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![[Post New]](/s/i/i.gif) 2020/08/17 00:23:13
Subject: Is there an optimum loadout for Wave Serpents?
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Hellish Haemonculus
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I adopted an abandoned army, and I'm assembling a new Wave Serpent for it. I'm not really looking to magnetize every single weapon option. Is there an optimum loadout currently?
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![[Post New]](/s/i/i.gif) 2020/08/17 01:10:47
Subject: Is there an optimum loadout for Wave Serpents?
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Pestilent Plague Marine with Blight Grenade
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Generally speaking, two shuriken cannons and an underslung twin shuriken catapult is considered the best loadout.
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Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.
Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it. |
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![[Post New]](/s/i/i.gif) 2020/08/17 01:12:52
Subject: Is there an optimum loadout for Wave Serpents?
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Walking Dead Wraithlord
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I know you say you dont want to... But I strongly recommend magentizing.
We simply dont know what the weapons will be like once the 9th edition codex drops.
Currently I would say twin star cannon seems to be solid but arguments can be made for any twin weapon really (apart from scatter lazors as they currently suck)
They are actualy quite easy to magentize. You can get 3mm diameter magnets to slot intot he round catch holes and stick magents to the turret itself and the overlapping "armor" bits.
In 8th I was running mainly bright lances but switched up whenever pints were an issue.
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![[Post New]](/s/i/i.gif) 2020/08/17 06:12:58
Subject: Is there an optimum loadout for Wave Serpents?
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Hellish Haemonculus
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Argive wrote:
They are actualy quite easy to magentize. You can get 3mm diameter magnets to slot intot he round catch holes and stick magents to the turret itself and the overlapping "armor" bits.
I've got magnets, and I magnetize where possible, but the kit doesn't come with enough of the armor housing bits for the side. Looks like it only has 2.
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![[Post New]](/s/i/i.gif) 2020/08/17 10:38:51
Subject: Is there an optimum loadout for Wave Serpents?
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The Marine Standing Behind Marneus Calgar
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Jimsolo wrote: Argive wrote: They are actualy quite easy to magentize. You can get 3mm diameter magnets to slot intot he round catch holes and stick magents to the turret itself and the overlapping "armor" bits. I've got magnets, and I magnetize where possible, but the kit doesn't come with enough of the armor housing bits for the side. Looks like it only has 2. It’s been a while, but from memory: The guns on a WS have a 2mm hole, and are just about 2mm wide. Stuff a 2 stack of magnets in there. The armored guards have a 2mm hole for the peg, stuff a magnet in there. I don’t recall if you need a little ball of GS in the bottom to keep the magnet from going in too deep. Cut the pegs off the turret. Glue a magnet to the spot it was. Make sure everything is pointing the right direction, so it doesn’t mater if you have a gun on the left/right side. For the chin guns I found flat thumbtacks that fit perfectly in the hole the guns plug into. Glue that in, and then sink magnets into the gun mountings as normal. Or use spare ones from the bikes.
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This message was edited 1 time. Last update was at 2020/08/17 10:42:42
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![[Post New]](/s/i/i.gif) 2020/08/17 13:13:55
Subject: Is there an optimum loadout for Wave Serpents?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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That's how I did it.
Use the armour panel to hold on the weapon. Don't magnetise the weapons at all.
Well, sort of. I stuffed a 1mm magnet into the 2mm pole.
Chinguns got a washer glued onto the hull, and a small magnet into the under-turret.
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This message was edited 4 times. Last update was at 2020/08/17 13:24:05
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![[Post New]](/s/i/i.gif) 2020/08/17 15:31:07
Subject: Is there an optimum loadout for Wave Serpents?
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Swift Swooping Hawk
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In my opinion, Twin Shuriken Cannon or Twin Aeldari Missile Launcher.
There is a case for Twin Starcannon in a heavy marine meta.
EDIT-->> Oh and magnets all the way. Editions change so ideal weaponry will change. Magnets make you edition proof.
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This message was edited 1 time. Last update was at 2020/08/17 15:31:44
"What we do in life, echoes in eternity" - Maximus Meridius
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![[Post New]](/s/i/i.gif) 2020/08/20 17:41:51
Subject: Is there an optimum loadout for Wave Serpents?
