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I will be playing the CoD mission Domination against a Nids player. The mission is who owns the most building at the end of 6 turns wins. In order to hold a building you must stay in it. The Nids player is playing a swarm of nids. He has a Hive Tyrant at least 2 Fexs and warriors. Other than that it is a swarm. Question is should I use Incinerators or Psycannons? I can field 4 Incinerators or I could field up to 7 psycannons. I am looking for the biggest bang for the buck. The wise wisdom from the Ordo is needed.
Why use science and education when ignorance and superstition will work just as well.
Well, you face a problem here. WHile incinerators look like the best nid killers around, they may not be that useful.
-AP pierces most everything up to a MC
-Can kill large amounts of guys
-Ignores cover, a big thing in cities
-You have less of them? (why do you have less of the cheaper weapon, or is that based on models?)
-Most nids are fast. Frankly, in my nid armies, I pray for when the opponent uses unmechanized flamers. With a 19"-24" charge range on the hormagaunts, flamers are a joke. It may work better for GK though because they tend to be more mobile than IG and there is going to be little open space for them to just charge across a plain to you
-Aren't good against anything bigger than a warrior
Psycannons are also good on paper, but look less like swarm killers. I think though that they will be better all around.
-You have more of them
-Can kill anything in the nid army fairly reliably.
-Can hold an objective and still remain useful. The incinerator may need to be mobile to get the kills in, but the longer range on the psycannon means that you can stay in the top of a building and shoot or something.
-They cost more
-Less dramatic swarm killing
-They will get cover saves
That's something to think about, but I think the psycannon will be more useful overall. Stormbolters will shred swarm infantry, as will GK in cc. The psycannons will allow you to kill warriors, tyrants and even carnis relatively well.
Also, where are these weapons? Are they on Dreads or GK or what? That may make a difference. I also don't play CoD, so I don't know how strategems or anything like that would affect this, so hopefully some one else knows.
Last edited by Warrior47; May 30th, 2007 at 03:43.
Originally Posted by The Paint Monkey
Clearly you need a mixture of psycannons and incinerators. They are needed for different roles. Up close and personal the incinerators win. But if you want to take out anything at range, the psycannons are needed too. If you position them high in a building, they can cause a great deal of hurt before being attacked themselves.
I would say give your guys a mix of psycannons and incinerator. The good thing about psycannons is that you will be able to strike the tyrannids from safety. The problem will be that because of the mission objectives the speed of the tyrannids will work against you. Another problem is that even if you manage to get a shot off at the Tyrannids you might not do enough damage. I would suggest putting four incinerators in a purgation squad so that they will be able to bbq a unit of those bugs in one go. Honestly though mate, I think the odds will be against you with this sccenario. Yourt best bet might be to ignore objectives and instead focus on wiping out your opponent with shooting.
Hope that helped.
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You don't really need either special weapon, not on your PAGKs, at least. Not even in CoD games. Buying massess of those special weapons just robs you of more PAGK models you could be fielding. So you're actually costing yourself many more shots and melee attacks than you should. GKs can handle swarm 'nids very easily. Even the stormbolters will outright kill the usual suspects (cover saves excluded, of course). And if you need to defend or storm a building, you'll be sorry you didn't have more S6/True Grit PAGKs on hand to handle the swarm. Vanilla PAGKs kill out their kill zones and leave room for very few counterattacks; even Leaping won't help out the swarm units that much.
That said, I would look to get psycannons into the list, just not on the PAGKs/FAGKs. Doing so hurts the roles they need to play. Instead, put them on your GKTs and footslog them. Give them to your inquisitors and deploy them high up and/or with good sightlines.
The only place I'd put incinerators is on AC/DCCW dreadnoughts. They, and they alone, will make the best use out of those things. Take the wrecker strategem, pull down a building, then incinerate the stuck bugs.
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Well, I think a mix may be called for here. For objective-holding squads, psycannons look like a good choice, but I'd stick em on Terminators or Inquisitors before GK's. That way they keep their storm bolters, true grit, and high strength. For objective taking, though, I think you'll be in a rough spot without incinerators. The lack of frag grenades for GK's means anytime you're charging into cover (which will most likely be a lot, particularly in a game like this) it's going to be nasty for your boys in grey. And, since 'nids are fast fast fast, I'm guessing he'll be able to take buildings faster than you can, which means you will probably be assaulting into them. So, for situations like this, being able to roast some before you charge looks pretty darn good! He'll still have the opportunity to charge you (nasty charge-range on some of those buggers), but to do so, he'll have to leave the building, in which case he won't have the advantage of the cover.
Were it me, I'd give a fast-attack squad 2 incinerators, and keep all other GK's vanilla. Deep-striking with these guys could be a bit scary, but if you pull it off, you'll most likely be in range to toast some nids but good. If not, just use them as a spearhead, and try to clear out some before the charge.
One other thought, is mounting the incinerator on a Dreadnought with AC/DCCW loadout. They're impervious to a lot of nid units (particularly swarm 'nids), and can threaten entire buildings with the wrecker strategy.
Good luck, hope some of that was helpful!
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I'm agreeing with Number 6.
But something else is to make sure your stratagems are all destroying buildings (as a dead building takes one more away from them) or traps etc in buildings, also a orbital strike would suit nicely (another building gone)
If you have say 6 buildings you can both own two prob through deployment, then you can destroy his two with orbital strike and stratagem, then he will have to fight you for the other buildings, two of which you already own.. he will be fighting up hill... watch for that lictor (mind you he not much of a scare to GK's)
Thank you all for the information.The weapons in question are on my GK. I have 2 psycannons in my mini-purgation squad. I havea Full 7 man purgation squad. I can either give the squad 4 psycannons or 4 incinerators. I will be loading my dreads with assault cannons and incinerators. I was thinking about an Orbital Strike. If I do take one it will be the cheapest one. I forgot to state this will be a 1500 point game played Gama level.Also, where are these weapons? Are they on Dreads or GK or what? That may make a difference. I also don't play CoD, so I don't know how strategems or anything like that would affect this, so hopefully some one else knows.
I have found that in 1500 point games I do not take any terminators. I only take a Brother-Captain. I will either have him join a squad or have him support a squad. Odds are I take pleminary bombardment and the one that blows up a building.
I can field a max of 30 vanilla GK the rest have special weapons. So far this league I am 1-1. I will let you all know how the game goes sometime next week.
Why use science and education when ignorance and superstition will work just as well.
my tactic would be to shoot out all the buildings but 1 and put all your eggs in one basket and hope for the best. lol a doubtful tactic, but it would confuse the hell out of your oppenent, and well, it would be funny, and sometimes in the past i have found, funny is both fun and confusing, enough to help the game become interesting, and have a great time doing it.
i would get 4 ordinances.... all of them would be Lance strike... why is this? you will consistantly be destroying a junkload of lowby tyranids a turn, and be hurting the fexes and the warriors and tyrant... honestly, take all vanilla GKs as number 6 said, and put the incinerator on your dreadnought. after that, take the 3 ordances... or at LEAST 2... and make sure you put them on his two starting buildings... that way he has to come closer to you, thus making the storm bolters useful, and blowing up some other buildings in the middle would also hurt his chances of winning. against the nids, i would hope for a draw, seeing as how it is CoD... but it's how you want to play... but man, orbitals are so sexy in CoD imo.