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![[Post New]](/s/i/i.gif) 2013/08/15 16:44:28
Subject: Seeker missiles.
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Shas'la with Pulse Carbine
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I can never seem to squeeze them in unless they come as standard.
Does anyone use them?
Are they any good?
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![[Post New]](/s/i/i.gif) 2013/08/15 16:48:59
Subject: Seeker missiles.
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Water-Caste Negotiator
Phoenix, AZ
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Seeker missles have their place if you have the points for them. I usually have at least one in my army more often than not.
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![[Post New]](/s/i/i.gif) 2013/08/15 18:57:04
Subject: Seeker missiles.
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Regular Dakkanaut
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The biggest problem I have with seeker missiles is that they have to be fired by the unit that is equipped with them, which often leads to odd shooting situations.
For example, I typically run my Broadsides with Railguns. Adding seeker missiles to them doesn't help because seekers are only AP3, and often I use the Broadsides specifically for the AP1.
I would probably use them more if I could put them on outflanking Crisis suits or something. If I ever get around to buying Piranhas, that might be a good place for them.
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![[Post New]](/s/i/i.gif) 2013/08/15 22:15:03
Subject: Seeker missiles.
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Shas'o Commanding the Hunter Kadre
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They are great for adding punch and taking things out with ap3 no cover.
I tend to like using my skyrays, but when adding missiles, I do it more often on my broadsides than on my devilfishes.
That said, a devilfish firing a seeker missile or two is very surprising to most players, and can be that side armor shot you need.
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![[Post New]](/s/i/i.gif) 2013/08/15 22:25:12
Subject: Re:Seeker missiles.
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Smokin' Skorcha Driver
Canada
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They are funny, but not really all that useful in a TAC list.
I mean, that whole "you need to shoot at what the model is shooting" thing is mostly what does it. It's either the wrong AP, the wrong strength, or the unit would be better off going flat out.
That said, I always have a skyray because not only is AA important, but because having a dedicated platform for them is useful at the most random times. Like when splattering a laughing jet-tarch
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2013/08/16 02:51:37
Subject: Re:Seeker missiles.
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Hoary Long Fang with Lascannon
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They're my absolute favorite thing to shoot with puppet master....
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![[Post New]](/s/i/i.gif) 2013/08/16 04:24:34
Subject: Seeker missiles.
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Longtime Dakkanaut
St. George, UT
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I really hate the new rules for them, I feel they have lost all manor of flexibility and usefulness. I only take them on things that come with them. I still think its stupid to pay for a weapon that has to roll to hit twice.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2013/08/16 05:35:13
Subject: Seeker missiles.
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Irradiated Baal Scavanger
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Jayden63 wrote:I really hate the new rules for them, I feel they have lost all manor of flexibility and usefulness. I only take them on things that come with them. I still think its stupid to pay for a weapon that has to roll to hit twice.
I believe that you can fire them without marker lights
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![[Post New]](/s/i/i.gif) 2013/08/16 09:19:34
Subject: Seeker missiles.
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Big Mek in Kustom Dragster with Soopa-Gun
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You can but it counts as one of your weapons being fired.
The only thing making them useless is the "Same target as the vehicle" bullcrap. Its not even suppose to be operated by the vehicle its just sitting there with a remote trigger waiting for someone with a laserpointer to light someone up and hit a button. Its automatic, why does it need to be the main attention of the vehicle?
And they need to refaq how it hits air. Before, it was FAQ'd that it still snapped against fliers, now it sounds like it hits fliers on a 2+ anyway. Since people like to linger on old rules, and it doesnt directly say 2+ against fliers despite no skyfire people still say it snaps against them. And this would be the...what...3rd or 4th thing that they used to straight up deny Tau to do and now we can? so not like it would be unusual.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/16 10:40:02
Subject: Seeker missiles.
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Terrifying Treeman
The Fallen Realm of Umbar
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I personally find that seekers have two useful, but extremely powerful roles in an army.
1. First Blood:
Take a Sky Ray (maybe 2 in higher point games), the sole purpose of this is to pick some enemy targets that are either a light vehicle, a flier or an MC and use your 6 seekers missiles to get first blood off it (some targets may require FWs or an XV8 team to inflict a bit of damage first). This works on everything up to and including wraith knights.
2. Dogfighting:
A Barracuda can take up to four seeker missiles, and can independently fire two a turn along with its TL Missile Pod and its Ion Cannon, this makes it an excellent dogfighter as well as allowing it to kill medium vehicles from an absurd range.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/08/16 14:04:27
Subject: Seeker missiles.
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Warplord Titan Princeps of Tzeentch
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Seekers need to come in numbers to be pulled off.
Skyray works, because it can alpha-strike on turn 1, or wait for a jet to come and barrage him to kingdom come.
Piranha swarms can also pull off alpha strikes, having the entire swarm send 8-10 such missiles at turn 1 got potential.
Remora teams pull it of due to its "out of nowhere" angle, they show up, and throw a huge load the turn they show up.
Devilfish is mostly a bad call, it gives it a tiny bit of firepower, but at 8 per shot, you want a platform that can give herself to it.
Hammerhead, if Ion, can be a good option though, as the rocket matches the main gun quite well-it lets it do even more on that turn it really counts (and the hammer is usually pimped up as it is), as long you don't wobble around that turn and just dedicate yourself to let hell go loose.
Longstirke can probably get them work as well, with BS5 and tank hunter, he can make make very good use of them without any marker support.
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can neither confirm nor deny I lost track of what I've got right now. |
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