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Made in gb
Gimlet-Eyed Inquisitorial Acolyte






Currently they completely suck. Ordnance means that you can only fire 1 and then have to snap everything else, and AP3 means they can't ever get an Explodes! result, even though they essentially exist to kill armour. Does anyone know if these have been FAQ'ed at all? I'd say dropping ordnance and making them AP2 would be enough for where they sit points wise.

Thoughts?

3000pts 30 wins 2 draws 12 loses

5000pts 13 wins 1 draws 9 losses

WoC "where the points don't matter" 6 wins 0 draws 4 losses

Things my Giant has pocketed for later in AoS: 1 zombie, 2 spirit hosts, 1 banshee, 1 zombie dragon, assorted phoenix guard

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Made in us
Regular Dakkanaut




I was going to agree, but I can't after thinking about it. It would be reasonably better at AV, but it would massively better at AI.

4 S8 missles, even if just AP3, can mess up a marine/bike squad/suits as it is. AP2 kills the Chapter Master or most of a termies squad. Making something that good as an alpha strike makes flyers even less fun to face, so I'd say leave it as is, or just counts-as the other flyer. I'd guess the ordnance rule on it is more to keep you from firing them all at once than to help with tank killing.

   
Made in gb
Gimlet-Eyed Inquisitorial Acolyte






Hmm yeah I didn't think of the infantry, then I guess either armourbane instead of ordnance, or just drop them having ordnance. Its way more of a hinderance than it should be.

3000pts 30 wins 2 draws 12 loses

5000pts 13 wins 1 draws 9 losses

WoC "where the points don't matter" 6 wins 0 draws 4 losses

Things my Giant has pocketed for later in AoS: 1 zombie, 2 spirit hosts, 1 banshee, 1 zombie dragon, assorted phoenix guard

X-wing: Scum and Villainy  
   
Made in us
Hurr! Ogryn Bone 'Ead!




A Place

RAWRAIrobblerobble wrote:
I was going to agree, but I can't after thinking about it. It would be reasonably better at AV, but it would massively better at AI.

4 S8 missles, even if just AP3, can mess up a marine/bike squad/suits as it is. AP2 kills the Chapter Master or most of a termies squad. Making something that good as an alpha strike makes flyers even less fun to face, so I'd say leave it as is, or just counts-as the other flyer. I'd guess the ordnance rule on it is more to keep you from firing them all at once than to help with tank killing.

You have to remember that to get four of the missiles you would need two valkiries ( they are one use only,) I don't remember their point cost exactly but two of them would be close to 300 points. Also valks are only ballistic skill 3 so you'll miss with half the missiles. And it seems to me that a space marine should die when he gets hit by a missile about as big as he is regardless of what armour he is wearing.
   
Made in gb
Gimlet-Eyed Inquisitorial Acolyte






I was also thinking of thunderbolt fighters as they can get 4 for +40pts, which is a massive waste for what you get

3000pts 30 wins 2 draws 12 loses

5000pts 13 wins 1 draws 9 losses

WoC "where the points don't matter" 6 wins 0 draws 4 losses

Things my Giant has pocketed for later in AoS: 1 zombie, 2 spirit hosts, 1 banshee, 1 zombie dragon, assorted phoenix guard

X-wing: Scum and Villainy  
   
Made in us
Fixture of Dakka






Trade ordinance for armorbane, leave at AP3.
   
Made in gb
Lord of the Fleet






London

S8 AP2 or 3, Armourbane would be a much better fix.
   
Made in ca
Trustworthy Shas'vre




Or Sunder from the Horus Heresey books - reroll penetration without the penalties of ordnance.

Tau and Space Wolves since 5th Edition. 
   
Made in nl
Confessor Of Sins






Jefffar wrote:
Or Sunder from the Horus Heresey books - reroll penetration without the penalties of ordnance.


This, please.

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Made in ru
Longtime Dakkanaut



Moscow, Russia

They have a 72" range, right? Much like Tau railsides, that's what you're paying for.
   
Made in us
Longtime Dakkanaut





West Chester, PA

Alcibiades wrote:
They have a 72" range, right? Much like Tau railsides, that's what you're paying for.


72" range on a flyer is pointless.

Replace hellstrike missiles with hellfury missiles, problem solved. Now valkyries are potent anti-infantry transports with decent default loadouts.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
1500 points
1250 points
1000 points 
   
Made in us
Loyal Necron Lychguard





Virginia

Ordnance is terrible, and anything with high S but only AP3 is highly disappointing against vehicles. But they can change it as soon as they change the Monolith's Particle Whip.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

Is it? I don't play them, but it would seem useful if somebody outflanks on the other side of the board.
   
Made in us
Longtime Dakkanaut





West Chester, PA

Alcibiades wrote:
Is it? I don't play them, but it would seem useful if somebody outflanks on the other side of the board.


You're moving 18" minimum a turn, up to 36" it doesn't make much difference once your weapon has 48" range, you can reach anywhere on the table. It's a bit of trouble with the valkyrie rocket pods since they're only 24". But it doesn't make sense to be paying extra points because a weapon is 48".

Alternate solution, just replace the hellstrike missiles with regular missile launchers.

"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun

2500 points
1500 points
1250 points
1000 points 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

Make them homing, like those whatchamacallem AA missiles that SMs have.
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Armourbane and AP 2, remove ordance, switch to pods for free, bump the Valk price to compensate.

Or something, average-ish chance to blow up a vehicle, will at best kill 2 termies with the missiles, but more often than not, you'll miss with one of them and then there's that 5++.


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Savageconvoy wrote:
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