Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Simple question. I have two cannon/mortar boxes. Do I make two Great Cannons or a Great Cannon and a Mortar? Just would like to get LO's opinion on the matter.
The typical Empire answer would be : That depends.. What is your list setup? How largescaled battles are you fighting? And so forth.
But my personal oppinion is do the two Cannons. Cannons are stronger than Mortars and you'll probably need them more often. Besides, the mortar is small and there is enough pieces of bitz to make a converted mortar, if you have a few wheels. So with abit help from your own bitz-box I suggest that you make the two cannons and then the two mortars from bitz.
The answer is quite simple my friend : Both! just magnetize the 2 parts. Failing that, a 1:1 ratio is a good approach to them, as they have totally different purposes.
Cannons become insanely overrated if there is no large target or heavy multi wound unit to aim them at. The mortal will be able to land a S6 D3 wound hit dead center, while cutting out large swats out of enemy infantry units. They are cheap and very efficient, and thanks to the larger templates, will generally always end up hitting something.
It will come down to what you expect to be facing.
Last edited by Wolf_Pack; May 17th, 2010 at 21:39.
I'd make one of each - both useful devices in different ways. If you are detirmined to make two of one kind make it a Great Cannon, though - if only for the psychological effect two cannons lined up against an opponent can have!
I think you should make one permanent cannon, and then either using magnets or just using pins make an interchangable cannon/mortar. I only had one box, so I originally made a cannon. Then later I kit-bashed a mortar/goblin doom-diver with the leftover pieces, plus a few other bits from my box. The difference between the mortar and Doom-diver is the crew and a magnetic goblin that gets inserted into the mortar to be "launched" at the enemy.
My Armies: Orc & Goblins, Vampire Counts, Empire, Space Marines/Blood Angels, and Cygnar
Because you don't have much else at your disposal that can handle high-T, multiwound models, you absolutely must have redundancy in terms of artillery that can target those threats. Always take two cannons before considering other artillery. Anything a mortar will kill, so can a swordsman. Anything a volley gun can kill, so can any firearm.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
2 Cannons. Lets face it if you realy need to kill somthing that turn you know your going to overshoot or misfire with one cannon, and theres no way a mortar is going to bring down a treeman or daemon.
Your worst problem with cannons will be if you come up against a woodelf army (without a treeman), but even then you can try to pot shot enemy characters with your cannons, and let the rest of your army clean up. It could be useful to have a mortar now and again but you always want a cannon.
If playing a friendly match, you will probably be facing blocks of infantry, so use a mortar. If playing competitive, you will be facing monsters galore, as many cannons as you can (dont forget a steamtank has one) My personal choice; first slot cannon, second slot cannon/mortar (interchangable parts).
The Land, The Lady, The Light.
Thanks for all the help guys, and I hope others with a similar query could use the answers as well. As to this post, I figure since the thread was a bit silent I could pose another question. Outriders are armed with Repeater Handguns, which are "move-or-fire" weapons. Does this mean Outriders suffer from the same penalty? If this is the case then the penalty for moving would make Outriders nearly entirely useless when compared to Pistoliers.