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![[Post New]](/s/i/i.gif) 2008/05/05 22:00:39
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Bounding Dark Angels Assault Marine
Terra
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Hello folks.
I would like to hear the opinion of some vets concerning HK missles in Marine Mech armys. Ill be running a DA army with 4 of them.
I intend to use them en masse against a single or two targets on turn one in an attempt to cripple a priority target in my opponents army.
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This message was edited 1 time. Last update was at 2008/05/05 22:01:35
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![[Post New]](/s/i/i.gif) 2008/05/05 22:12:47
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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There's a local Tau player who uses a Skyray plus Pathfinders to do the same thing with Seeker Missiles to very deadly effect.
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![[Post New]](/s/i/i.gif) 2008/05/05 22:20:36
Subject: Re:SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Implacable Skitarii
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For the cost of the 4 missiles and the vehicles carrying them (probably transports?) you could most likely get or come close to getting a small Devestator Squad with four missile launchers in it instead. Overall I dont think that HK missiles are a valid option given the cost and single use issues.
aaagghh Ninja'd!
The Skyray is very different from the Space Marine HK Missiles, yeah they have the same stat, but the tau ones hit on two's and don't need LoS. Also the Skyray is a bargain at it's points even without the seekers so you don't really lose out when you run out of missiles, the space marines have to pay for them seperatly and their vehicles are no where near as durable as a Tau Skimmer.
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This message was edited 2 times. Last update was at 2008/05/05 22:25:18
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![[Post New]](/s/i/i.gif) 2008/05/05 22:42:27
Subject: Re:SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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The Seeker Missiles might not need LOS and hit on 2s, but the guys firing Marget Lights you need to hit first don't get those benefits. Seekers first need a 4 to hit, and if that passes, they need a 2. Hunters just need a single roll of 3 or better. Seekers do have the benefit of not being used up if that initial 4+ misses though.
And if the plan is to take vehicles for the sole purpose of putting Hunter Killers on em, yeah, waste of points. I'd assume they're being put on tanks he's already taking. They're what, 10 pts each? That only replaces a couple of marines to load out all his tanks with em.
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![[Post New]](/s/i/i.gif) 2008/05/05 23:47:11
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Executing Exarch
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15 each.
Looking at his list, I'd say (and have said) that there are better things he could do with those points. I'd rather spend 30 pts. substituting lascannons for three Tac squad MLs that will fire every turn than two HKs that will fire once if at all (because it's entirely possible that you'll lose first turn and get the Rhino/Razorback popped).
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2008/05/06 00:16:33
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Sneaky Kommando
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I've used HK's in the past with mixed results. Nowadays I shy away from them in an attempt to make the rhinos less expensive. Also, if you are uing the transports as a transport there is a good chance you are going to be moving 12" a turn until you get your marines where they need to be, which would deny you the use of the HK.
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Epic Fail |
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![[Post New]](/s/i/i.gif) 2008/05/06 19:09:16
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Rampaging Chaos Russ Driver
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don't use em' big waste there
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[FONT="Times New Roman"]Those who fight monsters should take care that they never become one. For when you stand and look long into the abyss, the abyss also looks into you.[/FONT] |
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![[Post New]](/s/i/i.gif) 2008/05/07 15:36:29
Subject: SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Fixture of Dakka
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As much as I need long range anti-tank for my Sisters, I can't justify HK missiles. On Exorcists I can't move and fire them with the main gun, which means they have to sit to get the shot off (they never live past turn 2). On lighter tanks the HK rarely would fire due to needing to move over 6".
I could see them being half decen on say a Landraider or Predator, but 15 points for one shot is a bit much. I agree that marines can do better, and do it over and over. If they got a price reduction to 5 points, then they would often be worth taking. Or if they could always fire reguardless of distance moved.
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![[Post New]](/s/i/i.gif) 2008/05/07 15:47:46
Subject: Re:SM Hunter Killer Missles (opening VOlley) Yay/Nay opinions!!!!
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Legendary Dogfighter
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In agreement, waste of points, especially for marines. If you're desparate for that extra ML split a tactical and take two that way (If the current rules still allow that). Guard.....maybe, Marines a simple nope.
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