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Made in au
Boom! Leman Russ Commander





Brisbane, Australia

I don't understand, why do the GK's flyer's missiles get so much flak?

Sure, they aren't S8AP1, but they are still that lovely long-range of 72", they are a blast weapon. When you think about it, they are a long range frag missile. (which, in addition to its effects against swarms bones Psykers)

If you think about it that way, it is the perfect anti-infantry weapon. In the first turn, you move 6" (able to fire everything.) and you can torrent your enemy with 8 S4 AP5 blasts (12 if you have typhoon missile launchers). At least 3 of those 8 will hit on target and since your BS4 firing at a swarm, it is likely more around 6 will hit sometimes.

So, the missiles have a place - they hit a psyker and he's at risk of at least a few wounds, too.

So, what real reason is there for saying "the missiles are terrible?" They're just different.

 
   
Made in us
The Hive Mind





If the Stormraven is moving slow enough to fire ze missiles, it's moving too slow to do its job - delivering the package.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in nz
Longtime Dakkanaut



New Zealand

They aren't terrible weapons, they just aren't a good weapon on the Storm Raven given its cost. In general infantry is in transports which you have to kill first, so anti infantry missiles on a fragile platform which is primarily an assault delivery platform aren't that helpful. If its not in a transport its probably so tough it doesn't care about frag templates (Marines with FNP, Terminators etc), or its spread out and in cover (properly used horde units) or its just a unit that's really not worth slowing down to shoot. If the Grey Knight Raven was cheap enough that it was viable purely as a gunship (like the Vendetta for example) then the anti infantry missiles would be fine.

The S8 missiles on the other hand mean that the BA Storm Raven can put out some serious anti tank punch when you combine it with its normal weapons. This is actually very useful, since it combines well with the assault delivery role to give you a 1 + 1 unit which can threaten everything. Assault units are always anti infantry essentially, so against some armies its worth moving slowly turn 1 and unloading on them to pop some vehicles which lets you a) catch them easier and b) lets you get at the infantry inside. Alternatively if you move fast turn 1 and manage to survive then again the anti tank missiles mean you have additional ways to open up vehicles which will hopefully let you avoid assaulting into vehicles.
   
 
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