willydstyle wrote:I guess that since I play chaos and don't have any infantry mounted plasma cannon it skews my PoV a bit. I agree that devs with plasma cannon are better than missile launchers.
However, frags against marines in cover aren't entirely inept, if the opposing player has bunched up to huddle in terrain.
A missile launcher squad would probably be shooting a target other than obliterators for sure too. Daemon princes are something that krak missiles take down better than plasma cannons or autocannons, especially if the DP has mark of nurgle. Krak missiles are also great for rhino busting, or wave serpents, or trukks, and can do decent against side armor on battlewagons, so they have a role, but I agree with you that space marines definitely have better choices.
Usually if I'm fielding havocs, I'm doing so in my Black-Legionnaire horde-ish-type army, and busting enemy transports early on in the game is #1 priority for me. Granted autocannon perform that role well as well, missile launchers also have one advantage over autocannon in that they can instant-kill T4 things, so Nob Bikers, Plague Marines, 'Ard boyz with Grotznick, etc. fear them a bit more (although of course the cover save combined with allocating wounds to the warboss nerfs them a bit) FNP is becoming such a major part of the metagame that krak missiles are definitely worthwhile, if not always the optimized choice.
Yeah, it's a given if you're facing opponents that only have
FNP troops, krak do damage.
Although a plasma cannon shot hitting 3-4 guys at once could end up doing twice as much
dmg even with
FNP.
Not to mention plasma cannons are AP2 also. Meaning they can wipe out terminator squads that krak are utterly useless against.
Also, a good player won't put his
DP in the open in front of large numbers of krak missiles. He'll keep it out of sight or jump into a clump of trees where it still gets 4+ invulnerable (which would take an average 12 krak missile shots to kill.)
Marines with missile launchers just don't scare me much. They're slow, predictable, and immobile.
For the same points you can get a sternguard unit that drops out of the sky and then shoots 4 combi-meltas into the side of your landraider, exploding it instantly.
That squad can then walk around while firing 2 ap3 shots each at 12" while moving, etc etc.
My feeling is grab 2 Tacticals and toss in multi-meltas or lascannons as a "stay away from me landraider" measure and then load out on awesome things like sternguard drops and attack bikes and units with so much more firepower for their money than 1 dinky
ML with a smurf-retinue.