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Hi, I was planning an 1850 points Alpha Legion list and something got my attention.
It appears better to me to use 3 autocannon and 1 Missile Launcher than use 4 autocannon.
Here's my point.
All havocs Squads have Tank Hunter + Infiltrate + MoCU. This mean all autocannon will hit at strength 8 and the missile laucher will hit at strength 9, except on Monolith against which all strength bonusses are void. This is where the Missile launcher become usefull. Here and when you try to fire at a Land Raider or a Lemann Russ. The autocannon have a slight chance to glance those armor, but the Missile launcher may penetrate. The other point is that both weapons cost the same.
Your thoughts ?
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
I think taking a missile launcher for the chance to glance monoliths isn't worthwhile. From experience, you're going to get nowhere fast with a single S8 shot against it. Accept that and gun down warriors instead.
I would take four autocannons and have some lascannons elsewhere in the army. That way you still have weapons that can penetrate AV14, and are not affected by the monolith's special rules.
I think dropping a shot to get a single chance to penetrate AV14 just isn't worth the bother.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Not a bad idea. I also like how they both have the same range.
If I didn't play a WE army I would definatly use a squad like this (minus maybe the infiltrate if I wasn't playing Alpha Legion).
There once was a Lord named Vlad,
Who's fighting skillz really were mad.
He killed and he maimed,
He spilled blood in Khorne's name.
And the fact that he's legal makes me glad
(special thanks to Uriel Zarium for the last line/touching it up)
Tank Hunters doesn't work against the Monolith (I realize you mentioned this, I'm just repeating it to help move my point along). So that'll leave you with one weapon that needs a 6 to glance it, and the Monolith shrugs off nearly every Glancing hit it takes.
Other AV14 vehicles should be dealt with Meltaguns - that's what they're best at. Meltaguns make a mockery of any kind of armour. Leman Russes are scary, but they have a very smooshy AV10 for Rear armour. Even Bolters rapid-firing can take out a Russ from behind.
No, stick with one type of weapon and leave it at that. It mainly depends on what kind of foot troops you normally engage. Fight against a large amount of 3+ armour save models? Go with Missile Launchers. Otherwise, go with Autocannons.
Other options include Plasmaguns. They're just as good at taking out tanks as Autocannons (up close, that is....), but are even better for destroying Heavy Infantry like Terminators.
Personally, I find an effective tank-hunting unit is to take 2 Lascannons, 2 Autocannons, and tank hunter.
This leaves a decent number of shots, and a few very high strength shots to take out tanks.
Go with 4 autocannons as they are best suited for taking out medium armor. Like Caluin said if you want to take out heavy armor take meltaguns, don't waste an extra autocannon shot for the missile shot for a chance to take out AV 14. You have one shot to penetrate instead of two chances to glance and if its against a monolith you have roughly a 200 point squad for one shot to try and glance on sixes, what a waste.
Xbox Gamertag: x Helbrecht x
4 autocannons all the way..
As caluin suggested, take a second, seperate unit for dealing with heavier tanks, like troops with meltaguns or an anti-tank predator.
A one in 6 chance to penetrate is not worth saccrificing more of that lovely autocannon goodness.
When it comes to havoc squads, there's only 2 options for me.
1. 4x Autocannons with tank hunter
-8 shots at S8??? Who doesn't drool over that?
2. 4x Plasma Guns with infiltrate
-These guys are nasty, well, until they melt themselves.
If you need heavy tank busting, use a Predator or Bikes and Raptors with melta guns.
I am here to preach about the tactical folly of mixing weapons in heavy weapon squads.
It comes down to number of shots. Autocannons + tank hunters works so well because you throw so many dice (8shots, 5or6 hits, giving you about one glancing on any non-monolith AV 14 model) and that's all you need to hold it up until the rest of your foce can deal with it.
In 20+ games with my alpha legion, my autocannons have never EVER failed to cripple or destroy a vehicle by the end of the game.
Rocket launcher havocs the same. having 4 of them gives you much greater chance to blow up or kill/hurt what you are shooting. by dropping that down to 1 shot in the squad you're leaving it up to the dice gods. and I don't like that.
numbers and hedging your bet by throwing as many dice as you can to achieve what you need to happen, by taking away shots from the autocannons you're crippling their robust usefulness. Even though you're only losing 1 shot from the whole squad, I just don't think it is worth it.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
Hey,True, and that gives them a slight edge over MLs vs light vehicles/tanks.Originally Posted by theyak
Troop squads get cheap LCs if you really need anti-tank insurance.But with TH Frag vs. Hordes and stubborn-stain-zapping TH Krak.Rocket launcher havocs the same
Vs Nids or Orks consider HBs, otherwise all-ML or all-AC Havoks rule.