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Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

While I was of the school of thinking that pintle mounts (at least for SM) weren't usually worth it (multi-meltas excepted). However, I recently played a game against a mech army with a considerable amount of pintle mounts on her rhinos and razorbacks.

When I asked her about it, she explained that the extra pintle mounts weren't only there to provide some extra offensive punch, but were also there to keep multiple weapon destroyed results from immobilizing her transports.


I'm still not thoroughly convinced that this is an adequate use of points. Does anyone have experience with using pintle mounts in this fashion?

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Excellent Exalted Champion of Chaos






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I run combi meltas on my rhinos.

They are nasty and have surprised so many people.

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Fixture of Dakka





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interesting idea, but it might get pricey for a Mech list!

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Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

alarmingrick wrote:interesting idea, but it might get pricey for a Mech list!


That's what I think as well.

It might be better worthwhile if only put on transports that you absolutely needed to stay mobile.

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Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

Any ideas on this would be good I have always considered Pintle mounts to look good on models but achieve very little in the game.

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Daemonic Dreadnought





Derby, UK.

It depends. Rhinos come with a pintle moutn included int he price anyway (Sm and CSM anyway). They can do a little damage on the way up the field as they can fire even after the tank has moved 6"

one bonus about the pintle mount is that it has a 360 arc of fire. Also it "count as" an AA mount so you can fire at flyers using your normal BS instaed of needing a 6 to hit.

Also, as stated, they add a little durability by increasing the amout of weapon destoryed results you can take before you get immobilised and/or destroyed.

Finally, with the CSM pintle bolters, they can deliver a nice 2 bolter rounds at 12", with re-rolls to hit. As has been said above, you can also upgrade them with a combi melta for that surprise punch. hwo many people woudl be worried about that rhino rolling past their tank/IC?

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Boom! Leman Russ Commander






Oslo Norway

I think it is worth it for CSM, as they have such cool pintle-mounts. Havoc and combi-weapons are both worth the pts IMO

   
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Plastictrees






Salem, MA

I think pintle storm bolters for DA (and maybe BT) cost only half as much as in the vanilla space marine codex? When they cost so little, it seems like a no-brainer to spam them in mech lists. I know I would definitely add them to my mech list if they only cost half as much.

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Grim Rune Priest in the Eye of the Storm





Riverside CA

Here are ways to abuse a Rhino with a extra Pintel Mounted Storm Bolter
-Get two Marines in thier with Storm Bolters, this gives you a moving firing platorform with 4 Stombolter running around. that 8 Range 24 shots.
-I like puting Grey Hunters with 2 Pintle Mouned Storm Bolters and 2 Plasma Guns, this basical turn it into a M113 ACCV
Extra Armor and Missile and it can make a mess if IG units.

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Regular Dakkanaut



Eastern USA

Good for Transports, obviously, as it keeps them mobile.

I wonder, are pintles worth it on one-weapon-wonders like Vindicators? I considered putting Havoc launchers on my CSM Vindis so that even if they lose the big gun they can at least keep shooting something.

Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
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Riverside CA

A Storm Bolter and a Hunter killer missile are good on Vindicators
-More Weapons to ber destroyed and give you somthing extra to fire

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Homicidal Veteran Blood Angel Assault Marine





Massachusetts

Anpu42 wrote:A Storm Bolter and a Hunter killer missile are good on Vindicators
-More Weapons to ber destroyed and give you somthing extra to fire


I never quite saw the point in doing that honestly, it's not as if my opponent is going to pick my stormbolter instead of the cannon, and once the cannon is gone the unit has lost its main usefulness. For a transport however, then yes I can see the thought behind putting an extra weapon on it to suck up those glancing hits.
   
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Grim Rune Priest in the Eye of the Storm





Riverside CA

True you wont loose the stormbolter 1st, but other than take shock and cover once you loose the Cannon it is just a mobile peice of terrain
If you have the stomr bolter you can still shoot up cammand squads and stuff. a turn or two of that and resorses will be put intaking it out, and vindies can be hard to kill

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Daemonic Dreadnought





Derby, UK.

It's important to note that both SM and CSm rhinos coem with a pintle mounted gun included in the wargear for free.

Took me a while to realise that so i have started mounting second pintles on my rhinos.

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Bryan Ansell





Birmingham, UK

I used to add 'weapons destroyed' insurance to my LRBTS and chimeras but started dropping them as the toll on points was too great.

I may add a few on high value transports or armour if I need to and only then if points are spare.
   
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Boosting Ultramarine Biker



Saco, ME

I used to buy HK missiles and extra pintle stormbolters on all of my vehicles under the 4th Edition Marine Codex.
I rarely do so in Fifth, largely because of the cost. I would rather give all of the sergeants in my army meltabombs than buy a couple of pintle stormbolters.
It's a lot of points for insurance against ONE of six damage results (on a pen), or one of four on a glance. And a single stunned result silences all those guns anyways.

Now, ask me about HK missiles, and I might change my tune

 
   
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Daemonic Dreadnought





Derby, UK.

ok......


so, what's with HK missiles?

