Post by flamingkillamajig on Feb 8, 2012 21:19:26 GMT -5
I ask this because every game i have used one of several things happen. It is killed by shooting if it charges something. It gets focused down in melee and dies. I tend to roll badly for it and sometimes it misfires which unfortunately isn't the best thing to have happen in melee (it either stops attacking, attacks everybody in base contact including itself which most likely kills itself since it's resolved against its heavy armor meaning there's no armor save or it blows up which surprisingly considering its lifespan anyway is probably the best result actually though i tend to roll the result where it hurts itself and in my opinion that's the worst).
Now what bugs me is this weapon looks sweet and it sounds sweet. It costs more money than the other more effective weapons teams and it always seems to die before it can bring on the pain. Just so you know it has 1 wound, if it stays 3" within its parent unit it has a +4 ward save against shooting and it has a +3 armor save in its front arc. This doesn't sound to bad until you realize it has only one wound. I mean is it too much too ask for the thing to have a +2 or +1 armor save? I don't know if it could but you have to admit something like that should have plenty of armor. It just dies too quickly.
What pisses me off most of all is that even if you do get it into combat and even if it's with a unit it'll still be focused down and killed. Considering the weapons teams of the skaven only have initiative 3 (i kid you not) that means the weapon team strikes at that speed often dying to high elves and other fast initiative units esp. frail ones before being able to do almost anything.
Maybe i'm just using it wrong and should use it similarly to my warpfire throwers and either put it behind a unit that could break and flee or better yet place it so that it could be ready to make a charge into a unit esp. into its flank in my turn. Problem is this won't be as decisive since the models came out in 8th edition and in 8th edition there definitely an issue on breaking units with more ranks. Really i feel it is the most useless weapon team but maybe it just has the biggest learning curve of them all with the least amount of payoff considering 8th makes breaking a steadfast unit all the harder. I mean if i flanked a unit with the thing and broke said unit esp. if i ran it down i would probably stop insulting said units altogether but for now i just don't like them. Maybe i need to charge it with other units but they don't always make their charges or last long enough in melee.
Really this thread is about finding out how best to use the doom-flayer.
Now what bugs me is this weapon looks sweet and it sounds sweet. It costs more money than the other more effective weapons teams and it always seems to die before it can bring on the pain. Just so you know it has 1 wound, if it stays 3" within its parent unit it has a +4 ward save against shooting and it has a +3 armor save in its front arc. This doesn't sound to bad until you realize it has only one wound. I mean is it too much too ask for the thing to have a +2 or +1 armor save? I don't know if it could but you have to admit something like that should have plenty of armor. It just dies too quickly.
What pisses me off most of all is that even if you do get it into combat and even if it's with a unit it'll still be focused down and killed. Considering the weapons teams of the skaven only have initiative 3 (i kid you not) that means the weapon team strikes at that speed often dying to high elves and other fast initiative units esp. frail ones before being able to do almost anything.
Maybe i'm just using it wrong and should use it similarly to my warpfire throwers and either put it behind a unit that could break and flee or better yet place it so that it could be ready to make a charge into a unit esp. into its flank in my turn. Problem is this won't be as decisive since the models came out in 8th edition and in 8th edition there definitely an issue on breaking units with more ranks. Really i feel it is the most useless weapon team but maybe it just has the biggest learning curve of them all with the least amount of payoff considering 8th makes breaking a steadfast unit all the harder. I mean if i flanked a unit with the thing and broke said unit esp. if i ran it down i would probably stop insulting said units altogether but for now i just don't like them. Maybe i need to charge it with other units but they don't always make their charges or last long enough in melee.
Really this thread is about finding out how best to use the doom-flayer.