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![[Post New]](/s/i/i.gif) 2017/07/01 13:48:09
Subject: Ranged Anti-Infantry Units
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Regular Dakkanaut
Shoreline
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Per the title, what are efficient anti-infantry units?
-Wyvern
-Night Spinner
-Missile Launchers
What is the most point efficient ranged anti-infantry units for any army?
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![[Post New]](/s/i/i.gif) 2017/07/01 13:59:39
Subject: Ranged Anti-Infantry Units
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Terrifying Doombull
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Pretty sure the math comes down to something like basic Guard infantry squads. It's a supremely ugly sort of point efficiency, rolling hundreds of dice, take half, rolling more, taking half or a third again and finally getting a small result. But for killing large numbers of infantry, I don't think it can be beat by exotic (or just most heavy weapons) weapons or expensive tanks.
For example, missile launchers are actually fairly bad.
3.5 attacks on average 3+ to hit if marines, 2.4 hits. 1.6 wounds if t3, about a single wound if 5+ save.
That's 38 points for a single wound on a guardsmen or guardian if the shooter is a marine. Pretty bad points efficiency.
Wyvern isn't terrible, though, given the average shots and relative inexpensive cost.
Night spinner is too far on the costly side, and generates too few shoots to be an infantry killer. Good for more Elite infantry and light vehicles, however.
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This message was edited 1 time. Last update was at 2017/07/01 14:03:27
Efficiency is the highest virtue. |
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![[Post New]](/s/i/i.gif) 2017/07/01 14:19:12
Subject: Ranged Anti-Infantry Units
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Powerful Phoenix Lord
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It would also depend a lot on what enemies you're facing. Toughness 3 models like Eldar and Imperial Guard drop to heaps of stuff faster than Toughness 4 models - if you get a Strength 6+ weapon for that important 2+ to wound roll.
It's unlikely you'll be able to stop things like Orks (with the right characters they'll run/charge 20"+ a turn, etc.) if you're not on the further side of the board.
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![[Post New]](/s/i/i.gif) 2017/07/01 14:33:07
Subject: Ranged Anti-Infantry Units
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Regular Dakkanaut
Shoreline
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Hmm I guess I should have been more clear on my definition of range. I am trying to find 36"+ weapons that is good at killing infantries.
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![[Post New]](/s/i/i.gif) 2017/07/01 15:06:13
Subject: Ranged Anti-Infantry Units
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Regular Dakkanaut
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Mortar heavy weapon squads. 27 points for 3d6 S4 hits from 48" away, you don't even need LOS.
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![[Post New]](/s/i/i.gif) 2017/07/01 15:24:38
Subject: Ranged Anti-Infantry Units
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Lord Commander in a Plush Chair
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Taurox Prime with gatling and hot shot volley guns for guard/tempestus.
Average 3.3333 dead Meq per turn, 7.1111 Geq, and 6 fire warriors.
28 S4 shots, 8 of which are ap-2.
And oops I did the math at bs 4+; does even better pre-half-wounds.
So the gatling fires 20, hits with 13.3333. Wound Meqs 6.6666 times and they save 4.4444 for 2.2222 dead meq. Geq and
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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.
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![[Post New]](/s/i/i.gif) 2017/07/01 15:30:18
Subject: Ranged Anti-Infantry Units
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Perfect Shot Dark Angels Predator Pilot
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The humble Predator is worth a look. The stock autocannon received quite an upgrade - it's now 2D3 shots and does 3 wounds per hit. Couple that with the heavy bolter sponsons, and that's a fair bit of dakka.
I rather like the Relic Sicaran as well. The main gun now does 8 rending shots, and it can mount up to 3 heavy bolters. Good stuff.
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![[Post New]](/s/i/i.gif) 2017/07/01 15:37:09
Subject: Ranged Anti-Infantry Units
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Infiltrating Prowler
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The Punisher Tank with either flamers or heavy bolters and a stormbolter is amazing.
