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Made in us
Human Auxiliary to the Empire




Maine

I know this has been discussed before, but I was wondering if anyone has found a clever way to use the HRR? I've heard the HYMP (High Yield Missle Pod) outclasses it in most situations, but the HRR must have a use... Right?

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Shas'la with Pulse Carbine



San Diego, CA

Nope. High Yield Missile pod has a much higher chance of actually killing any vehicle in the game except av 14 or 15 due to the rate of fire, with the rail rifle your only hope is an explode result to get the same effect.

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Unfortunatly, the HYMP is superior in all but the most specific cases (T4, out of cover and no invul, at 3+ save and at least 3 wounds, or 2+ save and at least two wounds-any cover or invul renders the HRR inferior even against these. technically HRR is also better against AV14, but it dose so little I don't even count it.)


HRR needs an upgrade. (all rail weapons do, but HRR the most)

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Maine

And the range difference doesnt help?

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Moscow, Russia

The HRR has a _tremendous_ threat range, but obviously its relevance depends on the side of the board that you use.
   
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Gathering the Informations.

Ranged Support Cadre is phenomenal with it.
   
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Typically, your riptides will cover the long distance targets. You can use your broadsides for mid range threats.

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There is no use. They suck as weapons.
   
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When you have access to Riptides and Plasma/Fusion Crisis Suits the HRR doesn't really serve much of a purpose. Much better off cracking AV13/14 with Fusions, MCs are targets for either HYMP spam, plasmas, or the Riptide. Light vehicles are better off being spammed by HYMPs. In the few niche places that the HRR would be better than HYMP it can generally be handled by a more well rounded unit somewhere else in your army.

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 samsonite207 wrote:
And the range difference doesnt help?


HYMP has more then enough range for most games. HRR's range advantage just doesn't do anything significant
   
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 CrownAxe wrote:
 samsonite207 wrote:
And the range difference doesnt help?


HYMP has more then enough range for most games. HRR's range advantage just doesn't do anything significant


As a matter of fact, due to table size limits, anything beyond 48" is hardly relevant. Add the fact that while using the long range you are not using the secondary the cases where the range helps are so rare it's irrelevant in comparison to the superior damage output of the HYMP.

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In a perfect setup, on a 4 x 6 table, the HRR would be set up in a corner on a cliff or tall building overlooking a valley with little LOS blocking terrain, in which case it could take pot shots at anything and be immune to retaliation by anything on the far third of the table. Including incoming reserves coming in from anywhere if it has EWO.

I fully admit that this is a fringe case and my Broadsides are HRRs because they look friggin' cool.
   
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Maine

Yeah, that's why I use them too. I guess I was hoping beyond hope that there was an actual use for them. Ah well, I suppose tau are powerful I could use the handicap, haha

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Moscow, Russia

 samsonite207 wrote:
Yeah, that's why I use them too. I guess I was hoping beyond hope that there was an actual use for them. Ah well, I suppose tau are powerful I could use the handicap, haha


Well there is a use (as mentioned, there are a couple). It's just not a big use on the standard size table.


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Get your opponent to agree to setting up 6" apart and things will be very different.

This message was edited 1 time. Last update was at 2015/12/23 16:47:10


 
   
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Personally when I use them I use them as basically sniper rifles. Take 3 Broadsides in a team, give each HRR and SMS (or if you're going up against a TEQ heavy army like Grey Knights and have the points, give them PRs for extra AP2), give them each an ATS, take a Shas'vre, and just go to town. Oh, nice special and heavy weapons you have there space marines, be a shame if I sniped it out with no saves for you. Nice Priest in that guard blob, be a shame if he were to suddenly disappear. Up to 60" you can precision shot big weapons and characters out of their meatshield squads (not a lot in this game outside of MCs and vehicles that isn't scared of S8 AP1) and at 30" and closer you use SMS to clear up the meatshields so your HRR can take out the real threats.

Gone are the days of HRRs popping tanks left and right. Until vehicle rules change, they aren't coming back. Leave that to the HYMP. The HRR has a new role in 7th. It's a sniper rifle. A TL, 60", S8 AP1 sniper rifle that will ensure that anything of value below T5 either has an invuln save or is cowering inside transport.

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The shas'vre trick does not work for a very long time now, character with ATS do not precision on 5s any more, no reason to vre a broadside.

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It's not the worst thing in the world but each HRR has 1/4 the shots of a HYMP, which is kind of rough. If the HRR had two shots instead of one, or had a submunition option of some sort it would be a much harder choice, but as is the HYMP will glance most things to death more consistently, which is unfortunate since I really like the HRR model.

