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Alright ive heard everyone on this site talking about how much mortars stink but they seem alright I meen if your playing an army with fairly low Ld such as guard you could pin somene for quite some time plus you could take out those uits hiding behind cover. so i was just wondering why people think there that bad
"They shall all taste OBLIVION!,.....which tastes like Red Bull, which is disgusting."
I'm a total and complete n00b, but I guess it is the low strenght and AP. Most people play space marines (Wether chaos or not) and those are just not bothered by some schrapnel from a mortar shell flyring around. So its better to take autocannons or heavy bolters...
That's pretty much the answer right there is that it's tough to get a return on the investment when firing them at Marines or Marine Equivalent.
Deepstriking "subunits" of Schaeffer carrying Demo-Charges are a more potent replacement for MEQs.
But the Mortar is a fun piece of equipment to play with, so go ahead and enjoy.
I have 5 of them myself, and I often take them vs non MEQs.
I don't much like mortars because they eat up a heavy weapon that could be much better spent on weapons that actually have a chane of hurting somebody...
a heavy bolter, lascannon, autocannon, or missile launcher is hands down a better pick over the mortar, becuase they... you know, hurt MEQ's. A mortar's pinning test is nice, but the problem is that if you're fighting a low ld. enough army to trigger pin tests with it, chances are the individual units are cheap enough that they're sending quite a few after you.
The only time I would use a mortar would be to put it in an HSO's retinue and stand back while everbody enjoys his leadership and hide behind cover, but still hit some stuff.
"And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
- Rome: Total War
9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
Space Wolves 13th Company 2000 points
To quote a very good tactica on warmongerclub.com:
"It's only a S4, AP6 blast. Even if your opponent graciously clusters his units together to make your mortars more effective, this is still only slightly better potential damage than a heavy bolter. And Pinning is never very reliable.
Because it's a guess-range weapon (and thus scatters), it's only about as accurate as a direct-fire weapon, anyway.
If you shoot at something out of LOS, the rest of the Infantry Squad will be able to do nothing more than sit around and contemplate their navels.
It's only S4 AP6. That's not a heavy weapon, that's barely a longer-range storm bolter.
If you want Mortars, then you need to design your entire list to do Mortars -- meaning Mortars in your Command Squads, Heavy Weapons Teams full of Mortars, etc. In that case, this might be a good choice in an Infantry Squad. But in every other case, you're just wasting 10 points. Pick another heavy weapon instead."
That pretty well sums it up if you ask me.
Come on, now. Guys. You have to admit: Mortars?!? Come on. What could possibly fit the Imperial Guard any better??
They're cheap, long ranged, indirect fire, they pin, don't need BS, blast template, hilarious to use...
I think they're awesome. BUT, not against meq's. All of our weapons have very useful roles, but the problem (and fun part) with the IG is you have to really THINK about who you're going to be up against, and plan accordingly.
I think mortars are the coolest weapon, fluffwise. I never take them when I'm going up against marines, this is true, but I'm not taking lascannons to go battle orks, either.
So, against hordie-nids, orks, and other IG, the mortar is sweet. Light armor is done for. Low leadership means they're getting pinned.
I keep them hidden in the back, in HQ squads or special weapons squads. You're right, they're no good in line squads since not everybody can fire indirectly, so I keep them out of sight.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Here's a funny story: I was in a tight spot after some marines took out my tanks. I had finally finished off his assault marines, who had done some damage to my line squads, and it looked like it was up to my footslogging ogryns to save my guardsmen from a bleak shootout the Emperor's Favorites.
So, in a desperate attempt to protect my ogryn from his lascannons, my mortar squad turned their beads towards his Predator. First one misses completely. Second one, scatters onto the front armor and does nothing. Third one: hits the rear armor, scores 2 6's and the predator suffers the most humiliating blow in the history of the Imperium! :w00t:
Ha! I think I ended up still losing that one. Footslogging ogryn towards lascannon-toting space marines is not an effective tactic, but... ALL HAIL THE MORTAR!
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
I only use 1 mortar.
In my army I hide my Heroic Senior officer. He has 1 function and that is to use the vox network to boost my troop leadership. Since I want to hide a unit like this I usually stick him way in the corner out of LOS. Normally that squad will sit around doing nothing for 6 rounds. To give him something to do I put him a mortar with the squad.
8 out of 10 times I get the points back, only becuase I don't count the cost of the Guardsmen, I only count the points for the mortar.
Also, Abraham Lincoln if you are the last post and have something else to say just edit your post, don't double post. I have already gotten yelled at for this.
Meh, I am not a big fan of the mortars(although they look incredible!). Nearly 1/2 of the armies in the 40k universe are fearless, and the ones that are not fearless are pretty close to it.
Last edited by Marneus; December 14th, 2005 at 13:18.
Aslong as the hole in the blast template is above the vehicle you draw a line from the weapon to the vehicle to see which armour value to use, even with indirect fire weapons, so unless he had his rear pointing at your mortar you shouldn't have been able to harm it.Originally Posted by Abraham Lincoln
However, had the hole been outside the vehicle but the template still touching, you roll for the armour value that is under the template using half your base strenght, meaning a S2 mortar.