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Made in us
Longtime Dakkanaut







There's something weird about Walkers (mostly Dreadnoughts) and Missile Launchers.

Space Marines get Terminators and Land Speeders with Cyclones and Typhoons, while Guard get the Taurox Prime Missile Launcher. These fire two shots, while the ones for Dreadnoughts/Sentinels fire 1 shot each. For Dreads especially, it means swapping out your melee ability and for Loyalists, it's just better to run a Rifleman Dread if that's what you really want.

I propose:
Missile Launchers for Imperial/Chaos walkers are 15 points base (Sentinels can use a 10-point reduction fwiw), fire 2 shots, and come with Frag/Krak/Flak stock.

*All* Eldar Missile Launchers are 20 points base (10 pts to swap from a Shuricannon) and fire twice. Maybe they'll supplement Scatter Lasers now and then, at least assuming people don't just run Pulse Hornets...
   
Made in us
Fixture of Dakka





I'd be fine with there being unique missile launchers for walkers that have a higher rate of fire than regular missile launchers, but having a different profile for them while mounted on walkers (and only when mounted on walkers) feels a bit odd.

On a somewhat related note, I've never felt that rate of fire is the real problem with missile launchers (be they eldar or imperial). Missile launchers seem to be intended to be generalist weapons. They can hurt tanks, but not as well as something with better AP. They can hurt hordes of infantry (when they cluster up enough to generate hits), but they probably aren't as reliable as dedicated horde-clearing weapons. They can hurt flyers, but not as well as another flyer or a better weapon with skyfire. So missile can do lots of jobs, but not as well as a weapon dediated to that job. Which is fine and a great balancing factor. They just shouldn't cost more than their counterparts despite being worse at those jobs.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Stalwart Ultramarine Tactical Marine





You could simplify this and just say dreadnought can take typhoon missile launchers. I do agree that I wish it was multi-shot.
   
Made in ca
Trustworthy Shas'vre




Yeah, Imperium walkers should be able to take Cyclone/Typhoon/Other weather related phenomena here Missile Launchers.

Walkers of other races should be able to take something equivalent.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

This guy?



8 missile tubes, should get 8 shots.
Or at least, this is the way 40K is heading...

It never ends well 
   
Made in us
Locked in the Tower of Amareo




And 8 krak missiles still isn't good firepower. :\
   
Made in us
Krazed Killa Kan






Martel732 wrote:
And 8 krak missiles still isn't good firepower. :\


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Made in us
Longtime Dakkanaut







I don't strictly mean "any missile launcher adds +1 to its profile" as much as making it so Imperials have the Missile Launcher and the Multimissile Launcher (or some better name), rather than the Cyclone Launcher, Taurox Launcher and Typhoon Launcher which are all the same thing with different names.

Even if it's not a particularly great option, making it 2 shots for Dreads would be far less "um, what are you doing noob?"
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Imperial missiles are huge cumbersome things.
Getting the option to add extra ammo boxes to the unit might get around that, and give you a similar effect as being next to an ammo crate fortification upgrade. There is no reason why a vehicle like a dreadnought or walker could not strap spare ammo on, and have an auto-loader arm to load it. Marine ML models get them, so they're not rare.

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Made in us
Trustworthy Shas'vre





Cobleskill

Just make it more expensive than the TL autocannons. It seems to me that you.just want a better rifleman dread, except that while the psy ammo rifleman was AP4, you now want one that is AP3.

'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

This makes autocannons pointless.
   
Made in us
Locked in the Tower of Amareo




Alcibiades wrote:
This makes autocannons pointless.


Most Imperial heavy weapons are already pointless.
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

The idea of having a set ammo count, and able to fire off maybe up to 4 out of the magazine in one go or save them.

And options to have a basic 4 frag, 4 krak, 8 krak, or 8 frag was raised before and options for anti air.

Its a little extra book keeping but means say you can unlaod 12 krak at one target in one go with a dread talon and maybe do serious hurt by mass saturation or 12 frag plates hitting a choke point of guard.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

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Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in us
Omnipotent Necron Overlord






Eldar missle lanchers have a skyfire firing mode - that's why they cost what they do. It's basically the only reason to take them. Again if you do some math - the 2 EML WW is the most efficient sky-fire in the game. If changes like this went through - just about every eldar list would throw a few EML WW into their list (even with the current state of eldar power level).

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- Fox Mulder 
   
Made in us
Longtime Dakkanaut







 carldooley wrote:
Just make it more expensive than the TL autocannons. It seems to me that you.just want a better rifleman dread, except that while the psy ammo rifleman was AP4, you now want one that is AP3.


Not necessarily. There is something to be said for in-built twin-linked after all. I would keep the two cost roughly equal, since AP 3 tends to matter relatively little on a unit that doesn't innately ignore cover. It would be an interesting to test points though.
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

You'd be better looking at Contemptors. They pay 35pts for Cyclone Missile Launchers. Terminators pay 25pts. Double krak is too good to take autocannons over.

I agree, absolutely, that the missile launcher situation on several walkers is ridiculous. However, doubling their firepower shouldn't come without cost, even if they weren't worth their whole cost before.

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Selling TGG2! 
   
 
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