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So, going through my list and posting it up on the forums, a question entered my mind. I currently have a team of 2 broadsides, one leader and one follower, in my squad. Should I take a third broadside to max out the team or should I instead save those points for an other broadside team or a hammerhead.
The reasons I thought of for only taking two is that the dynamic doesn't change much for 3 members. At 1, you have 1 really good anti-tank shot, at 2, you have the ability to have 2 anti-tank shots at two different targets, but at 3, you just get the benefit of an additional shot at one of the two targets. Is that worth it's points, or should I get 2 teams of 2, for four different shots at four different targets, or a hammerhead, for 3 at 3?
It depends on how greedy you are. I would rather have teams of 2 and just nail 1 target with both. I like to play it safe and maximize my chances of destroying what needs to go down ASAP.
I would NEVER use 3 broadsides in one squad, its just too many points invested into too fragile of a target.
I would advise you to take a 2 man squad, advanced stabilizers on both to let them shoot on the move, and with a target lock on the squad leader so each broadside can fire the railgun at a different target. I would also consider blacksun filters for them as night fighting can play a toll on your range.
When ever I run them I run a squad of 2,
Tear leader with hardwired drone controller (2 shield drones) hardwired target lock and advanced stabilization systems, and another broadside with just advanced stabilization systems.
Shield drones give some nice survivability to the unit soaking up the ap2 that will end up popping up near them, as well as a couple of hits (that assays seem to do better than the suit itself in HtH)
On light targets you can split fire and engage a couple of things at once rhinos and chimeras should get knocked around a fair bit with this load out, and on the harder targets group fire for killyness.
It's always nice being able to shoot at a tank and an IC who for some reason isn't in a squad.
Just my 2c
A 2-suit unit is the most efficient, points-wise. But I do sometimes run 3-suit units. It depends on the list and what I'm trying to accomplish. My dice are bad enough that I always like having extra railguns. If you really really like hammerheads, and already have the points to run a 2-suit broadside unit AND those 2 hammerheads and still have points to burn ... there are worse places to put them than in a 3rd broadside.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
in my list i use 3 but 2 would be better point wise
If I have an open heavy slot, and I have 2 broadsides, I'll take a railhead. If I have an open heavy slot, but I only have one broadside, I'll take another broadside...not sure whether it'll join the existing broadside (costs a bit more in terms of upgrading to take the hardwired target lock, but it also puts both broadsides inside a single kill point...taking them separately saves points, but adds a KP) or run it as a separate unit (even if they deploy together). The big upside of separate units is that you get to see the outcome of the first BS's shooting before declaring what the second broadside is shooting at (with one unit and a target lock, you have to declare what each model is shooting at before resolving any shooting). Anyway, the ideal (to me) heavy support loadout is two broadsides and two railheads. That way, the broadsides can split their fires, and each of their targets can be reengaged by one of the tanks, if required...With two railheads in support, you can even split their fires if one of them is shooting at a land raider or monolith, since you have two more railguns waiting in the wings!
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