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2013/08/27 19:47:55
Subject: How did the forgworld hammerhead turrets change
No im not asking for the forgeworld rules, pts cost, rules nothing. Im just looking at ate how they changed. Are thy Twin linked or not? I just want to know how many shots they can put out a turn
5000pts 6000pts 3000pts
2013/08/27 20:02:17
Subject: How did the forgworld hammerhead turrets change
They are two weapons, which is pointless thanks to how skimmers need to move to get a Jink save. I looked over their rules and nothing beats out the Ion or Railgun.
I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby
2013/08/27 20:08:15
Subject: Re:How did the forgworld hammerhead turrets change
And yes, they're broken now because multitrackers are gone and they're two separate guns. Which is especially funny with the fusion cannon turret, where you have to move to get into range and can't even snap fire the second gun if you do.
This message was edited 1 time. Last update was at 2013/08/27 20:09:13
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2013/08/27 23:24:11
Subject: How did the forgworld hammerhead turrets change
Thanks. I was just contemplating it. I kinda want too TBH. firing 8 shots of plasma death from two of them would be nice. Its just an idea. I tend too fail gets hot. And over the course of a tournament it will happen quite a bit. I was just thinking of having a reliable 4 shots from a tank would be cool