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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ I've noticed in the new 5e <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex that missile launchers and heavy bolters are now equal in points. With 4e blast rules, this makes more since, but I've noticed in practice that heavy bolters are actually outperformed by missile launchers in most roles. For the purposes of mathhammer, we'll assume small blast markers hit 4 models against horde units and that against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and vehicles Krak missiles are used.<br /> <br /> Vs. <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> in 4+ cover<br /> heavy bolter: 2 hits, 10/6 wounds, 5/6 (.83)unsaved---missile launcher 4 hits, 8/3 wounds, 4/3 (1.33)unsaved<br /> Vs. <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> outside of cover<br /> heavy bolter: 2 hits, 10/6 wounds, 10/6 (1.66)unsaved---missile launcher 4 hits, 8/3 wounds, 20/9 (2.22)unsaved<br /> Vs. Orks in 4+ cover<br /> heavy bolter: 2 hits, 4/3 wounds, 2/3 (.66) unsaved---missile launcher: 4 hits, 2 wounds, 1 unsaved<br /> Vs. Orks outside of cover<br /> heavy botler: 2 hits, 4/3 wounds, 4/3 (1.33) unsaved---missile launcher: 4 hits, 2 wounds, 2 wounds<br /> Vs. <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in 4+ cover<br /> heavy bolter: 2 hits, 4/3 wounds, 4/9 (.44) unsaved---missile launcher: 2/3 hits, 5/9 wounds, 5/18 (.27) unsaved<br /> Vs. <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> outside of cover<br /> heavy bolter: 2 hits, 4/3 wounds, 4/9 (.44) unsaved---missile launcher: 2/3 hits, 5/9 wounds, 5/9 (.55) unsaved<br /> Vs Terminator equivalent<br /> heavy bolter: 2 hits, 4/3 wounds, 2/9 (.22) unsaved---missile launcher: 2/3 hits, 5/9 wounds, 5/54 (.09) unsaved<br /> Vs. <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10<br /> heavy bolter: 2 hits, 1/3 (.33) glance, 1/3 (.33) penetrate---missile launcher: 2/3 htis, 1/9 (.11) glance, 4/9 (.44) penetrate<br /> Vs. <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11<br /> heavy bolter: 2 hits, 1/3 (.33) glance---missile launcher: 2/3 hits, 1/9 (.11) glance, 1/3 (.33) penetrate<br /> Vs <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12+<br /> heavy bolter: no effect---missile launcher: 2/3 hits, 1/9 (.11) glance, 2/9 (.22) penetrate vs 12, 1/9 (.11) penetrate vs 13 and no penetrate vs 14<br /> <br /> So heavy bolters only outperform missile launchers VS armor 10, <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> in +4 cover and anything with a 2+ save. Does anyone think this means a decreased use of heavy bolters is in the future for <span class="glossaryitem" onmouseover='gp(119);'>SM</span> infantry units?]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 20:20:38]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s longer range is also a plus to consider.<br /> <br /> I like <span class="glossaryitem" onmouseover='gp(328);'>ML</span> way more :"P]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 21:03:58]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Two quick problems with your analysis.  You assume hitting four <span class="glossaryitem" onmouseover='gp(45);'>GEQs</span> each turn with the blast template.  That seems a little high, given how most armies are spread out and the tendency of the blasts to scatter.  Knocking that down to three is still generous but at least more realistic.  <br /> <br /> Second, why not give the resutls for frag against <span class="glossaryitem" onmouseover='gp(95);'>meqs</span>?  Assuming 3 hit, that's 3/2 wounds or 1/2 of an unsaved wound.  That outpeforms anything else against marines in cover.  <br /> <br /> I prefer to quote the killiness of blast templates, not in terms of how many each blast will kill, but in terms of how many the template needs to cover to clear any given threshold.  For example, against orks out of cover, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> kills 1.5 a turn.  For the frag, 1.5 wounds = 3 hits, so the frag needs to average three hits a turn to beat the heavy bolter.  odds are, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> comes ahead due to the difficulty in getting that many hits.<br /> <br /> <br /> This probably explains the reduced performance in game as well: blasts simply scatter a lot, and even when they don't they can't always hit your target number of models.]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 21:26:02]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>Polonius wrote:</cite>Two quick problems with your analysis.  You assume hitting four <span class="glossaryitem" onmouseover='gp(45);'>GEQs</span> each turn with the blast template.  That seems a little high, given how most armies are spread out and the tendency of the blasts to scatter.  Knocking that down to three is still generous but at least more realistic.  <br /> <br /> Second, why not give the resutls for frag against <span class="glossaryitem" onmouseover='gp(95);'>meqs</span>?  