better be without flaws for that price. |
![]() Skrits's Conversion-Heavy Legion of Rats - Finished Clan Mordkin - Current project and 2nd Skaven army Skrits's Daemonic Legions - In progress on and off Magic Cards for: Skaven Screaming Bell, Missfires, Plague and Ruin Schools | |
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| Solegga | 4th September 2011 - 11:05 AM Post #12 |
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Warlord
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Being able to flank charge is a no-brainer, but nonetheless putting them aside the SV imo isn't the best of ideas, the enemy's going to shoot at anything but slaves/clanrats. Placing the Doom-flayer behind a Large Target (I prefer Plague Furnace), hides it and makes it safe. That way you gain twice ![]() 1st) you use it to augment the impact since you try to smash the PF into the enemy's face 2nd) they tend to leave your Screaming Bell alone (I usually field both, in tournaments at least)... PS. I'm now wondering if 150 points for the Doomwheel are worse than 150 points in 3 Doomflayers
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There will come a day that vermin shall conquer all lesser races.... the only race that triumphs above all others... the only one that has the numbers to complete the quest.... the only ones that honor the one and only deity... hail hail hail to the Great Horned Rat! Let his power guide us and from evil protect us... | |
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| Flem | 4th September 2011 - 12:56 PM Post #13 |
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A blood curling cough a day, keeps the assassins away
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Doomflayers are a one trick pony if you ask me, they charge do damage and die (especially with step up and support attacks these days). So even if it doesn't die because of shooting it will after a round or maybe 2 of close combat. 3 doomflayers charging a doomwheel would be a funny sight though ;-) When fielding weapon teams i prefer the mortar, you can keep them behind the parent unit and still shoot. Flem, |
![]() I don't own this image !!!
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| Solegga | 4th September 2011 - 06:42 PM Post #14 |
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Warlord
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Actually I was referring to fielding 3 Doomflayers instead of 1 Doomwheel. Point-cost remains the same, right? PS. Plus, you free more Rare choices...
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There will come a day that vermin shall conquer all lesser races.... the only race that triumphs above all others... the only one that has the numbers to complete the quest.... the only ones that honor the one and only deity... hail hail hail to the Great Horned Rat! Let his power guide us and from evil protect us... | |
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| BradTheMad | 7th September 2011 - 08:30 AM Post #15 |
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Clanrat
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None of my friends play armies who are shooty so with me the Doomflayer has always worked pretty well. Only lost it to a magic missile once. 3 Df's instead of 1 Doomwheel,...really depends on what you are facing I guess. The Doomwheel has some extra punch with the warp lightning it shoots but one big target versus three normal ones might help when you are up against a shooty or magic heavy army in which case I wouldn't put any of them in to begin with unless I can draw the attention away from them with other just as scary units. People are always trying to kill my warpfire throwers and mortar as they rake up the body count the most in my case and tend to leave my doomflayer alone. |
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