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![[Post New]](/s/i/i.gif) 2017/07/01 16:08:16
Subject: Ranged Anti-Infantry Units
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Stealthy Kroot Stalker
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For the T'au, I think our anti-infantry gold star goes to the humble Gun Drone and its amazing dakka.
With absolutely no buffs whatsoever, you're getting 4/3 5/0/1 hits at up to 18" for the same point cost as a fire warrior.
With fairly ubiquitous-to-access and cheap upgrades, you're looking at an average of 2 hits for the same point cost.
Put a Fireblade nearby (you'll want one anyway for your Strikers), and that ends up being 6 shots within 9".
Within 9" is a dangerous place for T'au to be, but that's more true if there's enemies left alive after the shooting phase.
Add 5 Markerlights, and you're looking at 6 shots, hitting 7/9 of the time, wounding most infantry on 3+, tough infantry and light vehicles on 4+, and everything else except Warlord Titans on a 5+, all on an 8 point T4 4+ 8" move platform.
Threat Identification Protocols is the only real downside to them... but that's a downside that any T'au player should see in giant neon flashing lights as something you should prepare to counter, and so the worst is mostly mitigated while you're still forcing your enemy to arrange their forces in ways to deal with the sheer dakkawesome that Gun Drones can provide.
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![[Post New]](/s/i/i.gif) 2017/07/01 16:23:16
Subject: Ranged Anti-Infantry Units
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Lord Commander in a Plush Chair
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Zewrath wrote:The Punisher Tank with either flamers or heavy bolters and a stormbolter is amazing.
True but it is nearly twice the cost of the taurox prime with the trip heavy bolters and hits less with the extra shot(Taurox prime can also get the stubber/storm bolter). It will hit more with flamers but that ups the cost a bit too; and we are talking about point-efficient killing.
2 T-Primes will be more survivable and kill more infantry than 1 Punisher.
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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.
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![[Post New]](/s/i/i.gif) 2017/07/01 16:25:11
Subject: Ranged Anti-Infantry Units
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Powerful Phoenix Lord
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I also would have suggested the War Walker, but with scatter lasers down to 4 shots a piece...they're not really putting out enough fire (particularly with no armour penetration).
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![[Post New]](/s/i/i.gif) 2017/07/01 16:43:35
Subject: Ranged Anti-Infantry Units
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Ork shooting is garbage. Can I nominate a weirdboy teleporting 30 choppy boyz behind enemy lines?
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![[Post New]](/s/i/i.gif) 2017/07/01 17:38:08
Subject: Ranged Anti-Infantry Units
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Pyromaniac Hellhound Pilot
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Against GEQ I think Imperial guard mortar teams are one of the most efficient. 27pts for a three team squad on average kills around 2.2 GEQ per turn. That's around 8.5 dead per 100pts invested in them - I believe this comes out slightly ahead of the taurox prime if the maths above is right. They're not crazily durable, but can fire out of LOS from 48 inches away. The taurox firepower falls of it moves too.
Heavy bolter weapons teams are almost as good per point, and are better against heavier targets, but shorter ranged, more fragile and need LOS. A bunch of them with sergeant harker might push them better than the mortars.
Theoretically conscripts and infantry squads with FRFSRF will be ahead of these if they're within 12 inches of the enemy, but this is situational and isn't reliably achieved. At 24 inches they come out around 6 or 7 dead GEQ per hundred points invested.
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This message was edited 1 time. Last update was at 2017/07/01 17:38:53
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2017/07/01 19:14:11
Subject: Ranged Anti-Infantry Units
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Monster-Slaying Daemonhunter
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Mortar teams, Leman Russ Punishers, Sisters Dominions, Sisters Seraphim
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This message was edited 1 time. Last update was at 2017/07/01 19:14:25
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2017/07/01 19:37:23
Subject: Ranged Anti-Infantry Units
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Loyal Necron Lychguard
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Hellforged Rapier is probably the best anti-infantry shooting Chaos gets, though Scarab Occult Terminators are pretty excellent as well with their super-combi-bolters.
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