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The more I play and the more I think about it, the more I come to the conclusion that running dual warshrines is far superior to running a hellcannon. The warshrines almost never don't get you something good (especially coupled with FoTG) and even if they get blasted away, the effect reamins. The hellcannon, while it can be amazing, is a huge target and seems to miss/misfire more often than it is worth. What say everyone else, dual warshrines or a hellcannon?
I like to have one of each:
Warshrine of Tzeentch
+ Tough as nails, exciting to shoot, good value for points.
- Rolling stupidity, some rolls like +1 armor on a 50 man marauder block suck too.
+ Handler save is handy, good synergy with Lores of Tzeentch/Death, Miscasting is fun when you have puppet, Cheap Monster.
- Cannon fodder at times, Firing isn't that great against modestly-sized units or smaller monsters.
The nice thing about both of them is the synergies they have with magic/favor/puppet/banners that can really wreck an enemy army.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
I have never used the Hellcannon but i do love warshrines. Their buffs are decent but I use them as flank chargers or run them into big monsters or small Calvary units or chariots. Their T6 4+ armour 3+ward save can be a hell of a tough nut to crack and you can usually end up drawing combat and keep their big gribblies off you for a turn or 2. They are also great at drawing out fanatics and other hidden surprises. My only wish is that it had S5 instead of 4 I would pay a extra 20 points for that.
"my heart pump gangsta"
glad this post has been put up because i am umping and arrrrring about what to include in my MoT themed army,so it will be interesting to see what people vote for and their reasons behind it...
I voted for the warshrines simply because I have had the most sucess with those. The Hellcannon have some HORRIBLE missfires and have a worse save and it's save can only be passed as long as it has crew. On the other hand the warshrines boosts can put okay (face it our only BAD units are the ogres and the Forsaken) units heads and shoulders above most elites.
In the end the one you pick should be tuned to your list and playstyle. They are both fantastic.
Last edited by The Odor; January 23rd, 2012 at 16:49.
The hellcannon is great against whittling down hordes, provides an answer to characters and monsters (albeit an unreliable answer) and the two most important things imo, it causes leadership tests at -1 which is fantastic and works well with pandemonium, and it's unbreakable, so it can provide a good stop-gap in your line if something looks like it's going down.
i havmnt played with either as I'm just getting bk into fantasy, but i voted war shrine purely cause i like the idea of the buffs etc , and goes with my MoT army theme
In terms of fun alone, I just can't leave a Hellcannon out of my lists. I love the random, well.. CHAOS they bring to games.
Not only that, they are great at what they do when they get to do it, which is a strong "usually" for me.
Fantasy: High Elves 7000pts / Warriors of Chaos 6000pts. 40k: Eldar 5000pts / Chaos Marines 2500pts.
I have to say, I love me some Hell Cannon. The thing about the Warshrine is that it's stats (aside from the blessing ability) make you want to tarpit things with it. But it is so vulnerable to Static combat res, that it can't actually perform this role very well. On the other hand, the Hell Cannon is unbreakable, and so is more than capable of tarpitting, while also killing stuff off due to St 5 and Thunderstomp. Plus, as has been noted above, the best part of it's shooting attack is the auto -1 ld panic test that just hitting causes.
If the Warshrine could thunderstomp, had st 5, or had stubborn, this would be a much more difficult question as the Shrine would be much better, but as is, it's a no-brainer for me