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Made in us
Legendary Master of the Chapter






 Insectum7 wrote:
Whats wierd to me, and maybe someone can show me that Im wrong, but after doing the math it looks like a Grav-Cannon is better than a Lascannon at killing vehicles, and better than a Missile Launcher at killing hordes, while obviously being much better than either at killing elite troops. All for 3 points more, but at half the range.

Its made me reconsider missile launchers entirely.


mmmmm a dev squad with 4 of them shoots 16, hits 8, wounds on a 5 so 2.66 wounds so rounding up would do 3 D3 damage ish. (disregarding bonuses for now)

vs 4 lascannon devs which dont have to move. which is 2.66 hits 1.77 wounds. so roughly 2d6 damage.

it just doing it quickly.

This message was edited 1 time. Last update was at 2017/08/29 17:53:22


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Desubot wrote:
 Insectum7 wrote:
Whats wierd to me, and maybe someone can show me that Im wrong, but after doing the math it looks like a Grav-Cannon is better than a Lascannon at killing vehicles, and better than a Missile Launcher at killing hordes, while obviously being much better than either at killing elite troops. All for 3 points more, but at half the range.

Its made me reconsider missile launchers entirely.


mmmmm a dev squad with 4 of them shoots 16, hits 8, wounds on a 5 so 2.66 wounds so rounding up would do 3 D3 damage ish. (disregarding bonuses for now)

vs 4 lascannon devs which dont have to move. which is 2.66 hits 1.77 wounds. so roughly 2d6 damage.

it just doing it quickly.


Right, it's the not moving that gives it to the Lascannon there. But if they're both moving(or not) the Grav is better. Makes me want re-integrate Grav and try out a Drop Pod or two in 8th.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Potent Possessed Daemonvessel





Assuming Grav cannons will frequently be moving they would hit on a 4+. So as above that is ~3D3 damage or 6 damage.

4 lascannon devs, likely don't move so hit about 3 times, and wound twice, so 2D6 damage or an average of 7 damage.

The range is the big thing here because due to that you end up paying for a transport to get them into range, which unless that is a drop pod, means they don't shoot turn 1. It also means that they are more likely to die because they are closer to threats.
   
Made in us
Legendary Master of the Chapter






 Insectum7 wrote:
 Desubot wrote:
 Insectum7 wrote:
Whats wierd to me, and maybe someone can show me that Im wrong, but after doing the math it looks like a Grav-Cannon is better than a Lascannon at killing vehicles, and better than a Missile Launcher at killing hordes, while obviously being much better than either at killing elite troops. All for 3 points more, but at half the range.

Its made me reconsider missile launchers entirely.


mmmmm a dev squad with 4 of them shoots 16, hits 8, wounds on a 5 so 2.66 wounds so rounding up would do 3 D3 damage ish. (disregarding bonuses for now)

vs 4 lascannon devs which dont have to move. which is 2.66 hits 1.77 wounds. so roughly 2d6 damage.

it just doing it quickly.


Right, it's the not moving that gives it to the Lascannon there. But if they're both moving(or not) the Grav is better. Makes me want re-integrate Grav and try out a Drop Pod or two in 8th.


It would be roughly 1 d6 vs 3d3. so technically 1-6 damage for las vs min 3-9 damage for the grav. IF moving.

its not bad but its still not great.
as above you are paying out the butt for the mobility to get places.

and you end up putting you guys in the DANGER zone.

This message was edited 1 time. Last update was at 2017/08/29 18:06:09


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Storm Guard





Iowa

As someone who likes to keep it fluffy and put a heavy weapon in my tac squads I'm probably going to put grav-cannons in my tac squads. Then use my accumulated missles for a devastator squad when i buy a devastor unit. I'll probably never put a lascannon in a tac squad as one shot at 4+ is just too unreliable. I could however see putting missle/plasma/heavy bolters in the squads as well but the grab cannons just seem to do that job better
   
Made in us
Death-Dealing Devastator




Tampa, FL

I almost always run 2 Devastator squads. There are two load-outs I use Missiles in. A squad with 3 Missile Launchers and a Plasma Cannon, and a squad of 3 Lascannons and a Plasma Cannon, or else I do two identical squads of 2 Lascannons, 1 Missile Launcher, 1 Plasma Cannon. This gives me access to Flak Missiles if I need, or it gives me the opportunity to use a slightly less efficient weapon overall to the strength of its flexibility. A Frag Missile is not as good as 2 and a half Heavy Bolters against infantry, but a Krak Missile is better against harder targets. A Krak Missile is also almost as good as a Lascannon against many targets, but I do not think they are a replacement for Lascannons. I use them as an additional option that can be used where it is needed the most instead of adding more specialization in.
   
Made in us
Water-Caste Negotiator




When you're playing against orks and the trukks/nobs are all dead it's nice to have the frag missiles for the boyz.
   
 
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