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| | #4 (permalink) |
| Sergeant ![]() Join Date: Jul 2007 Location: Falls Church, VA
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| Yes, that and heavy bolter
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| | #5 (permalink) |
| Soldaten ![]() ![]() ![]() ![]() | Cheapest obviously does not mean best. 3 HBs out weighs 3 mortars any day!
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| | #6 (permalink) |
| Confused and Enraged ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: South-east Ireland
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| Heavy bolters definetly. The only thing mortars are good for is blowing small chunks out of large hordes. The fire support team with all Heavy bolters is well worth the points though (unless they all die first turn. )
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| | #7 (permalink) |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| for the anti-tank options, my personal picks are; a) anti-infantry squad w/3x autocannons - autocannons are the ultiment weapon in 40k. 2 S7 ap4 shots/turn mean you can still reliably chew-up infantry and easily smear anything not wearing power armour. meanwhile, those 2 shots are death to skimmers which typically only have av13 at best... (the monolith being the 1 big exception!) b) anti-tank squad w/3x rocket launchers - again it's the versitility that wins out. the rocket will still be usefull once the armour has been slaged. the lascannons on the other hand cost more pts, and are utter over-kill against infantry! plus, there's still alot of hoard armies out there which are the true bane of the las/plas force! cheers!
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| | #8 (permalink) |
| Lieutenant ![]() | I have begun using anti-tank weapons in their own heavy weapons platoon and taken all of my anti-infantry weapons in the infantry squads themselves. I have found that to be very useful.
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| | #9 (permalink) |
| Conscript ![]() Join Date: Oct 2007
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| Though I have not used them on Nids, I would imagine the mortars could be amazingly helpful against the termies and hormie's. They only have a 6 save, so they get none against the mortars, have low leadership, and are in HUGE groups... so wouldn't they have amazing chances of pinning them before they are off on their 20ish inch first move??
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| | #10 (permalink) |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| well, 99.9% of the time all those wee gribblies will be within synapse range so pinning isn't an option! ![]() and even then, with the instinctive behavior rules coupled with a paltry Ld5, you're a bit foolish to try and pin the gaunts as they'll likely either lurk, (and thus not count for scoring unit purposes), or else they'll run off! instead, target things like genestealers or gargoyles who might end up outside of the synapse web - they can be pinned! (albeit they both have Ld10, but they still need that IB test to move so eventually, they'll fail something!) cheers!
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| | #11 (permalink) | |
| Soldaten ![]() ![]() ![]() ![]() | Quote:
Yea there is no point in investing points into a weapon that is catering to a specific unit. Pay 15 or 10 more points and get 3 missile launchers. they are the most all-round weapons in the game.
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| | #13 (permalink) |
| Conscript ![]() Join Date: Oct 2007
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| Hmm, how about mortars in use against the tau? I think it would be a good option there. The pinning is easier with 7 or 8 leaderships, and the payoff for pinning a firewarrior squad could be tremendous in allowing you to close the distance (both in shots avoided and less chance for them to move).
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| | #14 (permalink) |
| The Great Wolf ![]() ![]() ![]() ![]() | yeah that works but you could conceivably get the same result with snipers...couldn't you...or a good arty barage?
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