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Made in us
Been Around the Block




Just curious, does anyone use flakk missiles to deal with flyers?

ive never seen them in anyones list, or mentioned anywhere as effective, but they seem like a very cheap way to get anti-flyer on the field, even in large numbers if needed, and not be completely limited to anti-flyer (my problem with hydra), you'd still have frag and krak missiles to use if no flyers are present

   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

The only problem with Flakk missiles is they're not actually that good at damaging flyers. Most are either too hard to damage with the Flakk Missiles STR 7 (the marine flyers come to mind), or they can just easily avoid them with a good Jink save (the Eldar flyers come to mind here)

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in us
Lord Commander in a Plush Chair






Also paying nearly double for an ammo type that is only useful against flyers, skimmers, and fmcs(and only marginally useful at that)

Judging by your thread title I am guessing you play either Astra Militarum or an Ad Mech army; both have access to skyfire autocannons(and any army can take a cheap fortification adding a quadgun). Autocannons are the same str and ap but with 2 shots.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Khorne Rhino Driver with Destroyer



York

I used them once on some havoks and they didn't do much, they make the unit pricey so they are a thumbs down in my book!

www.malifauxaron.blogspot.com

My hobby blog! - Please have a read! 
   
Made in us
Been Around the Block




Sabre Platforms are the best AA in game per points that AM can take. Just make a interesting looking lascannon pointing to the sky and put it on a heavy weapons base and your good to go.

This message was edited 1 time. Last update was at 2015/12/11 02:57:21


 
   
Made in us
Been Around the Block




arent saber platforms FW?

I try to stay away from those when i can just in case i go to play somewhere they arent allowed


Automatically Appended Next Post:
Also the nice thing about am missiles is orders... Flyers gonna jink? Ignore cover... Trouble with high armor? Tank hunter, Etc

Just sayin, seems like 30pt on a semi-useful model to have sky fire seems better than 70+ for a sky fire unit that's easy to kill and useless against anything else

This message was edited 2 times. Last update was at 2015/12/11 04:38:12


 
   
Made in ru
!!Goffik Rocker!!






Practice shows you're better off with just regular guns. You do better against ground targets and snapfire can also force jinks or even hurt the flyer when they decide: "Eh, it only hits on 6-s".
   
Made in us
Been Around the Block




Makarios wrote:
arent saber platforms FW?

I try to stay away from those when i can just in case i go to play somewhere they arent allowed


Automatically Appended Next Post:
Also the nice thing about am missiles is orders... Flyers gonna jink? Ignore cover... Trouble with high armor? Tank hunter, Etc

Just sayin, seems like 30pt on a semi-useful model to have sky fire seems better than 70+ for a sky fire unit that's easy to kill and useless against anything else


If a opponent has a problem with FW then they need a reality check considering the power level of this game is all over the place in normal 40k.

Also Sabre platforms are 50 points, T7 with 3+ save (all shooting attacks), have interceptor, twin-linked, have the ability to seperate 6 of them out as single units so your opponent has to inefficiently go one by one, and can still take orders.

Before 7th edition with skyfire, sabre platforms were strictly just better HWTs. Even after the lascannon variant is supremely better then Hydras or a Frakk missile. The ability to interceptor and force a jink save on your opponents turn keeps your guys alive. Otherwise a relatively smart opponent will just kill any AA before you can do anything.

It isn't even a contest, they are at worst, in a game that has no flyers or skimmers, a lascannon gun that hits 1/3 of the time and will hold an objective efficiently until assaulted.

This message was edited 6 times. Last update was at 2015/12/11 05:41:40


 
   
Made in ca
Secretive Dark Angels Veteran




Canada

 War Kitten wrote:
The only problem with Flakk missiles is they're not actually that good at damaging flyers. Most are either too hard to damage with the Flakk Missiles STR 7 (the marine flyers come to mind), or they can just easily avoid them with a good Jink save (the Eldar flyers come to mind here)
ravenwing flyers also have ridiculous jink saves cause ravenwing

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in gb
Battleship Captain




True. But in the case of a flyer at least forcing them to jink more or less nullifies their threat (unlike melee-oriented bikes).

At the same time...yeah. Paying nearly the price of a quad gun to let a missile launcher squad fire like a quad-gun seems okay at first glance...except:

a) The quad gun is twin-linked
b) The quad-gun gets to fire as well as the missile launchers, not instead of
c) The quad-gun has Interceptor

The only time I think Flakk missiles are really worth a thought are devastator squads who rack up tank hunter for some reason (Imperial fists) for some reason, which makes up for their so-so strength.

Most of the time, I'd agree that massed snap-fired Krak missiles are generally a better bet. Not that they're not less capable than flakk missiles, but I'd rather buy more missile launchers because nine games out of ten, it's the ability to kill stuff on the ground that will decide the game, not killing the flyers.

Termagants expended for the Hive Mind: ~2835
 
   
 
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