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Made in gr
Slippery Ultramarine Scout Biker




Byzantine Sector

Howdy.
I have two thunderfire Cannons and am wondering about tricks & tips?

The only real combos I can think of are to hit an approaching assault unit with one subterranean and one other (as situation dictates) blast or just saturation fire units on objectives or in cover.

An existing, useless devastator squad is set to be replaced with a Vindicator and ADL with quad gun to help.

I assume I interpret correctly that a TFC strike which hits a vehicle or building gives 1 lone automatic hit regardless of how many blast templates actually hit per cannon?

Thanks in advance.

This message was edited 1 time. Last update was at 2013/03/01 23:32:53


Chrome Novas Angels:Aurora (The Ascension Angels) Angels:Oblivion (Omenwing, Phantomwing) Sons of Molossia Wildrunners (101st LocBat /H-K) Burnun Skyze Eradication Angels Neutral Bay (Echoworld) Exodites.
 
   
Made in us
Longtime Dakkanaut




Point it at a squad and blow them up! But seriously, they are one of our best sources of ignores cover with str5. It's all about utility, slow down bikes and jet bikes and jump troopers. Generate wounds on a 2+ to meq with the str 6, and ignore cover. Park it in a fortified ruin and enjoy T7 3+ cover 2 wounds

A nice tactic is use a MM Attk bike or suicide melta sternguard. Blow up a transport then blast the contents to smithereens.

This message was edited 1 time. Last update was at 2013/03/01 23:36:53


 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




There are not really many tactics involved, but the Thunderfire is one of our best units right now.
Simply put them in high ground and bolster the ruin.
Try to position the Techmarine in a way so that he is never the closest model to enemies, thus minimising the risk of taking wounds before the gun is destroyed (you can keep him 2 inches away and even in another floor)
Use it early in the game to wipe out the small troop squad camping the "base" objective of your opponent, this way he will have to commit another part of his force to it.
If you can have an allied psyker to cast prescience, you will land on average 3 out of 4 shots as maximized hits

Keep in mind that in the "Big guns never Tire" mission even if you lose the cannon, the Techmarine is still a scoring unit and your opponent has to destroy both to get the extra victory point.
As any other unit in the game, it will easily die to massed fire, so bring target saturation, in hopes your opponent will divert his attention.
Bring long range anti-tank in the rest of your force. The cannon is completely useless if those guardsmen hide in their chimeras..

   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

I noticed that you said you were bringing a vindicator as your third heavy support. You may want to take care that a single vindicator will die quickly to enemy AT fire. Vindicators are best run in pairs or sets of 3

That being said, the dual thunderfire cannons are pretty solid. keep in mind that Artillery can't climb ruins so that will limit your placement. That in mind being stuck on the first floor means that if you bring lots of rhinos, you will be limiting your lines of fire as the cannon can't draw LOS through a rhino hull.

A good list for Thunderfires is a vulkan drop list. The thunderfires are durable enough to have a decent shot at not throwing first blood away. And they can capitalize on the twin-linked melta that will be cranking open transports.

Try something like...

Vulkan
4-5 Tacticals in drop pods. (2 with Flamer/Combi-Flamer/Multi-Melta[you can even throw a fist in vulkan's squad], 2 with melta,combimelta,multi-melta, possible squad with plasma)
1-2 Pods with Dreads with MM/HF
2 Thunderfire Cannons.
This is around 1600ish points (a very rough estimate)

From here you can put a few locator beacons on the pods that are showing turn one and maybe deepstrike a squadron of MM/HF speeders. Another good option is sterngaurd in a pod. Hammernators are good, but without a transport they lack small arms protection and mobility. If you are concerned about an air presence you could run a couple of storm talons and a stormraven with hammernators.

This message was edited 1 time. Last update was at 2013/03/02 06:36:32


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Longtime Dakkanaut





Rip hordes up with it. A great utility unit that is very, very well costed.

Bee beep boo baap 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

The following are the tactics I use and recommend using with TFC's

First, they can reinforce ruins, and thus work well with scout snipers with camo cloaks.

Second, don't forget that blowing open enemy transports forces them to place their models in the vehicles profile, thus clumping them up for a good 4 shot small blast.

Third, making use of searchlights to deal with nightfighting is a good thing to have in the army. At the TFC's long range, not missing a round helps.

Now for the shots:
The str 6 shot is great and general purpose. Can hurt next to anything and bothers enemy light vehicles. Primarily used shot.

The str 5 ignore cover shot is wonderful as well, sometimes better than the str 6 simply due to ignoring cover saves. Make sure to figure out if the enemy gets a better save from cover before automatically using the str 6 shot. Also this works great against ork hordes and lootas, they hate it hard.

Finally the str 4 terrain causing shot. Great for potentially slowing down the enemy and possibly immobilizing enemy heavy or light armor. Otherwise sees little use.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
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Made in us
Crushing Clawed Fiend



Eau Claire, WI

Best tips and tricks I can give you for two thunderfire cannons, is aim them at something you want to shoot at and roll the scatter dice 4 times each.
   
 
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