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Hey i'd just like to ask if anyone has fielded a unit of havocs with 4 autocannons why or why not?
I think it would be a great addition to any force because it can be used to kill light tanks (up to armor 13) and still pumps enough shots out to deal with mid sized horde units. The high strength, ap value, and longer range more than make up for the one less shot than a heavy bolter.
So i'm just wondering (before i go off any buy the models) if anyone has tried this combo, to what effect, or why not?
I reject your reality and substitute me own!
It used to be a popular (if not outright broken) choice when it could be paired with the tankhunters skill. These days, a lot of people have gone over to missile launchers to make use of the new blast template rules. I'm ambivalent, myself. I really like the missile launcher's higher strength for tankbusting but there are so many cover saves these days that the AP of a krak missile isn't worthwhile anymore.
The extra range does not make up for losing the extra shot (most horde units like to charge in fast) but the higher strength often does. A 4-autocannon Havoc squad would be a good choice for most armylists; you might also consider two lascannons, two heavy bolters.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
the inly problem i see with these is that the heavy support section is almost the only place in the csm dex that has long ranged anti-tank available(apart from dreads and csm with heavy weapons). i'd rather spend the points on oblits who are more versatile, can use the weapon that's best for the situation and possess more mobility than havocs
well, overall i'm not too worried about other anti-tank with a 3-las predator driving around and a demonprince with wings, or a dread floating around somewhere. I always use the Prince with a combo of the other two. i also use a pair or obliterators.
I run a thousand sons army, meq's are not a problem, tanks normally aren't a problem (except i am notorious for terrible rolls against armor, took 6 regular CSM (BP/ccw), 5 rounds of combat to roll one 6 to glance an imperial guard sentinel, for a total of ~92 dice and one 6.) so i'm often heavy on anti-tank and so i'm often low on high numbers or shots, but i'm always on the look out for something else to pop armor with.
I reject your reality and substitute me own!
ACs sound like they may be the solution for you but just remember that given the new vehicle damage chart they really are not going to be that hot at popping armor. Also, comparing them to the heavy bolter you're really getting the same amount of shots against hordes when coming from the ACs maximum range but if your enemy starts within the HBs range or you decide to focus on a new closer target the HBs will be loads better.
IRON WITHIN, IRON WITHOUT!
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I run a squad of 6 Havocs with Autocannons, it's only 150 points.
There main targets are rhinos, razorbacks, predator/vindicator side armor. I also play against a few eldars and the autocannons make short work of their warwalkers, vypers, and waveserpents.
I weighed a squad of 3 ML or 3 Autocannons a long time and I like the autocannons better now after a few try outs. Even to kill MEQ it's better to have the autocannons then the ML when the MEQs have a 4+ cover save (almost all the time). Against everything else, having AP4 and 2 shots is better then having AP3 and 1 shot because you pass the armor anyways and have a shot more.
"Iron Within, Iron Without"
I have an anti infantry squad that has 2 autocannons and 2 heavy bolters, not quiter the same as the 4 autocannon setup, but close. I find you put them in cover and you can blow away horde armies. This setup is also a cheap way to handle a carnifex, yes it still gets an armor save, but the mere volume of shots should be enough.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.
I used to be a huge lover of Havocs (Had 4 squads, 2 with 4 autocannons, 1 with 4 missile launchers and 1 with 4 heavy bolters). When our new codex came I cut down on my use of them, due to the loss of tank hunters, and when 5th edition came in I stopped altogether, the whole reason I took them was to sit them on an objective and blast away. I was very dissappointed.
However, were I to take some now I would have autocannons against MOST enemies. Its strange, as I tend not to take any 'Jack of all Trades' units (With the exception of Obliterators), but I find the ability to have them switch their massive firepower to destroy anything thats not at the very end of a spectrum (Not great VS total hordes, like Spinegaunts, or Heavy Tanks, like Monoliths), is amazing, as they can tear up anything in between.
By all means try them out, you may find they work for you. I may some day come to rekindle my love for them, but there are just so many units I want in that heavy support choice.
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When you could still play a real Alpha Legion force, I used 2 squads of Havocs and sometimes even 3. Autocannons and Tankhunters (with AL cheap infiltrate) were my first choice.. I always took a squad of 8 with 4 Autocannons. The second squad would always be either HBs or MLs.. it depended on how much armor I thought I might be facing.
Nowadays, since I can't infiltrate them or give them Tank Hunters, I don't use them nearly as much.
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