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HWS with Autocannons (HS High ROF)
HWS with Heavy Bolters (pure dakka)
HWS with Missilelaunchers (adaptability)
HWS with Morters (plate pinningness)
HSW with Lascannons (Again)
In Squads with Autocannons
In Squads with Heavy Bolters
In Squads with Missilelaunchers
In Squads with Morters
In Squads with Lascannons
sack them all together
Im not sure if this should be one or two seperate topics but anyway.
first of all. my Birthday was yeasterday and i got 2 of the battleforces an old box of 20 cadians (lucky me)
anyway I was thinking of making two platoons with three squads and one HWS or two platoons with three squads with a heavy weapon in and a SWS
im not sure which weapons to give them i was thinking in one platoon have a HWS with lascannonsand perhaps the other with the squads filled with one of the other weapons teams and a SWS with flamers in Chimara any ideas would be appreicated.
Yes people i know that my spelling and punctuation is awful but I am product of British teaching pollicies so what can I do about it?
I'd say go with the HWS and autocannons.
The reason for HWS is that unlike small elite armies (MEQ's) you dont need units to be tacitcally covering all aspects of war, hence I always have tried to play guard with HWS and infantry squads taking special weapons. This gives units a defined roll which makes deployment easier rather than trying to cover all risks etc.
Plus that HWS are now Obj capturing makes them handy to sit and guard an objective while the rest move up to capture the others
HWS are a somewhat of a liability in our new codex, their LD7 makes them unreliable in taking orders and the fact that they are 2W T3 models means that S6+ weapons can take out whole teams.
Personally I think there are better units to take:
Chimera instead of a HB HWS
Hydra instead of a AC HWS
Vendetta instead of a LC HWS
Griffion instead of Mortar HWS
However, if you are low on points and need to cram in some more firepower, HWS are an option. Personally I think AC HWS are the best option.
As for line squads, imo the AC is the best all around HW. It's cheap, can take out transports (which is a big threat to IG), can put wounds on MC and infantry.
You can actually make a lot of teams from just one box set:
Missile launchers on standing legs
Mortars on 25mm bases and standing guardsmen
1 of the three tripod weapons (go for lascannons or autocannons)
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I will second BoxANT, HWS are really a liability in the new Codex.
I pick autocannons and lascannons. Autocannons are cheap and can take down light vehicles, while lascannons threaten high AV that IG has trouble with outside of melta range.
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If your undecidd, then magnetise/pin the weapons, so you can change them and experiment.
Personally, i think (like everyone else) autocannons are the best for such a squad.
That's bacause you sit them on an objective, and if any troop transports (which are lightly armoured anyway), you get 6 S# shots at them.
I played a game on saturday, my opponent was horde, so i found motars more useful than i thought they were.
I've never really been a fan of the HWS in the first place, but with the new 'dex and 5th edition, I'm probably going to run two Mortar squads in conjunction with a PBS (or two) for some pinning power. I've always liked the look and feel of mortars, and it would be nice to have them get a shot in the arm for power.
Other than that, if I had to take Heavy Weapons Squads, I'd go with ACs. Pop transports, shoot up MCs... Good stuff there.
Last edited by SimSnow; May 18th, 2009 at 13:37.
Formerly known as SimulatedSnowman
I actually just made a post about this which can be found a few spots down. I'm lazy so I'll begin by quoting that:
"I too have been having problems trying to use my HWS. I used to toss them in Infantry Squads to eat up wounds in 4th edition and keep them alive, but now with the shooting orders in the new codex it makes more sense to have infantry squads and HWS split up (mass lasgun fire and twin-linked shooting and vehicles/MCs). However, HWS are incredibly delicate; I played a game yesterday where my LC HWS took 3 wounds and my AC HWS also took 3 wounds and ran off the board on the first turn - not exactly a good start! The 'focused' aspect of them (having 3 lascannons/autocannons fire at a vehicle) is still very appealing and effective, though, if the squad doesn't get shot at.
I've been trying to come up with ways to prevent HWSquads from running off the board/failing Leadership tests. The two ways I could think of were: 1) plop the company command squad nearby with a regimental standard; or 2) get a Commissar Lord and keep him nearby. Speaking of which, how are Commissar Lords? Comments, questions, suggestions? Has anyone been able to find consistent success with HWSquads?"
I'm a bit disappointed with them so far but I don't really feel like spending a lot of money on other things (namely Sentinels) to replace them because I'm a poor student.