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As of right now, I have three Lascannon Platforms and three Heavy Bolter Platforms. I have to build three more to build and as of right now, I honestly cannot decide which one to pick.

My army constists of 80 guardsmen, Basilisk, 2 Leman Russ's, Griffon Mortor, Hellhound, three lascannons, 3 heavy bolters, 10 Stormtroopers, 2 junior officer squads and one HQ squad.

My frequent opponents, and play most against in this order, are

1.) Necrons
2.) Tyranids(Very close with Necrons)
3.) Eldar
4.) Orks
5.) Blood Angels/Thousand Sons

We usually play around 1500-2000 point battles.

Any suggestions would help. I love how autocannons look, but against Necrons and Tyranids they are not very efficient. Against Eldar they are pretty nice, but will still need 5's to get a glance on armor 12.

Any suggestions would help! :yes:
 

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Well, you definitely got your anti-personell weaponry down. I would go with another 3 las cannons. You'll really be wishing you had em when you're staring across the field at a monolith/hive tyrant/carnifex/land raider/terminator. Never hurts to have more AP 2 weaponry laying around.

In 2000 points I take 3 squads with 3 lascannons in each (because I love lascannons, and because its the favored heavy weapon of Mordians). Your leman russ's, basilisk, griffon mortar, hellhound, and heavy bolter squad will be able to take care of most troops, but they wont do much against hive tryants, and you may even be hard pressed to kill terminators.

Now, if you have a lot of lascannons in your basic guard squads already, then I would suggest taking them out and puting them in their own squad by themselves, and then adding some heavy bolters or autocannons to the basic squad. People say its risky to take heavy weapons squads, and it is, but if you protect them enough, then they will REALLY pay off. One huge advantage of having a heavy weapons support squad with 3 cannons is that you wont waste 8 lasgun shots at a land raider when you fire your basic infantry squad's ONE las cannon. It's very important to group your weapons fire when playing IG.
 

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I might suggest missile launchers, too. The basic krak missile will instakill necron warriors with no armor save and still have a small chance of popping a monolith. Against nids, you can still put a hurting on his TMCs and then switch to frag missles for blasting big groups of his squishier bugs.
 

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Dawn Under Heaven
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Ylide said:
I might suggest missile launchers, too. The basic krak missile will instakill necron warriors with no armor save and still have a small chance of popping a monolith. Against nids, you can still put a hurting on his TMCs and then switch to frag missles for blasting big groups of his squishier bugs.
If the Nid player convieniently places them close together. Which in my experience, never happens.
 

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Missile launchers are great and all, but the +1 strength and 1 lower AP of the lascannon makes it far superior IMO. Krak missiles are almost entirely worthless against terminators, monstrous creature. And don't count on it taking out a monolith. with the new blast marker rules, you'll be hard pressed to get more than 2 hits per frag missile.

Missile Launchers vs. las cannons is a subject that the IG community seems to be very divided on. IMO, las cannons are way better.
 

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Neferata said:
Missile launchers are great and all, but the +1 strength and 1 lower AP of the lascannon makes it far superior IMO....And don't count on it taking out a monolith .
You are right, ML are not as good as laser for Tank hunting.

But Marneus has already plenty of decent AT: 2 leman russ, 3 laser cannons and a basilisk to deal with Monolith and other LR.

In this case i'd love the versatility of ML, since they can be decent AT or AP whenever you need.
Lasers vs orcs and tyranid troops are bleh.
 

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Triumph Of Man said:
If the Nid player convieniently places them close together. Which in my experience, never happens.
Unless they're lazy, and just moves them in a big pile. My brother did that with Eldar Guardians, and a single Incinerator shot ended up killing 9 guys.
 

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Son of LO
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One of the first things I look for when setting up my army is whether my opponent has any blast template weapons at all. If I see that he even has a couple template weapons, then I spread my troops out.

Any good player does the same thing that I do when setting up, which makes the Missile Launcher a much less valuable weapon.

I've been playing for years and years and the only players that I've had Missiles Launchers work really well on, are the noobs or the people who accidentally make a mistake while playing. I don't plan for either, so I always take Lascannons instead.

What I'm trying to say is that you don't need the ML's. Instead, use the Heavy Bolters to take care of infantry and use the Lascannons to take care of tanks and Terminators. It works really well, and has helped me win many games.
 

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Monkey Pirate
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missle launcher. And bull, frag rounds rule ( almost as much as morters ) my guard army managed to with like 5 missles inflict over 15+ wounds on an ork mob once. ( my record for morters is like 25 from 3) any weapon that was a high yield of shots like heavy bolters or auto cannons, or a blast, missles morters though these i only add in if i got points to spare usually. Lascannon teams in my opinion aint that great ( sure you got s9 ap 2, but your only avraging something like 3.45 ish hits a game for a really expensive weapon)
 

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Right, missile launchers can be used to good effect, but as already stated, most players SHOULD keep their units spaced apart in such a way as to not give you more than 1-3 hits with a single frag (unless there are extraneous circumstances such as deep striking/a unit being entangled outside a wrecked vehicle).

If your opponent keeps their units spaced that close to each other, then they deserve to lose a lot of men...it's just not smart to bunch your men together against a blast template army.
 

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Monkey Pirate
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also use the extra weapons they give you and just convert some men, you don't realy need a big base, look at the onld heavy weapon models for example, this cuts down on a ton of money.
 

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I'm going to go against the trend and suggest Autocannons! With 2 shots they make great light tank killers and they can still serve an anti-infantry role. If not that I would go with the popular choice of Lascannons - as you already have sufficiant light fire support from 3 bolters. Personaly though I leave it at a Lascannon squad and a Heavy Bolter squad, then go spend the points elsewhere.

There was also a big debate about support squads not too long back. You might want to read through and get a jist of the key points as we run a risk of just rehashing that argument here.

http://www.librarium-online.com/forums/t57978-support-squads.html
 

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You're right, autocannons aren't to bad of a choice either. I take a couple for my line squads in every game myself.

Greenbeard makes a great suggestion. It is far better IMO to mount each heavy weapon crewman on a separate base (there is nothing in the rules against this). It allows you to space your weapons teams farther apart and in different formations to allow greater protection against blast templates and the like.
 

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Id have to say more lascannons since 6 is the number i field.
however if you tend to do okay vs enemy tanks then id look into some autocannons.
autocannons decent rate of fire makes them okay for anti infantry. however the real niche of auto cannons is anti ligth vehicle with its 1 lower then a ML shot and high rate of fire.
 

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Autocannons are great for takin' down pasky land speeder squadrons.
 
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