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For a squad of 5 bikers is it better to give the AC strength and a power weapon or a fist? I'm worried that with such a small squad having the AC at imitative 1 might hurt. Does anyone have any thoughts on this?
Also in a devastator squad is it really so bad to mix autocannons with missile launchers. Having read the tactica I am really leaning towards pure autocannons but there still seems to be a niche for missile launchers. Does any one have any experience with mixed devastators?
Personally I would not mix the Autocannons & Missile Launchers. While Autocannons outpreform ML against tanks, the ML's are more flexable. If you're worried about needing the ML's for their specific targets I would just go strait ML, their flexablity won't let you down.
See Missile launchers hurt the targets that AC's are good for, but a little less effecient
however the converse is not true
Autocannons are far less effecient at hurting ML targets (MEQ's) 1/3 to be exact.
When I pull my black legion out of moth balls I'm going to start using 1 squad of each.
On the FA AC I didn't do powerfists for that reason, I used furious charge on my bikes, and gave the AC a powerweapon and D str. on the charge that makes a bunch of str 6 attacks that strike first, it really helps keep those smaller bike squads alive in CC.
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.
about the aspiring champs... what mark, if any, do they have? Does this squad have any veteran skills?
Personally, in my khorne army my biker aspiring champ has furious charge and demonic strength, on the charge he's striking at s6. So, a powerfist is excessive. A power weapon or chainaxe is pretty much a guaranteed wound/kill on whatever. To deal with a tank, he's got a meltabomb. I don't even need powerfists. It is a bit more points to invest in the squad, but a good investment in my opinion
"And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
- Rome: Total War
9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
Space Wolves 13th Company 2000 points