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Made in at
Slashing Veteran Sword Bretheren






So in the old codex if we had the choice between taking a 18" S5 AP5 Assault 3 weapon or 36" S7 AP4 Assault 2 weapon, obviously the latter would win.

But in the new codex, Burst Cannons are Assault 4 now.

So, disregarding range, is the Burst Cannon now a better pick than the Missile Pod when it comes to causing pain to T4 infantry hidden behind cover? The Missile Pod wounds these enemies on a 2+, while the Burst Cannon wounds them ona 3+, but the BC has twice the amount of shots.

Would you take it over the Missile Pod on your Crisis suits? My theory is, since the Missile Pod cannot really be relied upon to target tanks, you might as well improve on your anti-infantry capability and take Burst Cannons.

Could someone do the math?

Are 4 shots better than 2 when it comes to penetrating AV 10 and glancing AV 11?

This message was edited 4 times. Last update was at 2013/11/06 18:29:00


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 Ravenous D wrote:
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Made in us
Legendary Master of the Chapter






The entire point is the range though.

as well MP dont care for T5 or eve 6 and will still dump wounds onto things.

As well st 5 has a 1/3 chance to glance 10 and 1/6 chance to glance av 11

while MP will glance 2/3 or 50% respectively and is still usable against av 12 and 13.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

A battlesuit with two burst cannons and a flamer (for overwatch and stuffs) does far more damage than any firewarrior unit wishes it could.

Missile pods have a place, though that place normally includes a skyfire upgrade.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

To me, it depends on how ballsy you want to be.

Crisis teams with drones, bursts, and defensive flamer is a little cheaper than missilepods and will put a lot of pain on infantry (a LOT of pain). Drawback is theyre close enough to be countercharged if your assault move bombed, and 18" kinda means you are most likely not sitting in cover. This to me is the only boon Stealth Suits have over Crisis Suits with bursts, though theyre pretty expensive for the same rate of fire, since they always have at least a 4+ cover.

Missilepod suits suffer from two drawbacks, though neither "quite" as noticable. One is the drones are out of range, which supports making them a markerlight unit and giving the suits targetlock and slapping a Mark'O in there with his own set of pods (this can get pricy but its nasty and provides 8 BS5 markerlights). Other drawback is rate of fire. Without the gun drones and half the shots, numbers can be an issue. Do this against a green tide and the ork will laugh at you lol. Numbered marines also can be an issue since you arent penning armor or causing a LOT of wounds to force saves.

In the end, i really dont see which one is ultimately better. I have a burst suit team in my 1850pt list literally because i needed a few points lol and it IS cheaper than missilepod suits (even without the commander in there)

This message was edited 1 time. Last update was at 2013/11/06 19:20:22


An ork with an idea tends to end with a bang.

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Made in us
Regular Dakkanaut




Mathematically, Burst Cannons are better against most things, including bikes, MEQ, and light infantry. Even in cases where it's a draw, the Burst Cannons win for being cheaper.

However, as has been mentioned, missiles have range, which lets you sit back and pew-pew from (usually) more safety.

If you run a crisis unit full of gun drones, go with burst cannons. They're cheaper than missile pods and have the same range.

If the unit is meant as a support unit, consider the method Vineheart mentioned and make it a Markerlight unit (although as I discussed with players in another thread, the Target Locks actually make the drones as- or more expensive than Fast Attack drone squadrons.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

they typically have target locks on that unit anyway, or flamers which cost the same points. The boon for markerlight crisis teams is theyre a bit more resilient than just drones and they can punch things too.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Hellion Hitting and Running






Missile Pods make short work of most transports. Their range allows you to stay back and protect yourself while dishing out some good firepower.

Burst cannons can work out nicely but only when you manage to get close enough to use them. If you are taking Farsight enclave you can put him in command of a 3 unit crisis team and drop them in on their enemy. On average with no marker lights 3 double burst cannon crisis suits and 6 gun drones will kill 7 marines. With farsight most backfield marine units can not beat the crisis suits in combat, especially if they just lost 7 members. With hit and run on I5 the unit can reliably get away if they are tarpited with chafe and then mow them down with the burst cannons.
   
Made in no
Stealthy Grot Snipa





Missile pods have twice the range and can actually hurt Wave Serpents.

A S5 spam Crisis unit is pretty decent, but if you're asking in a vacuum, I'll say Missile Pods every single time without hesitation.

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

18 inches away, minimum jump move is 2 inches, enemy moves 12 inches max and can still charge, they need to roll an 8 after overwatch of 3d3 flamers and maybe other support fire. You're fine.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

3D3 from regular flamers isnt THAT awesome unless its orks or something with 5+ armor, but it will cause more saves than the bursts. 1-3 flamers i usually dont care about it unless im using a t-shirt save lol.
That being said i have killed 3 termies in overwatch by throwing 5D3 Kombi Scorchas in their face. That was beautiful and easily made me win that combat (was the super deathstar fethers that hit at I4 with S10 Ap2 weapons and 3++ save, forget the name of them)

Though theres also the off chance your second weapon lands some hits. Still firing 4 snapshots per suit.

This message was edited 1 time. Last update was at 2013/11/07 02:04:40


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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