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| View Poll Results: What heavy weapon should Infantry squads be equipped with? (Explain Answer) | |||
| Autocannons | | 22 | 52.38% |
| Missile Launchers | | 20 | 47.62% |
| Voters: 42. You may not vote on this poll | |||
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| | #11 (permalink) |
| Open Foot, Insert Mouth. ![]() Join Date: Sep 2005 Location: Yes, Please
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Rep Power: 61 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | i would almost be tempted to say that the line squads almost always drew more, if not all, fire than the missile launcher squads did. nowadays i prefer 3 missiles and 3 autocannons in my line squads, 3 lascannons and 6 heavy bolters in my support, and 2 mortars in my command squads. it seems to do better against all-comers and not just meq, leaving my line flexible for most targets and my support squads specialized for certain targets. though with this set-up, the support squads do tend to draw more attention with either the 3 lascannon or 9 heavy bolter shots all with sharpshooters, but usually they're inside the protective bubble of fire from my line squads that they do alright surviving. would be evil if they ever gave us plasma cannons or gave back assault cannons.
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| | #12 (permalink) |
| Member Join Date: Nov 2006
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I'm not one for Support Squads myself, really I'd use the points for more infantry platoons. But the way I've been doing it is I've been focusing on making them either Special Squads or Heavy Squads to save points and give myself some flexibility. Doesn't always work though. For your standard line squads the Autocannon and the Missile Launcher are really the only answers for an "all comers" line. The ML can smack gobs of cheap infantry and can kill a Marine character too with a change of ammo while being a threat to even AV14. The AC does both jobs well enough, but not as well as a dedicated platform. It has an AP value that's not quite enough for MEQs and it can't quite deal with the heaviest vehicles out there. On the plus side, you get to fire twice. So if you're lucky you can kill things a bit more reliably. I'd recommend Missile Launchers as your main weaponry. Then sprinkle a handful of Heavy Bolters and Lascannon into specialized squads. I really wish they'd give us more options for different squads. |
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| | #13 (permalink) |
| Senior Member Join Date: Apr 2007 Location: New York Age: 24
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I prefer to use Heavy BOlters but I find Auto Canons to be acceptable. I tend to have my inf squads as troop killers and save my anti-tank for heavy weapons squads or support squads. The reason for this is IG BS. If you fire one shot from a m-launcher or las cannon in a inf squad at a tank and it misses (50/50 chance!) then the rest of the squads shots are wasted! Use support squads and Hq's for anti-tank. I go with LC's for my support squads and ML for my HQs and deploy the support squads near the commander w/standard in cover to keep them alive and in place. It all comes down to a squad of 3 LC's has a much better chance of knocking out armor than 1 LC does. So again go with AC's for your inf squads. 2 shots with great range and high strength thats great for knocking out Space Marines! Hope this helps |
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| | #14 (permalink) |
| Senior Member ![]() Join Date: Dec 2006 Age: 23
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The whole reason for the question was that i dropped my support squads and a sentinel for more men and a leman russ. Its just that they are such easy kills, 6 men per unit easily wiped out or driven away thats expensive for a unit costing between 60 to 110 points. Of course it better when you have camoline cloaks or carapace armour to protect them but all my doctrine points are gone meaning I just can't afford to throw away points. Heres the list for my guard army... HQ --Command Platoon-- 92 - Colonel Grotsnik (Heroic Senior Officer) with bolt pistol and close combat weapon and iron discipline, 1 Standard Bearer, 1 Vox. ELITE 75 - Veteran Squad: V.Sgt, 1 Lasgun, 3 Plasmaguns. 75 - Veteran Squad: V.Sgt, 1 Lasgun, 3 Meltaguns 75 - Veteran Squad: V.Sgt, 1 Lasgun, 3 Meltaguns. TROOPS --Infantry Platoon-- 60 – Junior Officer with Iron Disciple, 2 Lasguns and 1 Missile Launcher or Autocannon. 85 – Infantry Squad with Plasma gun and Missile Launcher or Autocannon. 