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[DCM]
Procrastinator extraordinaire
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The common build in 8th was twin starcannons, that hasn't changed due to marine meta in 9th and the common upgrades added are vectored engines for the -1 to hit when advancing and the crystal targeting matrix to advance and still fire (albeit at a -1 to hit). This is the best loadout when coupled with masterful shots and expert crafters, and will likely still be the best unless they bring back laser lock from 6th edition.
Cheap and cheerful serpents are always decent, especially at lower points games where the square law impacts it, with twin shuriken catapults and an underslung cannon, but it has low damage output and inconsistent AP.
AML serpents were a good shout last edition but with the fact that hordes have fallen by the wayside a little bit, and them being overcosted because they have blast, they're not good enough to compete against starcannons.
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![[Post New]](/s/i/i.gif) 2020/08/20 21:27:23
Subject: Is there an optimum loadout for Wave Serpents?
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Dakka Veteran
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The viability of a given weapon will change as the rules change and as your likely opponents change. If you don't want to magnetize your weapons there are two standout choices:
1) Missile launchers. The choice of missile types means they will be able to engage any target. Most of my Wave Serpents use missile launchers and they've been useful for 6 editions and counting.
2) Shuriken cannon. This is (more or less) the cheapest option. Choose this for Wave Serpents that are charging right at the enemy and probably won't survive. They'll get into range with their shuriken weapons and, since they're cheap(er), it won't hurt as much when they they die.
A final consideration is to pick a weapon that compliments the rest of your army. For example, if you know the rest of your collection will be lacking in anti-tank weapons then glue some bright lances on to that turret.
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Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill |
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![[Post New]](/s/i/i.gif) 2020/08/27 22:24:09
Subject: Is there an optimum loadout for Wave Serpents?
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Regular Dakkanaut
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Wave Serpents cost alot of points, especially if you take more than 1 or 2, and especially if you take the upgrades. Keep them cheap but effective with Twin SC and underslung SC imo. I am using Beil-Tan though, so get to re roll 1's so im a little biased.
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This message was edited 1 time. Last update was at 2020/08/27 22:27:22
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![[Post New]](/s/i/i.gif) 2020/08/27 23:28:44
Subject: Is there an optimum loadout for Wave Serpents?
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Screaming Shining Spear
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I'd normally go for the cheapest, twin shuriken cannon/catapult version.
They're transports, you could maybe go for starcannons but I'd be tempted to spend those points on vectored engines to help with keeping it alive to deliver its payload. If you want a gun platform craftworlds have better options.
The point is you need something worth transporting to take serpents in my opinion so the points should go into the contents of the serpent not the serpent itself.
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![[Post New]](/s/i/i.gif) 2020/08/29 13:01:35
Subject: Is there an optimum loadout for Wave Serpents?
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Ladies Love the Vibro-Cannon Operator
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Well, I usually played mine as Biel-Tan with three shuricannons. Thus each Serpent has 9 shots, S6, AP0, D1 with rerolls of 1 to hit.
So with each Serpent you have 7 or 8 hits.
In a concert of 4 or 5 Serpents slowly approaching the enemy and supporting fire from Dark Reapers this was a force to reckon with.
The Serpent load has been DA and FD in a mix.
In this way it has been possible to deal also with enemy units coming close.
Frankly, I played this army at the beginning of the 8th and won all games (no tourneys),
but skipped the army with the announcement of the 2nd SM codex.
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Former moderator 40kOnline
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![[Post New]](/s/i/i.gif) 2020/09/22 18:21:21
Subject: Is there an optimum loadout for Wave Serpents?
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Regular Dakkanaut
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Argive wrote:I know you say you dont want to... But I strongly recommend magentizing.
As someone who has owned Wave Serpents since 5th edition boy,.. for Eldar this has never been more rock solid a comment.
Every edition it changes for Wave Serpents, Warwalkers, Wraithlords, as great to good choices. Not even talking about Wraithknights or Falcons.
Dual Scatter laser, dual Scatter and shuriken, triple Shuriken,
right now the argument for Missile or Starcannons isn't bad either.
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