Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So how would these preform en masse? I was thinking about fitting 15 of them in 1500-2000 points games. 15 blast templates a turn sound excellent, the saves themselves would just add up so much that the enemy is bound to fail.
As long as you aren't taking them in HWS and not line infantry squads. You don't want to pay 60 points for 1 mortar.
If your army is based around a mounted firebase (veteran squads and infantry squad firing out of chimerae) there will be alot of blocked LoS for your HWS.
I would recommend getting 2/3 Psyker Battle Squads in chimerae to weaken resolve enemy units into pinning.
I dunno about that many Mortars but 2 HWS of Mortars is really under-appreciated. They can do damage to many armies by Pinning shooting units or putting holes in hordes. They're so cheap for what they do.
I'm with Prince on this one. I wouldn't put them in line squads as there's better things to put in them. Keep them in HWS and hide them behind cover and preferably on an objective.
They've got decent range and the str is pretty good for Infantry killing. Just remember that HWS die quickly so hide them and hide them well. 60pts isn't bad for 3 str 4 Blasts with a 48" range, can shoot indirectly and is still a scoring unit.
That's why they're my favorite HWS, they don't need LoS so str6+ weapons can't ruin them as easily. You can put them in some corner behind a building and nothing bad will happen to them most games. Steal for 60 points.
Don't forget, in capture and control it's useful to have a unit that can sit on an objective out of LOSwhile still shelling the enemy. Personally though I don't use mortars, I can just never find space for them to fit into my lists; maybe if I drop my valkyrie it never does all that well...
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
They certainly are a must run, I mean almost every IG army has a stay back portion to hold objectives unless you are full blown attack Mech.
They are useful for objectives, both for sitting on yours and shelling any your opponents may be sitting on early.
Anybody besides the regulars got some opinions?
Thanks for all input in the thread so far fellas.
i use a CCS with flag and mortar behind my main lines, also run a couple of griffions , i use the mortar as a range finder for the griffions for those shots that might just be out of range, saves you wasting your griffion shots.
If he persists, put a metal dreadnought in a sock and hit him once with it. Keep it within reach during your next game.
I would argue against a large-scale use of mortars. They have several major drawbacks, the main ones being that they are useless against vehicles and that your opponent is not likely to stay in his deployment zone and let you bombard him turn after turn. The points you spend on HW mortar squads would be more profitably spent on artillery. It would take a lot of mortars several turns to deal the damage a Colossus would in a single hit. Surely it's better to simply kill the enemy than to try and pin him down?
If you plan to use a psyker squad to pull of pinning more reliably then why not simply force morale tests instead? A judiciously placed unit will have even Space Marines running for two full turns--come to think of it, that's a pretty sneaky use for a Valkyrie.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard