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Made in us
Cold-Blooded Saurus Warrior






I'm starting off a Tallarn army and I wanna purchase a Heavy Weapon Team from Forge World model but I'm super new with this team.

Are missile launchers reasonable? What are reasonable options for the Heavy Weapon joining my units and why?

This message was edited 2 times. Last update was at 2013/06/16 02:17:35


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The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. 
   
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Lone Wolf Sentinel Pilot





killeen TX

It is a question of what you need it for.

Las cannons = 3 S9/ ap1 shots
Missile launchers = 3 S8/ap3 shots.
Auto cannons = 6 S7/ap4 shots
Heavy bolter = 9 S5/ap4 shots.

I go with auto cannons due to all around play.

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Made in us
Cold-Blooded Saurus Warrior






IDK what I need it for... For now they will just go in my Vet. squads in a 500 pt. list.

(I love the looks of the Tallarn missile launcher, but I will try to have that not affect my decision!)

This message was edited 2 times. Last update was at 2013/06/16 02:31:08


Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids

The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. 
   
Made in us
Lone Wolf Sentinel Pilot





killeen TX

If you like the look of the missile launcher, go with it.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
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Sister Vastly Superior



canada

I think you will find autocannon and missile launchers are more flexible and can pull double duty ie anti vehicle and troop where heavy bolter is really antitroop and lascannon is antitank.

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Booming Thunderer





well it depend on what your going to vs if your going against allot of tanks take a las cannon but iff your vs anoher imperial guard army take the heavy bolters vsing space marines take missile launcher

This message was edited 1 time. Last update was at 2013/06/16 03:00:36


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Made in gb
Sister Vastly Superior




Does your list lack AT? Go lascannon
Does yourlist lack anti infantry? Go heavy bolter
Are. You fine for both? Go Missile launcher (ac is fine, but you like the looks of the ML)


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Dour Wolf Priest with Iron Wolf Amulet






Canada

I actually find 2 squads of 3x Mortar to be fun for trollin' objective campers.

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Boom! Leman Russ Commander





Please don't take the missile launcher. It's so terrible, and so over costed. It's not an all rounder, it sucks at everything.

You're playing guard specialise. Bring a weapon for a job, then bring another squad with a weapon for a job then bring another squad...you get the picture.



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Made in us
Highlord of Terra






 Griddlelol wrote:
Please don't take the missile launcher. It's so terrible, and so over costed. It's not an all rounder, it sucks at everything.

You're playing guard specialise. Bring a weapon for a job, then bring another squad with a weapon for a job then bring another squad...you get the picture.


This.

Mortar = useless. Too little damage, can't use your other guns if you're shooting at targets out of LOS.

Heavy bolter = useless. IG have plenty of anti-infantry shooting already.

Autocannon = marginal. It's cheap, which is good since veteran squads are usually moving to bring their melta/plasma into range and your heavy weapon will have to snap fire, but don't expect much.

Missile launcher = useless. Mediocre at best against any given target, good against none. Marine armies only love them because they're cheap, IG pay full price for half a weapon.

Lascannon = good. Expensive but good against everything you need a heavy weapon to be good against.

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Made in au
Sure Space Wolves Land Raider Pilot





If you advancing drop heavy weapons in vet squads. they are a waste of points.
you snapshot with them all the time and add a 60mm base to the squad that can be hard to place and makes a big target.

Use them in a HWT, or camping vets with 3xsnipers and camo cloaks behind an aegis

If you camping they work well, put them in cover, in range of orders. Bring it down for twin linked, Fire on my target for re-roll cover saves.
Add a lord commissars leadership bubble and their gold.

Lascannons for vehicles/monstrous creatures.

Missile launchers are great all rounders. Use kraks on vehicles/MC/3+ Meq. Frags on blobs to get more hits.

Autocannons are good for light armour and light infantry, crap against marines. you get the wound on a 2+ but they still get an armour save.

Its either 1-2 kills with a las/missile team or ~4 maybes with autocannons.

Heavy bolters and mortars are the guards usual bucket of dice option for anti-infantry.





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Angry Chaos Agitator




Portland, OR/Aghanistan

All the heavy weapons teams. Bring all of them. multiples of all of them. Basically, all the guardsmen you can.
   
Made in ca
Cog in the Machine




Canada,eh

You said these weapons are for a 500pt list so the standardresponse of Lascannon doesn't nessecarily apply. For low point games Missle Launchers are a fairly good option as you're highly unlikely to see AV13+ unless you get TFG for a night.
Also once you're playing at a higher pts value and a new codex comes out for IG you might just want those Missle Launchers for AA Flak missles.

If you plan on moving your squads tho just get heavy Bolters so your snap shots have a chance of hitting. Because hey even one shot of Str5 AP4 is way better then a lasgun.




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 Gibblets wrote:
You said these weapons are for a 500pt list so the standard response of Lascannon doesn't necessarily apply. For low point games Missle Launchers are a fairly good option as you're highly unlikely to see AV13+ unless you get TFG for a night.


Except that AV:14 is very common in 500pt games. I don't think I've ever been to a 500pt game without my demolisher. That's not being a TFG, that's using my army in the best way possible. Also the argument that you won't see AV:13+ isn't an argument for the missile launcher, you will be better off going with an autocannon.
The ML is over costed, and is reliant on number of shots to kill vehicles and models. Shame it's a one shot weapon.

If you plan on moving your squads tho just get heavy Bolters so your snap shots have a chance of hitting. Because hey even one shot of Str5 AP4 is way better then a lasgun.

This makes no sense. At all. BS1 is BS1. It doesn't matter what gun you're firing. If a lascannon or autocannon are better at BS3 than a heavy bolter, they're better at BS1 too.

One point I'd add is that an autocannon can help a vet squad if they're moving. If you fire it, you allow your plasma guns to hurt models in the squad you fired at that are over 24" range. Not something I'd always include, but certainly something I'd put on the squad if I had 10pts left over.


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Ork-Hunting Inquisitorial Xenokiller




MLs are flexible weapons who can fire a S8 shot to take down light vehicles or marines, or a blast to take out infantry horde.

Autocannons are for light vehicles and most xeno armies thanks to the AP4.

Mortars are good against basic Orks (since it,s AP6) for the rest, you got to rely on the pinning quality, but that's shaky at best. They can fire without a LoS, just that you run the chance of scattering rather heavily.

Lascannons are your dedicated anti-vehicle weapons or terminator killer, thanks to AP2.

Whatever you take, you can get their efficiency through the roof with orders, that would actually be a bit more important, as you can effectively negate their cover advantage or get some twin-link goodness...and with BS3 twin-link is a Godsend.
   
 
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