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Just wondered if anyone else will be seizing the opportunity to field masses of Heavy Weapon squads in the new dex. In the old one were talking 4 per HQ (only counting lascanon, missiles, autocanon, heavy bolter) then any we took from heavy support option. now with 5 per infantry squad for less points we can really load out the fire power.
Is anyone of the opinion that fielding big groups of these could yield amazing results or scedptical as they are so easily removed from the table and the points still mount up.
Im fielding an Anti-tank troop and a heavy machine gun troops as part of my fluff so can anyone also see any tactics when using them in force.
A well-aimed multilaser or assault cannon can now wipe out an entire heavy weapon squad all by itself. They can't combine with Infantry Squads for added protection, so they die easily and will hemorrhage kill points. The only two I really see having much value would be a mortar squad or an autocannon squad. The mortar is just plain cheap, and counts as a scoring unit while hiding out of line of sight. Good for holding home objectives, and decent cheap firepower. The autocannon also provides reasonably priced fire support. I pass on heavy bolters because the autocannon costs the same now, and I find the AC a more worthwhile weapon. Missile launchers and lascannons are overpriced and very vulnerable on their own.
Its unlikely I'll take more than maybe a mortar support squad in my lists because while I like autocannons, they'll be featured heavily in my Infantry Squads already. So aside from a mortar objective holder (and for only a few points more you can get a Griffon instead of a mortar support squad), I think I'll pass. I see more value in Infantry Squads, Hardened Vet Squads, and maybe the occasional Special Weapon Squad.
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For 110 points extra, they can act as a base of fire, hold 1 objective and kill a couple enemies with the officer around barking orders at them.
As for the other low priority stuff like Autocannons and Mortars, Leaving them in the fire support squads will be fine. Not like anyone ever shoots at them, at least in my experience.
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I'll be making sure to take lots of heavy weapons squads with autocannons and mortars in the future.
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shrug, imo autocannons seem the best value (i was never sold on mortar squads, i only take those on command squads when i do bother). since they got the best reduction and are great for killing light armor squadrons or high toughness units, both of which are always toublesome.
Mortars, heavy bolters, autocannons. They're cheap and work best en masse. The more expensive stuff draws a lot more fire and has the overkill problem going on.
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Anyway, I appear to be in a minority when I say I like Lascannon support squads, I just dont like having entire infantry squads dedicated to tank hunting with only a single Lascannon apiece, there ar eplenty of other high-piority targets to work into a list with the new codex and in all honesty, survival isnt the worlds highest priority for guardsmen (callous? me?) If you can take out multiple enemy vehicles early on (courtesy of a nice bit of twin-linking) then they have made their points back and have massively reduced the amount of firepower that can be directed at them.
Autocannon are going to be plentiful in my army under the new codex mainly because I have always liked them and now they are cheaper.
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AC HWS are still a good value. They cost the same as a Hyrda, don't have the anti skimmer rule, but they are scoring and don't take up a Heavy slot.
HB and Missiles are overpriced.
Mortars are not effective enough.
Lascannons... tough choice. If I had models for them, I'd take a Vendetta over a LC HWS. But until I get a couple Valk models, I think I'll still be taking a LC HWS to kill off armor. FomT + LC is actually pretty nice, reducing cover saves to 1/4 instead of 1/2. But again, hitting side armor w/ 3 TL LC is going to be awesome.
Autocannons for light armor
Meltaguns for heavy armor
and Vendettas for side armor
I was going to ask this question on a new thread but I thought I'll throw it into this discussion as it's heavily related...
"Heavy weapon teams, are they worth taking now because of the new 'Bring It Down!' rule that makes a chosen squad's weapons twin linked when firing at vehicles and monstrous creatures?"
Having them twink-linked is an immense feature, it makes them so much more powerful and makes even a single squad dangerous. If u deck out with these guys u can take ur enemies entire armour off the table in a turn, its a case balancing things imo...
To many HWS = not enough points for armour and other infantry.
Without any Russes ur lighter armour will gen anhilated by heavy anti-tank
No armour makes urs HWS's even higher priority
I think ill be looking at going for a more infantry based army with lots of HWS's. Force the opponent to focus on infantry squads and special weapons closing in whilst loads of men shoot the shit outta um from the back.