Assuming 3 hit, that's 3/2 wounds or 1/2 of an unsaved wound.  That outpeforms anything else against marines in cover.  <br /> <br /> I prefer to quote the killiness of blast templates, not in terms of how many each blast will kill, but in terms of how many the template needs to cover to clear any given threshold.  For example, against orks out of cover, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> kills 1.5 a turn.  For the frag, 1.5 wounds = 3 hits, so the frag needs to average three hits a turn to beat the heavy bolter.  odds are, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> comes ahead due to the difficulty in getting that many hits.<br /> <br /> <br /> This probably explains the reduced performance in game as well: blasts simply scatter a lot, and even when they don't they can't always hit your target number of models.</div></blockquote><br /> <br /> Against <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span>, I admit, that's a high number, but in my experience against my 30 ork boys squads I rarely get hit less than 4 times (sometimes 5) with 100% accuracy. This is mainly due to terrain forcing them closer than 2" apart and the fact I don't wish to annoy my opponent by spending 45 minutes in my movement phase trying to get them all 2" apart. <span class="glossaryitem" onmouseover='gp(69);'>IG</span> squads are much smaller, but typically are packed into cover to avoid wholesale slaughter. They would have a greater chance of getting at that perfect 2" apart due to the fact that after deploying most people won't move them out of cover unless pressed by a close combat threat. That, and guant squads (which I consider <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span>) also tend to have very large squads as well Also, I didn't bother with fragging marines just because I simply forgot it. Your point about averaging 3 hits versus <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> is still a valid one and due to the smaller size of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> units you may not hit them at all, but that makes mathhammer a headache..<br /> How's about these revised numbers vs <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> and frag vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>:<br /> Vs. <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> in 4+ cover<br /> heavy bolter: 2 hits, 5/3 wounds, 5/6 (.83)unsaved---missile launcher 3 hits, 2 wounds, 1 unsaved<br /> Vs. <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> outside of cover<br /> heavy bolter: 2 hits, 5/3 wounds, 5/3 (1.66)unsaved---missile launcher 3 hits, 2 wounds, 5/3 (1.66) unsaved<br /> Vs. <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span><br /> heavy bolter: 2 hits, 4/3 wounds, 4/9 (.44) unsaved--- missile launcher 3 hits, 3/2 wounds, 1/2 (.5) unsaved]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 21:40:33]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ I like one <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad with 4x <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and another with 4x <span class="glossaryitem" onmouseover='gp(328);'>ML</span>. For tactical squads I would take an <span class="glossaryitem" onmouseover='gp(328);'>ML</span> over the <span class="glossaryitem" onmouseover='gp(51);'>HB</span>.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 21:41:38]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ If you are facing an infantry heavy guard or ork player who actually spreads their squads out, then you have a much easier time concentrating your army against them.  Most good guard and ork players I've seen keep their guys fairly well bunched up because although it does make them more vulnerable to blasts, it also makes it so they can't easily be countered by enemy castle formations or mobility.]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 21:42:12]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>If you are facing an infantry heavy guard or ork player who actually spreads their squads out, then you have a much easier time concentrating your army against them.  Most good guard and ork players I've seen keep their guys fairly well bunched up because although it does make them more vulnerable to blasts, it also makes it so they can't easily be countered by enemy castle formations or mobility.</div></blockquote><br /> <br /> I must be having a hard time visualizing what you mean in a game. If your opponent is trying to capitalize on your lack of mobility (really, not that much of a disadvantage as it was in 4e, especially with orks having fleet on their waagh! turn), wouldn't spreading out and covering more of the table make it harder for them to evade you?]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 22:57:04]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ No, it just makes it easier for your mobility to allow you to concentrate forces, especially if your opponent had the reactive setup.<br /> <br /> Bunching up means that if you want to fight SOME of his army, you have to fight ALL of it.]]></description>
