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Made in us
Lead-Footed Trukkboy Driver



On the back of a hog.

I understand that the prevailing opinion around these parts are that these things rock.

But why?

Ap5 at best doesn't seem that good to me. And since they are barrage if that first template misses don't the rest miss also? Dunno about you but my dice always seem to scatter.
   
Made in nz
Fighter Pilot





Yeah they seem to be all or nothing. If the first dice scatters your pretty much boned. If it hits though, watch the wounds stack up, that unit you hit is going down.

 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

I always thought Thunderfire cannons weren't good on their own merits but compared to what the codex has to offer. They fill a role the SM codex is seriously lacking in.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
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The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Twisted Trueborn with Blaster





North Denver

TFCs are crazy good, especially if you can hit them with Prescience when you need a clutch shot. Barrage means they can snipe characters 33% of the time (~50% with prescience).
   
Made in sg
Slippery Ultramarine Scout Biker



Ultramar

They're well worth their points cost of 100. Being artillery is both a plus and minus.
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Since the gunner is worth around 75 points alone, it's a good gun for 25 points.

When it hits, it's messy. With its fire options, it can help thin down a unit before you really attack it.

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"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
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Made in us
Implacable Skitarii





You can always fire it directly, too. I like doing this with the cover ignoring mode in particular.

609th Kharkovian 2000pts
Deathwatch 2000pts
Sick Marines 1500pts
Spikey Marines 2000pts
 
   
Made in ru
!!Goffik Rocker!!






It's true cost should be around 150 for what it does. Even so it'd pay out easilly.
   
Made in gb
Lone Wolf Sentinel Pilot





UK

1) Its cheap
2) Force multiplication bonuses
3) That one time you remove 3/4 of a GEQ platoon off an objective in hard cover or completely wipe them out will be worth it alone
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

I've put them to very good use by using two of them against entranched fire warriors in ruins. They were able to clear out their backfield objective holders easilly.


* I have to say that NewGW impresses me a lot... 
   
Made in ca
Regular Dakkanaut





I have never used them personally, mostly due to the cost of the models, but I have used whirlwinds a LOT. Same kind of function, though there are arguments for either of them as far as utility. Generally its exactly what has been said : they aren't amazing so much as filling a hole in the utility of the army. Barrage is excellent, indirect fire is always a bonus as is the sniping. The multiple damage types as well are handy to be a bit of a swiss army knife.

Personally I used whirlwinds mainly since when I got into the game I thought they looked cool, but since I have had more experience using them (and fighting AGAINST thunderfire cannons) and this is kind of a pros and cons of each. Your milage may vary of course so take this with a grain of salt :

Whirlwind Pros :
- Better AP
- Large blast
- More mobile
- Cheaper
- Loss of the gunner doesnt neuter them
- AV value makes them immune to small arms

Whirlwind cons
- less potential damage
- shorter range
- no supplimentary benefits

Thunderfire Pros
- Longer range
- Bolster terrain
- Free Techmarine
- Theoretically higher damage

Thunderfire cons
- more expensive
- worse AP
- Though high toughness, still vulnerable to small arms

Overall, the thunderfire is the better force multiplier due to range and the techmarine being able to repair and bolster terrain, but the whirlwind can be good too as it is less points and can move and shoot.

9500 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Yes they are. You need a bit of luck but they punish fiercely opponents who forget to spread out.
You get to bolster a piece of terrain, a techmarine with servoharness, 3 different fire modes, barrage, sniping, horde control, 60" range t7 and 2 wounds.
All for 100 pts.

And do not forget barrage hits at side armor. Remenber that dastardy manticore that used to hide behind LOS?
Its side armor is 10. I encourage you to do the math

Of course, take 2 TFC's instead of one

This message was edited 1 time. Last update was at 2014/01/16 16:19:53


 
   
Made in us
Raging Ravener




Dallas, TX

They are awesome for all the reasons stated above. I use two at 1850. Really strong answer to cultists, guard tau and plaguebearers camping backfield objectives, as well as thinning out the horde running at you eg. Orks, nids and daemons. S6 is instant killing lot of those and who doesn't love S5 ignored cover. Make sure you don't let your opponent forget to take pinning checks either--especially those tau.

4500
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Made in us
Dakka Veteran





College Park, MD

I don't always win when I play Space Marines, but when I do I field TFCs.

 
   
 
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