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My Army is going to be full of Heavy Weapon Teams.
I already have a Heavy Bolter, LAsscannon and 2 ML. I plan on buying 2 more Heavy weapon squads.
I very much want to add Motor Teams as well. I like the fact that Motors Pin enemy squads. Perfect in my opinoin to stop a enemy assults.
My question is "What HW teams work best in what squad? Command Squads, Vet Squads, Infantry Squads, or HW squads.
ALL heavy weapons times (except Mortars) work better in a squad of some form, Infantry, command, vet etc, never use heavy weapon squads for anything except Mortars, otherwise your precious 3 lascannons will be annihilated from a lucky Multi laser shot, unlike mortars which you can hide.
personally I would only put heavy weapon teams in basic infantry squads (unless your platoon is out flanking thanks to Al'Rahem), I would never waste my time putting them in tiny 5 man command squads which will be moving around to give orders or hiding out of Line of Sight.
I'd very very rarely put them in veteran squads, because I think they should be constantly mobile
anyweighs, it really all depends on the role and function you're looking for in the unit.
generally i feel that all the lasguns and special weapons in all these different units can accomplish my anti-infantry needs pretty well for me so most times i skip straight to anti-tank/versatile heavy weaponry in my picks.
i prefer versatility overall, so the missile launcher is number one most times in my book with it's frag/krak option; but a few lascannons sprinkled in help take care of any av14 that tries to bother me.
my command squads tend to constantly be on the move jockeying for position behind my lines so i never bother taking heavy weapons in them.
infantry and veteran squads are usually pretty standard with grenade/missile launcher combos for me, but i do field a few in there with lascannon/plasma gun combos for the anti-meq/anti-av14 as mentioned above.
and i don't use heavy weapon squads, while they offer a great concentration of heavy weapons fire, they are also very vulnerable to enemy firepower and don't do well at all when taking casualties.
sidenote: highly recommend making your heavy weapons detachable from the whole crew model so you can change out weapon and try out different ones on your crews... or at least do this until you've settled on your heavy weapon choices and make the choices more concrete with glue.
Don't forget that with a few extra spare bases and guardsmen models, you can make at least three heavy weapons from one Heavy Weapon Team box. That is, one big gun team (HB, AC, LC) on the tripod, one Mortar on it's mount and one Missile Launcher over the shoulder. With some creativity, you could possibly make more.
I was thinking about it at work and decided
Lascannon teams are best placed in Veteren Squad, Cuz for the same price you can get more accruate Lascannon shots, with far better protection then giving it to infantry squads.
Heavy Bolters are best placed in Infantry squads cuz Infantry squads will ALWAYS forfull anti-infantry roles (leave hard things like tanks to da vets!) and need that extra punch. Also by putting Heavy bolters in a HW squad isnt as good due to the heavy bolters short range ( longer the gun can shoot, the less likly the enemy has of getting close enough to take it out).
Missle luancher, Well i can make a lot of them and since there good for infantry and anti tank, i'll put them in heavy weapon teams.
Autocannons....Never used them, but since they have A) good range, and B ) cost as much as heavy bolter, i guess i'll make a single Heavy weapon squad of these guys.
What do you guys think?
So this where i stand now
-Motar Heavy weapon squad
-Missle Luancher Heavy Weapon squad
-Lascannon team for the Veteren squad
-Heavy Bolter team for some lucky Infantry Squad
I currently have 2 unbuilt sprues. I want to buy a single heavy weapon team, so i'll have enough for another having weapon squad. The Question is, Which on heavy weapon squad do i wnat?
I dont have enough parts for Missle Luancher or motars, sooooo im left with 3 choices
What do you think guys?
My guts tell me to go with autocannons Cuz Lascannons are begging to get shot-up, and the Heavy Bolters shorter range leaves them more vunerable to gun fire. Autocannons are cool cuz they give me anit-tank, anti-Monsterous creature, and anti-heavy infantry, all at a cheap price and long (safe) range.
To answer your first question:
As others have said HWS can be somewhat risky as you might very well end up losing your weapons fast. I think however that veterans makes an excellent squad to carry a heavy weapon, especially the lascannon:
Since the lasguns won't do anything to most stuff you'll fire the lascannon at, comparing an infantry-lascannon with a veteran-lascannon is fairly easy. You'll see that while the veterans cost more, they'll also cost slightly less per hit (it's like 1~2 pts difference, so it really doesn't matter anything anywhere at any time). If you use BiT however the calculations change to the infantry squads favour, but orders doesn't always work, so yeah..
The other weapons can also do well in a veteran squad, a heavy bolter or an autocannon along with Harker and triple grenade launchers is great for taking out light vehicles and any infantry below MEQ'ish standards.
I as the others in this thread generally keep heavy weapons out of my command squads as they need to follow the tide of the battle and stay out of harms way (or for my platoon command, get into the thick of it to drop their 4 flamers).. If you go for the MoO there's nothing wrong adding a heavy weapon though.. as you'd have to be stationary anyway, also they're bs4 so makes better use of it than most.
So it's really up to you where you want to include your heavy weapons, just be sure to know each squads role before the battle begins, you only want heavy weapons in squads that does not at the same time want to move.
As for which weapon you should include next I'd say it depends.. If you've only got 1 LC as antitank, I'd pick another one.
As a side note I generally prefer an autocannon to the missile launcher, mainly due to it's lower cost and their similar versatility.
P.S. @certs: Now one thing is that the first thing you do is to point out a simple spelling mistake, but when you then yourself writes "anyweigh" instead of "anyway" it gets kind of ridicolous, don't you think? I mean.. Why even bother pointing it out in the first place? You obviosly understood what he said already..
P.S.S. Now I did it myself, so in that sense I'm no better at all.. I could argue though that I didn't correct nobody 'unmotivated'.. Whatever..
Not so much because it's logical but because I think it's fluffy here's my set-up.
Co Hq, Medic, Standard, 2 x Troopers, MoO, Nork
Basically charge around being heroic and the medic and the two troopers plus Nork are designed as ablative wounds although I accept it wastes the BS4 of the men concerned...
3 x Platoons each:
2 x Flamers, 1 x Mortar.
The Mortar gives the HQ something to do while the enemy advance, then when the fighting gets HtH they're just ablative wounds and the flamers are good with BS3.
2 x Rifle Squads - each with G/L and A/C
1 x Weapon Squad with 3 x M/L
Mostly just because I love my thump-gunners and ma deuces in the rifle squads and the rocket guys in HW squads.
It seems to work - and sure maybe it could be tweaked to be better - but sometimes you just gotta roll with what you like and stuff the bean counting!!
Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts.
Lascannons in vets deffenitly Work! Last night my vet squad's lascannon team contuinly harrased a Carinfex with Extended Carapace for most of the game. I'm Proud to say that Veteren squad Slowed and stopped the Carinfex's Murderous Ramgage
I found the motars only killed 5 Terma gaunts and 3 Genestealers (however pinning them and making sitting tucks for my vengefull leman russ). I dont know if i miss read the rules for motars or simply had poor luck.
you know....some autocannons would have been really nice.