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				<pubDate><![CDATA[Sat, 14 Feb 2009 22:58:40]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Wouldn't it be win-win for a scattering blast template regardless of how the target's set up?<br /> <br /> Clumped together = greater number of hits<br /> <br /> Spread out = greater chance of hitting]]></description>
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				<pubDate><![CDATA[Sun, 15 Feb 2009 00:56:26]]> GMT</pubDate>
				<author><![CDATA[ orchewer]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>No, it just makes it easier for your mobility to allow you to concentrate forces, especially if your opponent had the reactive setup.<br /> <br /> Bunching up means that if you want to fight SOME of his army, you have to fight ALL of it.</div></blockquote><br /> <br /> Ah.. I see what you're talking about. You're saying that each unit stays close to neighboring units to support each other with counter charges and joint charges. I thought you were saying that the units were packed together. I know that typically, there is no sneaking around my foot slogging orks unless my opponent first punches a hole in them to slide through by the sheer fact the units are loosely packed, but still side by side almost from table edge to table edge and what gaps there are are typically within the threat range of my orks' charge. <br /> In fact, to prove to my nephew that they could be beaten, we switched armies for a game and I piled all of his space marine units (mostly <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> stuff) on one side of the board and poured all my fire into one flank. I toasted 1 unit and managed to reduce another by half by the time he got to me, then I moved up into the hole and rapid fired on the depleted unit and let him try to bring each unit 1 at a time to me versus my whole army. It made the game very close but I managed a narrow win. After the lesson I gave him enough missile launcher bits to build 2 devastator squads.. I haven't been able to beat him since, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Sun, 15 Feb 2009 01:52:35]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Build and Ork list with a Kill-Kannon BW and a <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> bigmek, and then watch your opponent sweat as he has to figure out whether to spread himself out to defend from blasts, or pack together to have a more viable winning strategy.]]></description>
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				<pubDate><![CDATA[Sun, 15 Feb 2009 07:29:35]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Build and Ork list with a Kill-Kannon BW and a <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> bigmek, and then watch your opponent sweat as he has to figure out whether to spread himself out to defend from blasts, or pack together to have a more viable winning strategy.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>, it's my nephew.. and I play my orks with my brain in neutral. I just roll my run dice for my boyz and let my lootas fire. Once I get in close combat I roll buckets of dice and hope the units I hit hold this turn but break in my opponent's. If I just wanted to win outright, I'd field Snikrot and company.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 02:22:17]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(328);'>ML</span> definetly!  It's rare for marines to score 3 hits with the <span class="glossaryitem" onmouseover='gp(51);'>HB</span>.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 03:27:45]]> GMT</pubDate>
				<author><![CDATA[ Ghetto_Fight]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(328);'>ML</span> all the way sorry but it's true... well <span class="glossaryitem" onmouseover='gp(72);'>imo</span>]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 06:23:49]]> GMT</pubDate>
				<author><![CDATA[ Sternguard_rock]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ They are both good in different ways.  For the most part, I think that missile launchers are a bit better due to the extended range and multiple fire modes.  There will be places where the heavy bolter is the superior weapon (like shooting at fire warriors out of cover) but I think that these situations will occur less often than ones where the missile launcher will be better.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 19:32:38]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ I prefer the missile launcher in many capacities but find myself gravitating towards the heavy bolter a lot just simply because of AP4 against infantry...<br /> <br /> I know thats not a huge thing but it just seems superior to me, although it depends what use were talking Devastators or <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads?<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads i would probably go with missile, because they are the "jack of all trades" unit and the multi-use of the missile launcher fits this.<br /> Devastators, I would have to say heavy bolters, as per stated above.]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 22:58:31]]> GMT</pubDate>
