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Hey guys just a quick opinion/teach me some stuff i dont know break. Which do you think would be better for supporting infantry on the attack AS WELL AS being able to help hold the line in defensive situations.
It depends very much upon the rest of your army, the enemy you are facing, the mission being played, terrain, your style of play, your opponent's style of play... etc. Sorry for making it that complicated, but there just is no plain "x is better than y" answer.
If you want my opinion, though: the Whirlwind is cheap, does something other units cannot do (ordnance, furthermore firing without LOS - that means your Whirlwind will by far more durable than your Predator if you hide him will, and he can hit targets the rest of your army won't even know of...). It is very flexible (don't forget the Castellan missiles) und really kicks behinds against non-MEQ-armies (with 4+ or lower armor saves).
The Predator on the other hand has better tank hunting abilities and is probably better at helping hold the line - as long as it survives. My experience is that it is easy to kill with a lucky shot and better replaced with a Devastator squad. If you take one, then go with extra armor (probably also smoke launchers), and the Annihilator and bolter-sponsons configuration. This keeps you mobile and still able to lay down a hail of fire.
The Predator needs protection (either you don't take it, or it take a whole bunch of vehicles). While this is also partly true for the Whirlwind, it has other means of staying alive (indirect fire) and therefore also an option for small armies...
Generally speaking you're better off with a Predator.
With the different configurations for the predator, you can do just as much damage per turn that a WW can do.
There are exceptions to this, like mentioned, depending on type of army. Whirlwinds can be used in an exceptionally strategic way by planting those oh, so annoying mines along the board to herd your oponent where you want them to be coming through(say yuou have a devestator squad poised to shoot). Even with the big pie plates, you'll be looking at 3 to maybe 5 casualties(at best) from the WW, while a predator with heavy bolters/AC can easily keep up with that pace.
So, the long and short of it, is what style of play do you want to follow?
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Again, as everyone here is saying, it all depends on gaming style.
Generally a defensive style, shooty army will tend to favor the whirlwinds, where you can herd your opponent into your firing lanes and assault positions.
This would be the ideal setup for a defense with shooty.
Devs with four heavy bolters
1 or two tacs with either Plasma cannons or lascannons
Predators, I think favor charging offensive armies, where the superior armour can protect your advancing Tactical Squads and Assault Squads
Ideal Heavy Support:
1 or two predators, any kit.
This should give you some armoured fire power, and force your opponent to take Ld checks to hit other targets, great for covering assaults and advances.
Last edited by Adrian MalSeraph; February 22nd, 2007 at 19:49.
Well, predators are a rolling contraction. They are two fragile and immobile to equip with 3 lascannons, and be a tank hunter. While the heavy bolters and Lascannons are not a useful mixture of weapons.
The destructor would be a viable option, however its less effective then a landspeeder tornado. The reason the arent fielded often.
The only time predators really work is if your running a MECH list.
If your not running a MECH list i would avoid fielding, predators, vindis and landraiders/LRC.
WWs, dreadnoughts, landspeeders, devs, and tactical squads should be able to provide you with ample firepower. And when used properly will almost always out preform the above tanks.
WWs are great fire support for an anti infantry role, but they wont hunt tanks.
Against the norm of this thread so far, I'm going to go with the Whirlwind. I saw this because Predators have a few problems that come along with them:
1) They're big
2) They're REALLY shooty
3) They're point-heavy
Now some of these you might see as bonuses, but they also make the Predator a nice, shiny target for Bright/Dark Lances, Lascannons, etc. If the Pred is the only tank in your army, then it will be shot to death VERY quickly, especially if you don't hide it behind terrain and fail to get the first turn. Even with Extra Armour and Smoke Launchers the tank will die, AV13 can only survive so long.
As for the Whirlwind, it just stays sitting behind a piece of terrain all game, launching salvos of missiles every turn. It's dirt cheap, and it can take out entire squads in one turn without even seeing the enemy. And, as an added bonus, you don't need to take a second (or third) tank to boost its survivability.
I'd say if you have a fairly static, meat-heavy shooty force go with the WW, since you wouldn't need to shell out more points (and money) for another tank to keep one another alive. If you have a mechanized army go with the Pred, since enemy AT weapons will b fairly busy will all the tanks on the board.
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heres how i see it.
Predator: the predator comes in 3 flavors, Annihilator, Destructor, and Baal (Blood Angels only). They have heavier armor than a whirlwind and a lot heavier weapons. Best of all, they have more weapons than a whirlwhind. They are however, more expensive than a whirlwind (no surpise there). Plus, Nothing is more satisfying than firing 3 lascannons in one turn. Predators can also be configured to be anti-infantry, anti-vehicle, or both. However, you have to hit your opponent with your lascannons, you dont automatically hit. Also, you have to have line of sight of your opponent to fire any weapons.
Whirlwind: Basically 2 flavors (vengeance and castellan). Since the weapon has indirect fire, you can place your whirlwind behind cover and pummel your opponents from out of there sight. Also, AP4 will ignore most enemy's armor saves. however, the Whirlwind can only kill the lightest of vehicles and will have trouble wounding some tougher units.
(Hopefully I won't time out when I try to post this this time...)
Even though they lack the armor penetration (if they had it they'd be rolling on ord-penetration a lot, which'd be -too- good for 85 pts), their strength is enough to sear through the rear armor of most vehicles fairly easilly.
I've blown the treads off of many a Leman Russ who expected their front armor to protect them against the minefield. Might not take it out out-right, but immobilizing the bastards makes them worth it. I've also pinned land speeders down for whole games just by dropping a mine template on them.
Beauty of the castellans are 1.) Even if you miss, they still land and can cause damage and 2.) They hit only enemy models.
but if you only got one slot for Heavy support to use go with the pred. Whirlwinds work best in pairs.
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