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Made in us
Devastating Dark Reaper





Should I take EML/Scatter Laser or Star/Shuriken Cannon?

Please help.
   
Made in gb
Horrible Hekatrix With Hydra Gauntlets




Well, both of those configs are a bit hodge-podge, wiht 1 anti-infantry and 1 anti-meq/vehicle. I'd take 6 scatter lasers, for 24 S6 shots a turn, of 6 EML for 6 templates/antitank shots.
VH
   
Made in gb
Towering Hierophant Bio-Titan



UK

I think I know where the OP is going.. I had the same problem. Basically, just incase you didnt realise - the war-walkers weapons both count as singular weapons. Unlike the wraithlord where getting a second identical weapon will make the first twin-linked. So you can get two shuriken cannons & fire both seperatley (Both at the same target obviously)

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Longtime Dakkanaut





Indiana

Shuriken Cannon and Scatter laser or double scatter laser.

Theyre going to die and are BS3, theres no reason to put an EML on them as it is as good as putting it on a guardian platform. Starcannons are crap even when twin linked on a serpent.



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Made in ca
On a Canoptek Spyder's Waiting List




twin scatter lasers. because of mass fire and good strength they can kill meqs and the own up orks and other hoard armys

3000pts
1000pts
1000pts 
   
Made in us
Executing Exarch





Los Angeles

In the end, there are only really 2 configurations that really win out for war walkers. Those are twin scatter lasers and twin missile launchers. Let me explain why.

First off let’s look at mixing weapons. In general this is a bad idea. Having different weapons gets you into all kinds of trouble. You may end up with both anti tank and anti infantry weapons in the same squad. If this happens you waste anti tank fire power on infantry and you waste anti infantry fire on tanks depending on what you're shooting at that round. In the case of mixing weapons of the same role, you still get a lot of problems. The new wound allocation rules allow your opponent to allocate wounds however is most advantageous to them. So if you mix something like star cannons and scatter lasers then you will often end up killing fewer models than you should due to your opponent stacking as many star cannon wounds onto as few models as possible. The final mismatch you can run into problems with is range. When you buy shuriken cannons or missile launchers you end up straying out of the 36" range zone that all the other weapons have. In the case of the cannons, you ruin your ability to do damage outside of 24 inches and you put your walkers at much greater risk of being destroyed by being so close to the enemy. In the case of missile launchers, you are paying points for that extra range and it's a bad idea to waste it by forcing yourself to be closer so that both of your weapons can fire.

So with all that said, you can see why mixing weapons is a bad idea. So let’s look at pairs of various weapons.

Shuriken cannons: These are the least expensive of all the weapons you could get. They are also the weakest overall. The biggest drawback is the fact that they only have a 24" range. This means you end up being in range for way more enemy weapons when you are in range to use your own. This generally leads to your war walkers ending up as scrap very very quickly. I don't recommend using them

Scatter lasers: These are both cheap and effective. The massive number of shots (1 more than the shuriken cannon) mean that they can brute force their way past cover and armor saves by weight of numbers. The range of 36 also keeps them a good distance away from the enemy. This is the setup I use most often.

Star Cannons: These days, star cannons are just too expensive for what they do. With only 2 shots each, they don't have the volume to get though cover saves. However, they are still the best thing around for killing heavy infantry outside of cover. Math wise, you need to shoot at MEQ's outside of cover 33% of the time for star cannons to equal scatter lasers in killing and slightly more than that for them to be worth their point cost. I find that I don't shoot at targets out of cover that often so I stick with the scatter lasers.

Bright lances: These guns are way too expensive for what they do. They also only have a 36" range which is a bit low for dedicated ranged anti take weapons. That and you would have to buy too many of them in a war walker squad to make things work out well. So best to leave the bright lances to other portions of your army.

Missile launchers: These are the other good option for war walkers. They are expensive, but can be worth it. The 2 modes of fire mean that you can take on both anti infantry and anti tank roles with the squad as needed and perform both rather well. The missile launchers also have the added benefit of being the only 48" range weapon available. This added range does wonders to both improving the selection of targets you can reach and keeping you out of range of enemy return fire. Both are extremely valuable attributes.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Longtime Dakkanaut





Two scatter lasers on each war walker.

Run 3 squads of 3 each and shoot away.

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Devastating Dark Reaper




But the box they are coming in shows these as ways to build these machines. Why do all of you think GW makes bad configs? Can they not play even their own game?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd take scatter lasers all the way.
Three guided Warwalkers can be a pain.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Devastating Dark Reaper




What if are there 6 guided and fortuned war walkers, is that to be more painful you think?
   
Made in be
Skink Chief with Poisoned Javelins



Belgium, political ass-end of the old continent

Scatterlaser galore. Just try it and see whatever you are shooting at drop like flies with a bad case of the heebeejeebees!

I can bend minds with my spoon...

KingCracker wrote:PanzerSmurf, you win the trophy for most accident posts ever. Dear lord man!
 
   
Made in us
Devastating Dark Reaper




I have 3 squads of Warwalkers and each squad has 6 of the same gun yet no two squads share the same gun. Am I a maniac or what?
   
Made in gb
Towering Hierophant Bio-Titan



UK

Well..what the rest of your army doesnt have in spades. Usually you can field alot of str 6 firepower from shuriken cannon/scatter lasers vypers, serpent, support weapons/warp spyders/shinning spears/death jeasters/jetbikes. So there-for Id lean towards EML's. Give them a farseer, put farseer in ranger sqaud for protection. Guide/fortune the warwalkers (have the ranges infront by the max possible dist while still in cover) and shoot the rangers at watever.

Basically What Phoenix said.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Scuttling Genestealer





I have to say that it has been nice to have the EMLs but scatter laser for the win! when you guide them, its ridiculous!
   
Made in us
Scuttling Genestealer





the box only comes with one scatter laser....
   
Made in us
Longtime Dakkanaut





Indiana

That is so you can buy six and also make a 6 starcannon unit

Or make the box configuration



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