				<author><![CDATA[ Ciaphas-Cain]]></author>
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				<title>Re:SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Consider the fact that an opponent could simply place his models with 2" between them.. this would make it very hard to hit more than 1 model with a blast while the heavy bolter would remain unaffected. (this could be hard with orks or other swarm armies, but would easy with elite armies)]]></description>
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				<pubDate><![CDATA[Tue, 17 Feb 2009 23:20:20]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ The thing is if you want to be effective with heavy bolters you have to take a lot of them... This Is the beauty of devastators.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 02:15:16]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ You can always take two Missile Launchers and two Heavy Bolters, and split the squad in two.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 02:19:32]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>Sharik wrote:</cite>Consider the fact that an opponent could simply place his models with 2" between them.. this would make it very hard to hit more than 1 model with a blast while the heavy bolter would remain unaffected. (this could be hard with orks or other swarm armies, but would easy with elite armies)</div></blockquote><br /> That only remains true against smaller squads. Against a 20-30 member squad of anything, if you aim in the middle you're still likely to hit 2-3 even against a well dispersed squad. 2" apart does a lot, but it is a 3" marker.. Plus Missile Launchers can still be used as effective AP3 weapons and can actually effect armor value 12+, neither of which a heavy bolter can do.<br /> <br /> <blockquote><div><cite>Nurglitch wrote:</cite>You can always take two Missile Launchers and two Heavy Bolters, and split the squad in two.</div></blockquote><br /> <br /> That's true, you would limit the team's effectiveness against medium armor, but you would definitely have a very effective and flexible anti-infantry unit.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 03:45:58]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>Re:SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ I think Missile Launchers are definitely better overall. It would be a close run thing if both guns had the same range, but the extra range on the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> tips it for them.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(119);'>SM</span> heavy weapons list is basically just Missile Launchers and Multimeltas now.<br /> <br /> For Guard, missile launchers are even better relatively becuase of the lower <span class="glossaryitem" onmouseover='gp(51);'>HB</span> hit rate. I coul dse emyself fielding a Guard army with missile launchers as the only heavy weapon (pending what happens in the new codex, of course).]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 07:02:54]]> GMT</pubDate>
				<author><![CDATA[ Neil]]></author>
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				<title>Re:SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>Neil wrote:</cite><br /> For Guard, missile launchers are even better relatively becuase of the lower <span class="glossaryitem" onmouseover='gp(51);'>HB</span> hit rate. I coul dse emyself fielding a Guard army with missile launchers as the only heavy weapon (pending what happens in the new codex, of course).</div></blockquote><br /> <br /> Autocannons do anti-tank/anti-<span class="glossaryitem" onmouseover='gp(95);'>meq</span> in cover better than missile launchers.<br /> <br /> But for marines, missile launcher &gt; heavy bolter in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 14:33:59]]> GMT</pubDate>
				<author><![CDATA[ orchewer]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Actually, I've always wondered "what does <span class="glossaryitem" onmouseover='gp(69);'>IG</span> do to <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14?" Most <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players do prefer the 2 shots averaging 1 hit with an autocanno to the 1 shot averaging .5 hits with a missile launcher, but what do you do when your autocannons are just baning off the hull and annoying the occupants? Focus that fire elsewhere and ignore the unit? The <span class="glossaryitem" onmouseover='gp(316);'>KP</span> system doesn't really lend itself to suicidal melta stormtrooper deepstrikes any more.<br /> What unit takes care of heavy armor if weapon teams are all used as anti-infantry/light armor autocannons? Lascannon Leman Russes? I thought those were typically taken with as much anti-infantry power as possible.