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2020/10/18 04:36:45
Subject: Wargear options for Eradicator squad
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Fully-charged Electropriest
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With the drop of the new codex I was forced to remake most of my marines list and I have decided to add a unit of Eradicators. However I am having trouble deciding what wargear options to take for them. I have 135 points to work with and have two options:
1. I can put Heavy Melta rifles on all three
2. Put Melta rifles on two and a Multi-Melta on the third, This will also leave me with enough points to put a grenade launcher on a unit of Intercessors.
The main advantage of 1 is the damage output which my list needs for heavier targets. The main disadvantage is that they are all heavy so no shooting if they advance and -1 to hit if they move, though in turn 2 & 3 this will be mitigated since my chapter are Ultramarines successors.
The main advantage of 2 is greater mobility and more attacks as the muti is two shots plus the better Intercessors. The cost is less damage output.
Thoughts?
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2020/10/18 05:14:23
Subject: Re:Wargear options for Eradicator squad
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Commander of the Mysterious 2nd Legion
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IMHO... neither. eradicators are plenty strong, and having the option to advance and still put the hurt on something is, IMHO worth it.
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Opinions are not facts please don't confuse the two |
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2020/10/18 11:29:44
Subject: Re:Wargear options for Eradicator squad
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Chalice-Wielding Sanguinary High Priest
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BrianDavion makes a good point. I'm not sure where turns 2 and 3 come into it, because even the base melta-rifle already has -4AP... making sure the Eradicators actually hit is going to be a lot more useful than whether the unit on the receiving end gets a 6+ save or not.
That said, the multi-melta still seems worth it for the sake of the extra shot, two shots at 4+ is still usually better than one at 3+.
...just realised, I mis-clicked on the poll - go ahead and take the one result off for heavy meltas and add that to the multi-melta results instead.
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This message was edited 1 time. Last update was at 2020/10/18 11:30:39
"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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2020/10/18 11:42:20
Subject: Re:Wargear options for Eradicator squad
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Resolute Ultramarine Honor Guard
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Super Ready wrote:BrianDavion makes a good point. I'm not sure where turns 2 and 3 come into it, because even the base melta-rifle already has -4AP... making sure the Eradicators actually hit is going to be a lot more useful than whether the unit on the receiving end gets a 6+ save or not.
That said, the multi-melta still seems worth it for the sake of the extra shot, two shots at 4+ is still usually better than one at 3+.
...just realised, I mis-clicked on the poll - go ahead and take the one result off for heavy meltas and add that to the multi-melta results instead.
Turn 2 and 3 he'll be in Tactical Doctrine, and UM can count as stationary if they didn't advance while in Tac through a strat.
Goonhammer mathhammered the Heavy vs the Normal, and the Heavy supposedly outdamages enough to be worth the points cost + moving, but they didn't figure out 0 damage from advancing.
I've already decided I think I prefer being to advance. Automatically Appended Next Post: If you really want to overkill, take the heavies, don't advance and use the All Three Doctrines at once Strat to give them Stationary and -1 AP.
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This message was edited 1 time. Last update was at 2020/10/18 11:44:18
My WHFB armies were Bretonians and Tomb Kings. |
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2020/10/18 11:46:25
Subject: Wargear options for Eradicator squad
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Nihilistic Necron Lord
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Definitely want the Multi for the extra shot/s I think. Heavy vs Normal for the other two is the question I think. I’m leaning towards Heavy since I’ve already got the Heavy Multi in there.
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2020/10/18 12:11:58
Subject: Wargear options for Eradicator squad
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Grim Dark Angels Interrogator-Chaplain
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I’ll likely build mine all as regular Melta Rifle for mobility.
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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2020/10/18 12:39:48
Subject: Wargear options for Eradicator squad
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Nihilistic Necron Lord
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Run a six man unit with two Multi Meltas. Combat Squad and put both Multi Meltas into the same unit. Three rifles run forward, two Multi’s hang back.
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2020/10/19 11:29:57
Subject: Wargear options for Eradicator squad
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The Marine Standing Behind Marneus Calgar
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My first thought on this unit was it was pretty close to overkill vs. most things with just the basic rifle, and you want to be moving, so why bother with the MM?
But that’s in a vaccum where you are not taking losses. Turn two, you are now midfield and don;t need to move, and might have lost one or two of the guys in the squad. Now that Multi-Melta gets to Multi-doubletap and still mangle a/o kill something, even if he’s the last man standing.
Seems like it might be worth the points investment.
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2020/10/19 11:37:50
Subject: Wargear options for Eradicator squad
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Locked in the Tower of Amareo
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Nevelon wrote:My first thought on this unit was it was pretty close to overkill vs. most things with just the basic rifle, and you want to be moving, so why bother with the MM?
But that’s in a vaccum where you are not taking losses. Turn two, you are now midfield and don;t need to move, and might have lost one or two of the guys in the squad. Now that Multi-Melta gets to Multi-doubletap and still mangle a/o kill something, even if he’s the last man standing.
Seems like it might be worth the points investment.
6 shots rerolling 1's to hit doesn't kill leman russ in average though. Even with full rerolls to hit you average 9 damage. So if you want to make sure you kill T8 3+ W12 model the extra damage has point.
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2024 painted/bought: 109/109 |
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