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I will be playing my friend in a 3000 pt game, he is always O&G. He usually does a lot of damage during his shooting phase( 2 bolt throwers, doom diver, and rock lobber). I am taking 3 hell cannons. Should I aim at his war machines; possibly destroying them or getting them to panic and not shoot the following turn. Or should I am aim at the horde formation with the BSB (NG with nets and fanatics) in order to do the most kills. I was leaning on focusing all attacks on the doom diver first, then the bolt throwers. My list is:
lvl 4 soc lord: armor of destiny, blood of Tz, and Conjoined Homunculus
in with 18 warriors of TZ fc, and Blasted standard
exalted of Tz: collar of Khorne, charmed shield, and stream of corruption, halberds
in with 49 chaos marauders of khorne with GW and chieftain ( 10 X 5)
exalted of Tz: tal of preservation, and iroc curse icon
in with 49 chaos marauders of khorne, with GW. ( 10 X 5)
20 chaos marauder of khorne with GW
6 Chaos knights of Tz with the Banner of Rage
5 marauder horseman with throwing spears and flails, mus
3 units of 5 warhounds
at 3,000 points, I would have at least 6 units of 6 warhounds for screening purposes.
I have never had much success with hellcannons. They are too volatile for the investment. They however make the finest paperweights I own.
You should have a Battle standard Bearer. rerolling those steadfast break tests is sweet, laong with your sorcerer's stupidity from the Homunculus.
3 Hellcannons might be overkill. WoC isn't a shooty army for a reason... Get a few marauder horsemen to move up with the vanguard rule, and you can harass his war machines by turn 2..
5000 pts of WoC, 5000 pts of Orcs and now 3000 pts of Ogres...What was I thinking ????
I wouldn't bother. I've never liked Hellcannons - they've always been out of place in a Chaos army since after turns 2-3 they're utterly useless since the majority of your army will be in combat (thus making it risky to shoot with them).
I'd rather sink the points into magic or knights - they both support the army very well and remain consistently useful for all 6 turns. Those sorts of units can keep the pressure up on the enemy and give them one more problem they can't ignore, which can't be said for the hellcannon.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
I love my hellcannon. I just let it sit back and do its thing. you don't need to leave anyone behind to protect it because it protects itself. Last time I played against orcs and gobbos I dropped a rock (soul) on top of an orc unit which was in front of his stone thrower. They then panicked, running through the stone thrower which also made that panic. So there's an idea for you. If he has units in front of his war machines then target those units and hope for panic. But 3 hellcannons....... too much. I would stick to just 1.
One of the exalted hero's is the BSB and the other is the general. I forgot to write that in the original post. I wanted to try to eliminate the war machines, using the warhounds more for drawing and sitting on the fanatics. I never have any luck getting around his units and into the war machines, he brings too many models to the table. I felt since the hell cannon is a large target I will have los to the war machines. I also love the hell cannon in cc.
With a BSB and a General around, you won't have much luck panicking his regiments. If you could knock down the general, you'd be golden, but the best way to do that is to just hit him with magic or a good old fashioned axe in the face.
I've gone from using my HellCannons as a long-range weapon, to using them as close-fire-support. The thing is great in CC, so my tactic has been this:
Turn 1- shoot.
Turn 2- march to catch up with the rest of the army
Turn 3- shoot
Turn 4- get into combat if able
Obviously, if you frenzy for a turn that you would have shot, fire next turn and continue. I usually only use the cannons to target things that I would usually hit with magic, and on targets of opportunity. That means warmachines and flankers first, then go for regiments that might be easy to panic.
Most WoC players don't use their cannons as monsters- they try to use them as artillery. This just means that my enemy has no idea what a cannon can do in combat. I laughed with glee as my opponent thought he would easily catch my cannon with his flanking Fast Cavalry. The cannon and dwarves simply ate the regiment without flinching, and then continued on with its mission!
I myself also love hellcannons. I only own 1 but have thought about getting a second and plant one on each flank. 3 might be overkill im thinking 2 would be best. Also whats up with that one unit of 20 marauders with GW. I assume thats 5x4, they arent for killing so I would give them shields or if you dont have shield models drop them for something else. I use my hellcannons in a similar way to sarathai. As for what targets to pick, I wouldnt target to panic unless it was away from the general, bsb, or both. As for blocks, i wouldnt go for weaker infantry like night goblins but if he had some black orcs sure. And also might as well put an edge of the template over a character base, because it might give you a better chance to scatter off, but the 1/6 fail of look out sir is worth it to pop a hero. As for artillery whatever is threatening you the most, however it can scatter off it so easily 1/3 chance its a hit then 5/6 chance it doesnt misfire so i probably wouldnt go for them too much.
unless im mistaken i think you can only take at best 2 of the same rare. That aside i think having 2 would be plenty. With the way charging is now you should be in combat by turn 2 or 3.