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The HRR is in the same place as the lascannon: the toilet.
   
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Ironically, railsides show up missilesides in a mirror match. Just deploy so the railsides will be >37" away and start hunting. Unfortunately, the likelihood of the opposition tau not having an IA Riptide is small, so you can kiss the railsides goodbye unless the scatter is unkind.

One thing to say for railsides with ats though, they're not terrible when picking on invisible units since they're twin linked and need 6's to activate precision hits anyway, and many characters get doubled out at str 8. Still, look out sir is a thing, so that takes away a lot of the fun.

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 Drasius wrote:
Ironically, railsides show up missilesides in a mirror match. Just deploy so the railsides will be >37" away and start hunting. Unfortunately, the likelihood of the opposition tau not having an IA Riptide is small, so you can kiss the railsides goodbye unless the scatter is unkind.

One thing to say for railsides with ats though, they're not terrible when picking on invisible units since they're twin linked and need 6's to activate precision hits anyway, and many characters get doubled out at str 8. Still, look out sir is a thing, so that takes away a lot of the fun.

You can't perscision shot if you are snap firing
   
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Ah, forgot about that. Oh well, at least itc people can still do it (it is them that changed invis to force bs1 instead of snap shot isn't it?)

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 CrownAxe wrote:
 Drasius wrote:
Ironically, railsides show up missilesides in a mirror match. Just deploy so the railsides will be >37" away and start hunting. Unfortunately, the likelihood of the opposition tau not having an IA Riptide is small, so you can kiss the railsides goodbye unless the scatter is unkind.

One thing to say for railsides with ats though, they're not terrible when picking on invisible units since they're twin linked and need 6's to activate precision hits anyway, and many characters get doubled out at str 8. Still, look out sir is a thing, so that takes away a lot of the fun.

You can't perscision shot if you are snap firing


In all ITC ruled games you can

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AFAIK ITC never changed that rule, and I doubt they did as it would have been really silly to outright change a rule (there us no debate, it's clearly written in BRB) when it never caused any issues to begin with.

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 BoomWolf wrote:
AFAIK ITC never changed that rule, and I doubt they did as it would have been really silly to outright change a rule (there us no debate, it's clearly written in BRB) when it never caused any issues to begin with.


Well they changed invisibility so that it's BS 1 instead of snap firing, so you should still be able to cause a precision shot on an invisible unit.

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Well three HRR broadsides with advanced targeting systems still have a non-inconsiderable chance of a precision shot.
   
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Guys, stop, the ITC doesn't have a ruling on snap firing and precision shots, so there's no reason to assume it goes one way or another. If you really want an answer to the matter, well then write to them and they'll provide and answer or an FAQ, they aren't GW, and they don't want their rules to be overly vague, so just ask them.

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 Tinkrr wrote:
Guys, stop, the ITC doesn't have a ruling on snap firing and precision shots, so there's no reason to assume it goes one way or another. If you really want an answer to the matter, well then write to them and they'll provide and answer or an FAQ, they aren't GW, and they don't want their rules to be overly vague, so just ask them.


This isn't an issue with Snap Firing and Precision Shots, that's clearly defined in the rule book. This is an issue with ITC's ruling of Invisibility and Precision Shots. Invisibility does not cause Snap Firing at their events, it reduces your BS to 1 theoretically allowing you to pick your target in an invisible unit when you hit on 6's.

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So that every hit with a precision shot weapon is a precision hit.
   
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So, i really like to bring 2 misslesides and 2 railsides. I like to give the railsides skyfire and go hunting. They pretty much always make up their points by taking down a flyer or 2 and things like terminators or anything else with good armor.

Broadsides are surprisingly resilient so, even if they dont kill all that much they still absorb a lot more fire than they probably should be able to.

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 samsonite207 wrote:
I know this has been discussed before, but I was wondering if anyone has found a clever way to use the HRR? I've heard the HYMP (High Yield Missle Pod) outclasses it in most situations, but the HRR must have a use... Right?


It is the better weapon for use when you null deploy. You need the range because in null deployment you would have a Broadside and a couple shield drones, one to each corner in cover and firing to start the game. The longer range really pays off from those disparate corners. I like TL plasma to go with the Railgun.

High Yield are better in more conventional deploymentsas long as they don't get clumped to just one side which usually means bringing two units of them. Never a bad idea but its a drain for sure so just something to consider. Probably still worth taking two. their areas of overlapping fire are pretty tasty.

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