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Which faction focus was the weakest in your opinion
Space marines
Tyranids
Chaos space marines
Necrons
Guard
Chaos demons
Adeptus Sororitas
Votann
World eaters
Adeptus mechanicus
Eldar
Death guard
Imperial knights
Tau
Chaos knights
Adeptus custodes
Orks
Thousand sons
Grey knights
Dark eldar
Inquisiton/imperial agents
Genestealer cults
Dark angels
Blood angels
Space Wolves
Black templars
Titans?

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Made in us
Ancient Ultramarine Venerable Dreadnought





 Mythantor wrote:
Breton wrote:
Karol wrote:


If something do what it is suppose to do, then it is like the text book definition of bad. If my trainers expects me to do specific stuff, I don't do it, but I sing well, then it doesn't somehow even itself out. A weapon that is suppose to counter tanks, in an army that lacks other sources ot anti tank, can not have a swingy number of shots and wounds. One of those two is too much.


Who said it was supposed to counter tanks? People may have guessed it was, but GW never said it was. The Heavy Missile version is going to make unhappy campers out of Terminators, Gravis, Broadsides, Crisis, Assorted Destroyers, Meganobz, Wraith Blade/Guard, and so on.


Doing 1d6 damage makes it terrible at killing multi wound infantry. Cause you will get a lot of overkill and underkill. To be efficient at killing multi wound infantry you need to deal reliable damage.
Imagine rolling a 2 for damage against a Termi. I’m not even going into the lack of ap against targets that will often be in cover etc.


Its going to be average 3.5 - and will be 3 or more 67% of the time. More when you have Miracle Dice and need a place to use the 3's and 4's.
vs T(6-9), 3+
Average phase is D6+2 - 5.5 shots - 3.685 hits, 2.75 Indirect, 2.469 woundings, 1.84 Indirect, 4.32 Wounds after 3+ (+1 In Cover) 3.22 Indirect (3+, +1 capped) (Before Miracle Dice)

Using the Rockets -
vs T3 Guardsmen squad

10.5 +2 for Blast vs 10 is 12.5 - 8.375 hits, 6.25 Indirect, 5.6 Woundings, 4.1 Indirect. 2.8 after saves(Ignores Cover), 2.05 Indirect.

The rockets are less impressive than the missiles, but the missiles are still better than Meh. They're not great, but they're decent in a new reduced lethality era.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Regular Dakkanaut




Interesting how the previews lined up to faction strength almost perfectly. And a lot of folks picked up on what looked worst.

This message was edited 1 time. Last update was at 2023/06/20 22:29:23


 
   
Made in us
Fixture of Dakka




NE Ohio, USA

 Mythantor wrote:
Breton wrote:
Karol wrote:


If something do what it is suppose to do, then it is like the text book definition of bad. If my trainers expects me to do specific stuff, I don't do it, but I sing well, then it doesn't somehow even itself out. A weapon that is suppose to counter tanks, in an army that lacks other sources ot anti tank, can not have a swingy number of shots and wounds. One of those two is too much.


Who said it was supposed to counter tanks? People may have guessed it was, but GW never said it was. The Heavy Missile version is going to make unhappy campers out of Terminators, Gravis, Broadsides, Crisis, Assorted Destroyers, Meganobz, Wraith Blade/Guard, and so on.


Doing 1d6 damage makes it terrible at killing multi wound infantry. Cause you will get a lot of overkill and underkill. To be efficient at killing multi wound infantry you need to deal reliable damage.
Imagine rolling a 2 for damage against a Termi. I’m not even going into the lack of ap against targets that will often be in cover etc.


So if you find the Exorcist too swingy, use a Castigator with battlecannon.
   
Made in us
Pious Palatine




ccs wrote:
 Mythantor wrote:
Breton wrote:
Karol wrote:


If something do what it is suppose to do, then it is like the text book definition of bad. If my trainers expects me to do specific stuff, I don't do it, but I sing well, then it doesn't somehow even itself out. A weapon that is suppose to counter tanks, in an army that lacks other sources ot anti tank, can not have a swingy number of shots and wounds. One of those two is too much.


Who said it was supposed to counter tanks? People may have guessed it was, but GW never said it was. The Heavy Missile version is going to make unhappy campers out of Terminators, Gravis, Broadsides, Crisis, Assorted Destroyers, Meganobz, Wraith Blade/Guard, and so on.


Doing 1d6 damage makes it terrible at killing multi wound infantry. Cause you will get a lot of overkill and underkill. To be efficient at killing multi wound infantry you need to deal reliable damage.
Imagine rolling a 2 for damage against a Termi. I’m not even going into the lack of ap against targets that will often be in cover etc.


So if you find the Exorcist too swingy, use a Castigator with battlecannon.


I will agree that the Exorcist is bad at killing...stuff. It's only usable because of indirect.

Don't use a Castigator Battle Cannon. The AutoCannon does more damage to everything except Non-Infantry 2+ saves in cover. Against High Toughness models, it's even better against Monsters and Vehicles because of Twin Linked.


 
   
 
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