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I'm really interested in seeing peoples thoughts on missiles and which is the most competitive.
So post your comments for all to hear.
I can't figure out why monoscythe missile is even offered. According to the razorwing you have to upgrade for necrotoxin or shatterfield which means it's probably better.
Necrotoxin lets you wound T5 and up on 2+ and causes pinning while Monoscythe can damage vehicles and will instakill T3 characters.
League Stats: Orks 4W-1L-1T, CSM 4W-2L-0T, Dark Eldar 10W-6L-4T, Tau 3W-1L-1T, Blood Angels 4W-1L-1T, Imperial Guard 2W-1L-0T
Tourney Stats: Blood Angels 6W-0L-0T, Dark Eldar 2W-1L-0T
Has anybody tried implosion missiles yet? they're expensive but could be great fun against death star armies.
I actually think all missiles are quite balanced. The monoscythe seems the weakest though, but both the necrotoxin and shatterfield seem very good. The implosion missile is a bit too expensive for my taste, but could prove very useful against certain lists.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
Heres the thing. I go by the strategy of I don't expect my vehicles to last long. Therefore I will be shooting all 4 missiles on the first turn available. Monoscythe missiles are outclassed by necrotoxin and shatterfield in my mind. If I'm going antimech I choose shatterfield because of the higher S. If I'm going antiinfantry I choose necrotoxin because I wound on a two and pinn which is more important than double toughing.
Both are anti infantry weapons (i hope you're not firing them at monsters anyway, 1 hit even wounding on 2+ that is only AP 5 isn't gonna phase something like a fex) with this in mind most of your targets will be T 3/4... if this is the case the S 6 monosythes will wound on a 2+ as well.
This means in my mind atleast the 2 missiles are equal in wounds caused vs their main target, now the advantages on having a S value:
S 6 allows for ID of T3 characters, it also denies FnP on T3 targets (say other dark eldar, guard command squad with medics etc) and in a pinch can down AV 10 vehicles, the necrotoxin is not capable of any of these.
The toxin missile on the other hand has pinning, can be useful but in honesty i'll be picking the largest enemy unit i can and drowning it in missiles (fire them all before my AV 10 fighter explodes).. i don't expect there to be anything to pin.
The only infantry target i can see necrotxin being better against are wraithguard, something that an army full of poisoned small arms and 4+ wounding P weapons shouldn't be that worried about anyway.
I'm probably going to take 2 razorwing fighters, 1st turn they will pick the largest concentrations of infantry based firepower and drown it in S 6 templates (my friends longfangs spam is gonna hate me)
The main weapon of a Voidraven makes pretty much a tank/monster-killer. Looking that the shattershard missile I can't see any reason why you'd opt for anything else. S7 means you can actually take out light-vehicles + re-rolls to wound(and you still wound on 2+ on anything with T5 or lower). In this regard you're looking at a very high number of successful rolls to wound. Same goes for the Razorwing, regardless if you go Lance/Dissie.
Shattershards all the way, be it on Voidravens or Razorwings.
Last edited by danceman; November 24th, 2010 at 14:09.
""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.
agreed. If I'm rocking the razorwing then monoscythe missiles all the way because there is no need to spend the extra points. However on the Voidraven where i pay for missiles I will normally be rocking the shatterfield