| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/01/09 23:51:53
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Pyromaniac Hellhound Pilot
|
I think the missle launcher anti-infantry capabilities is over-rated, its str 4 ap 6. Lets say you get a total of 10 marines from your templates thats only 5 saves and I am being very generous with the number of hits. I agree it is the best overall heavy weapon for marines but it is not a good anti-infantry weapon, what do you guys think?
|
|
This message was edited 1 time. Last update was at 2011/01/09 23:52:18
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/09 23:57:23
Subject: Re:Missle Launcher Anti-Infantry Capabilities
|
 |
Savage Khorne Berserker Biker
|
I think your right...That's why the emperor granted us flamers. hehe
|
It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:03:49
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Boosting Space Marine Biker
Aurora, CO.
|
i've templated terminators off the map with frag templates. I disagree with ML being a bad anti-infantry weapon.
|
10'000 years ago, Terra was under siege. The Sons of Rogal Dorn stood firm at the gate, never letting an inch slip away so long as we drew breath. We were killed in droves defending the Emperor and his Imperium, and we killed many in turn. We defended the Emperor and his Imperium, and this is what it means to be a Fist
2500 worth - W114/D28/L70
The Baleful Soul - 2000 worth -W21/D5/L4
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:13:08
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Decrepit Dakkanaut
|
Basically, missile launchers are flamers that give up the ability to ignore cover saves for an extra 40" of range.
Missile launchers are good against some types of infantry, though, like SM commanders, tau suits, ogryn/grotesques, etc. That and monstrous creatures. Basically they're sniper rifles, except they almost always wound on 2+ instead of 4+, ignore most armor ALL the time (instead of just when they rend), cause instant death to T4 things, and are even decent against light vehicles in a pinch.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:13:20
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Iron Fang
|
its good depending on how many you have, if you have just one its ok, but if you have a squad of 3 typhoons all shooting frags, thats 6 templates
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:28:50
Subject: Re:Missle Launcher Anti-Infantry Capabilities
|
 |
Steadfast Grey Hunter
|
6 templates or 6 "I Don't Care What You Are" missiles. Not ignoring cover saves, not hitting on the 3+ and against most folks who see it coming spread out... Barring some odd situation you'd be fortunate to even get 6 under the templates... I can honestly say I almost never use the template shots. Not nearly so good against Termis or the like, but ignoring most FNP and armor? Not bad... 'course, YMMV...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:48:16
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Decrepit Dakkanaut
|
Oh, right, they also ignore FNP.
6 guardsmen with missile launchers rip through a 10-dude squad of plague marines in three turns with a little help. That makes a very scary squad of space marines, a "meh" squad of space marines.
Same is true about wraithguard...
... and wraithlord...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:54:24
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Awesome Autarch
|
MLs are EXCELLENT anti-infantry capability. We discussed this at length in another thread. Some players seem not to have much luck with them, but for me they routinely wipe squads.
I was wracking up 10-20 hits a turn with mine in the tournament I played in yesterday, and that is normal in my experience. The key is to fire lots of them at once, as if you are putting down 4-6 templates on a single squad in one go, you can really stack wounds on a squad. As a single fire weapon in a tac squad for example, the results will be a lot less impressive.
Dev squads, typhoons and HWSs are where you will get the most utility out of these weapons.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 00:59:29
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Shadowy Grot Kommittee Memba
The Great State of New Jersey
|
I think ML's are the best heavy weapon period. They are the most versatile of the heavy weapons, with only the autocannon coming close in utility, but I would rather have the extra point of strength/ap and the option of the weaker template (possibility for more hits) than the second shot.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 01:00:28
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Shas'o Commanding the Hunter Kadre
|
A missile launcher is a great weapon because it can do both roles well, while melta guns kill vehicles dead faster and flamers kill most infantry dead faster, sometimes being able to do both means you aren't wasting points.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 01:02:19
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Decrepit Dakkanaut
|
... or it means you're ALWAYS wasting points...
I'd consider any time a weapon shoots at something it is very unlikely to do damage to a waste.
The missile launcher is still worth taking because it's specialized to do certain things well, not because it does several things very poorly (not unlike, say, lasguns...)
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/01/10 01:12:13
Subject: Missle Launcher Anti-Infantry Capabilities
|
 |
Charing Cold One Knight
Lafayette, IN
|
I used to not care much for ML, until the game that I took a 4x ML dev team and dropped 4 templates on a bloodletter squad that just deepstriked and rolled a 1 to run. Put 12 hits on it, wounded 6 times killed 5, the remaining 3 were bolter bait.
Against Meqs the ML isn't all that great in frag mode. But against Geqs, and other marginal save T3-4 units, they do just fine.
Though the argument can be made that the enemy will just spread out, how about when they derp strike? Get out of a moving vehicle? Climb out of a destroyed transport? These are times where you can really rack up the wounds on even Meqs.
|
|
|
|
 |
 |
|
|