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Hey guys, sorry if there've been threads similar to this one before, but I haven't been able to find them.
I'm gradually assembling a 1000pt Witchhunters force and I was thinking about upgrading my Inquisitor's Rhino transport with a hunter/killer missile. Since I know it's more typical for Guard players to use the missile, I'd like to ask: is it worth it?
The Emperor set a fire in their hearts that they might burn the iniquitous and the impure from his sight. And the light of that flame shall be as a beacon to the faithful, a light that shines in the darkest places.
It is not worth the points. It's just a single shot krak missile. 1 out of 3 times, the missile will miss and be a complete waste. The other 2 times, it will hit but probably won't do much damage. Since 5th Ed.'s dramatic increase in the cost of Extra Armor, I have stopped taking any vehicle upgrades at all (except maybe sponsons).
I WANNA GET STUCK IN WIT DA BOYZ
Hunter-Killers are interesting if you hold off on firing them until you get a side/rear shot opportunity. Since they also count as an additional weapon system, their presence will keep your Rhino alive longer than it otherwise might. That isn't bad for the cost but neither is it very good.
In offensive use, you need to use a full volley of HKs before you can count on them actually doing something. It's increasingly effective since so many players use fully-mechanized lists with no safety equipment (extra armor, etc.) but it's tempting to simply bring another unit for the same cost.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
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To give an idea to the OP, there are only three instances where I'll take a Hunter Killer:
One, on a Pask equipped tank. BS4, and he'll make it a S8+1 shot.
Two, mass missiles: Every vehicle I have takes one, only if I'm going up against Eldar, and then, only in Apocalypse, simply because of their infinite range.
Three: I'm drunk. Seriously.
They just arent that useful, unfortunately. If I have the points left over, I MIGHT try and put a HK somewhere, but only if all my infantry squads have their Autocannons, which cost the same, and are far, far more likely to kill what they're shooting at (especially since most of th etime, its at BS 4)
HKMs have one use, scout sentinels. Sentinels have an average BS, and crap armour. So when they outflank they have usually have 1-2 turns of shooting. A missile launcher sentinel can double its chances of doing something by grabbing an HKM, they allso work well on autocannon and lascannon equipped sentinels.
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
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
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Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
I played an apocalyspe where all the IG banded together and brought as many HKs possible for 5000 points. Which was 111 scout sentinals with HKs. Which was so damn funny.