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Grim Rune Priest in the Eye of the Storm





Riverside CA

It's a Unlimited Range One Shot Krack Missile
Drop 3-6 of those on a Vehicle, MC or Coomand Suqad in the opening turn[s] and watch the carnage

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Can you drop more than one on any tank? i thought it one per tank.

Although thinking about it, itmight nto actually say that in the rules.

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In the SW Dex it just says that it is a extra Weapon. The only Restiction is that they are One Shot

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The only entry that can take more than 1 H/K missile is the Ironclad, who can take 2. Every other vehicle entry says "-A hunter-killer missile...+X pts"

Although I do know someone who had some success with the Ironclad Alpha Strike. 6 Ironclads all lobbing two H/Ks in the first turn.

 
   
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Derby, UK.

That woudl be pretty nasty.

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Riverside CA

Another thing to look at.
Yes a single Storm Bolter will not change much, but if you come out with 4 Razorbacks, 2 Rhinos, and 2 Dakka Preds all with Srom Bolters, that a lot of Firepower out there.
Give all of them HKs and then think of that Smug Hive Tyrant

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Stubborn Dark Angels Veteran Sergeant





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As mentioned above, they're definitely nice on DA rhinos. You can have a 2-Storm-Bolter Rhino for 40pts, and then put a vet squad in it with another couple of storm bolters for 8 shots at 24"... it's not quite as good as a couple of assault cannons, but it still makes a mess of light infantry.

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Boosting Ultramarine Biker



Saco, ME

Yes, the Hunter-Killer Alpha Strike is really only viable in a Mechanized Marine force, due to the BS4. IG can have more tanks, but suffer from the BS3 rating. Plus, with sooo many Chimeras on the table, the cost for the HK missile stacks up. The cost is the same for an HK no matter what you put it on (Marine or IG).

Typically, you tack a single HK (as mentioned, only the Ironclad can have two) on each vehicle in your Mech Marine force. Turn one, you fire them all in succession to eliminate enemy transports and light armor. Also good against Nid Warriors and Zoanthropes.

Honestly, it costs you a lot of points that you might be using to buy additional units or upgrades, and is a very gimmicky tactic. If you miss a lot, you wasted a lot of upgrade points.

The jury is still out whether it's better to go first, or second with this tactic. I think it really depends on the table and terrain, as well as the mission. If it's a Dawn of War mission, don't waste your HKs in the Night Fight turn.
If you go first, you have the opportunity to blast a LOT of stuff off the table before the enemy can do anything. However, they can use your deployment setup to hide valuable units out of LOS, or in reserve.
If you go second, you might have more present targets, since the opponent has to examine the CBA (cost/benefit analysis) of hiding for a turn against moving forward and/or firing. You also present the enemy witha full turn of shooting at YOU, which can destroy your HKs, or render them unable to fire for a turn. The HK flood works best if all your weapons can fire at once.
Just remember that you can move a transport (Rhino, Razorback) 6" and still fire your HK, though a Razor would not be able to fire its main gun AND the HK after moving that 6". This allows you to hide YOUR tanks just out of LOS for a turn, move up to 6" to gain LOS, and then fire the HK flood.

 
   
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Grim Rune Priest in the Eye of the Storm





Riverside CA

An other trick
Take a Full sized Devistator Squad
Take a Rhino
Have the Command Squad take the Rhino
Break the Devs into Combat Squads with 2 HW in each
Put the Devs in to the 2 Rhinos close to "No-Man's Land" in cover and just don't Move them.
The Rhinos will absorb some of the damage and the chance of loosing the HW are not that great.
This is a good trick vs Tau and some Guard as you don't get assualted much.
vs most other armies this will get you killed quickly

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Boosting Ultramarine Biker



Saco, ME

Anpu42 wrote:An other trick
Take a Full sized Devistator Squad
Take a Rhino
Have the Command Squad take the Rhino
Break the Devs into Combat Squads with 2 HW in each
Put the Devs in to the 2 Rhinos close to "No-Man's Land" in cover and just don't Move them.
The Rhinos will absorb some of the damage and the chance of loosing the HW are not that great.
This is a good trick vs Tau and some Guard as you don't get assualted much.
vs most other armies this will get you killed quickly


Only problem here is that you lost at least one full turnof shooting with one of the combat squads, since you can't start them embarked in another unit's dedicated transport. They have to start standing next to it, then get in on Turn One, and start shooting on Turn Two.
Rhinos are just far too easy to pop to make this workable. Even a Stunned Result keeps the Devvies from firing out of the hatches for a turn, and all that will take is a SINGLE glancing hit. Against AV11, you're going to be taking more than that in a turn. Once you get spilled out of the Rhino from a Wreck or Explode result, you're mincemeat.

Want a better way to dominate the center of the board with Devestators? Take ten, with four heavies. Put them in a Drop Pod, and slam those bad boys down in the center of the table (or a commanding position) on Turn One. You lose one turn of shooting to be able to own the area you land in. Best done with 4x Multimeltas, or 4x Heavy Bolters. You can combat squad the Devvies when they land, giving you the ability to hit two targets, with three ablative wounds per combat squad. Or keep them all together for massive overkill of anything coming near you, and a boatload of ablative wounds (six 3+ armor saves, or 4+ cover if you landed in area terrain).

 
   
 
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