85 – Infantry Squad with Plasma gun and Missile Launcher or Autocannon. 85 – Infantry Squad with Plasma gun and Missile Launcher or Autocannon. 85 – Infantry Squad with Plasma gun and Missile Launcher or Autocannon. 120 - Grenadier Squad with 1 Sgt 8 Hellguns, 2 Plasma Gun. 88 – Chimera with Heavy Bolters, Extra Armour and Smoke Launcher. FAST ATTACK 101 – Rough Riders: 8 with Hunting Lances, 1 Vox and V.sgt with power sword. 135 – Hellhound with Heavy Stubber, Extra Armour and Smoke Launcher. 51 – Sentinels with Autocannons and searchlights. HEAVY SUPPORT 125 – Basilisk with Indirect Fire. 163 – Leman Russ with Extra Armour Smoke Launchers and Lascannon or 3 Heavy Bolters (Depending on how well my conversion works. Total: 1500 Number 84 (5) Doctrines Veterans: For Suicidal Deployment. Grenadiers: To take and hold objectives while rest of the army does the killing. Drop Troops: For the Sentinels, Veterans and Special Weapon Squad. Iron Discipline: To stop everyone from running away. Rough Riders: To protect the main firebase line. |
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| | #15 (permalink) |
| Senior Member Join Date: Apr 2007 Location: New York Age: 24
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Looks nice so far. I Like Plasma as special weapons for inf squads Definatly go with the AC's and I'd drop the Vox on the rough riders and split em into to squads of 5 w/lances for termie killin fun! haha
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| | #16 (permalink) | |
| Senior Member Join Date: Jan 2007 Location: Canada Age: 22
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Can some1 plz tell me how to post a poll, i have some i would like to make but dont know how. Btw i voted autocannon Quote:
Last edited by Rabid_IBM; July 4th, 2007 at 02:41. | |
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| | #17 (permalink) |
| Member Join Date: Jul 2007
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heres the thing for me an autocannon is a rocket launcher with 1 less Str, but with 1 more Attack, GREAT trade off! also from the grapevine i heard that in the Apocaolpse games anything Str 7 or higer will be an instant kill to make the games go faster, wich means autocannon all the way.
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| | #18 (permalink) |
| Member Join Date: May 2007 Location: Canada Age: 21
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But if you notice, his list is 1500, not large ennough for apocolypse. take missle launchers. Way i see it, the can kill av14 vehicles, instant kil marines or, in the case of t5, armour save 3+ (eg nurgle- i am not sure if this is changeing in the codex, but for now), thay lose their armour save (ap3). Use the frag for infantry, krak for marines and vechicles (espeically charctors t4 or lower without a ward save, use the krak for instant death.) Hope this helps
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| | #19 (permalink) | ||
| Set Sail and Conquer! ![]() Join Date: Jun 2006 Location: Melbourne Age: 27
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I use a real mix of the two, so I can't really vote in this one. Sometimes its useful to have an autocannon, sometimes its more useful to have a missile launcher. Thus, I take both. Especially as I try and not tailor my army list against specific opponents, so I never know what i'm going to face. Quote:
Although I do like taking heavy bolter support squads, from time to time... Quote:
Also, a single mortar is cheap, a mortar support squad less so. And the main problem with a mortar squad is that if the first shot misses, more often than not, they will all miss. If you have your mortars spread out in your command squads, you are much more likely to at least score a hit. I must admit, however, I do sometimes run a mortar squad, it works well with my heavy bolter squad. And it even won a game for me once! (By killing a single chaos marine and taking their position. Funny thing is, they used their lasguns for that, and I had charged them out of cover. They didn't do a thing with the actual mortars all game...)
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| | #20 (permalink) |
| Member Join Date: Sep 2007 Location: Brisbane
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i go one or two autocannons then a missile launcher, this way you get that bit of extra kick and the option to effectively destroy tanks. however if you can infiltrate a autocannono on the rear of an enemy tank you will be laughing.
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