<br /> Basalisks maybe?]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 21:34:41]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ I keep my heavy bolters on Scout Squads & Razorbacks. Missile launchers have great range & two modes of fire so I'll generally go with them over a heavy bolter.<br /> <br /> Multimelta is my fav, but lacks range for a totally static unit.  If I have a <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad that I want to stay put I give them a plasma cannon and hope I don't role a one each turn.<br /> <br /> I almost never use devistators so I can't coment on the load out for them.<br /> <br /> Oh and in general when I play against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> the answer they have for AV14 is lascannons, at least 3.]]></description>
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				<pubDate><![CDATA[Wed, 18 Feb 2009 22:23:41]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Missile Launchers all the way!]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 01:19:19]]> GMT</pubDate>
				<author><![CDATA[ dragonfire]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>The thing is if you want to be effective with heavy bolters you have to take a lot of them... This Is the beauty of devastators.<br /> <br /> G</div></blockquote><br /> <br /> Heavy Bolters in a devastator squad? Why in the world would someone want to do that?<br /> <br /> The only weapons to take (from a cost effectiveness point of view) in a devastator squad is <span class="glossaryitem" onmouseover='gp(328);'>ml</span>'s, <span class="glossaryitem" onmouseover='gp(331);'>pc</span>'s and lascannons.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 04:28:48]]> GMT</pubDate>
				<author><![CDATA[ imweasel]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Or better yet: take an autocannon/heavy bolter pred for half the price, and more versatility.]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 08:05:44]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Or better yet: take an autocannon/heavy bolter pred for half the price, and more versatility.</div></blockquote><br /> where do you get your dedicated anti-tank from then? I know there's other <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> choices capable, but what do you choose instead if you're taking the dakka pred? Also, you don't have to worry about a devastator squad getting one-shotted like a vehicle.. it's not as likely in 5e, but with the emphasis on movement and the power of melta weapons, getting hit in exposed side armor is still a distinct possibility.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 17:26:50]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Space marines have their fast attack slots full of anti-tank with cheap multi-melta land speeders and attack bikes.<br /> <br /> Missile launchers are NOT good at a dedicated anti-tank role.  They're good for anti-infantry with a secondary role of "oh shiz there's a tank, lets take a go at it."  They're not strong enough, and they don't have AP1, so they won't reliably destroy enemy vehicles for you.<br /> <br /> This is supported both by mathematics and by the fact that I fairly frequently run a 4 missile launcher 8 man havoc squad.  But, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> havocs are far superior to <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads because they're not nearly as vulnerable to assault with two attacks each.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 19:41:21]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ meh, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> attack bikes and land speeders typically just buy my opponents' <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.. I used them a lot in 4e, but not so much now. I used to be able to keep them low on my opponent's target priority until I got them in position and punished them for ignoring them, now they go full bore at them to prevent them from getting any worthwhile kills AND so they can have the <span class="glossaryitem" onmouseover='gp(316);'>KP</span> that comes with them. Small, semi-fragile units FTL... <br /> Personally, I like meltaguns in my squads of objective grabbers. They're typical enough to smoke a marine before I charge and they do a good enough job of scaring away tanks that like to tank shock them off of objectives..<br /> I agree with you about <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> withstanding much better in close combat that just about any non <span class="glossaryitem" onmouseover='gp(19);'>CC</span> space marine unit.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 22:49:58]]> GMT</pubDate>
				<author><![CDATA[ themandudeperson]]></author>
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				<title>SM Heavy Bolter vs Missile Launcher</title>
				<description><![CDATA[ Attack bikes are a good buy for the points as long as you stick with <span class="glossaryitem" onmouseover='gp(330);'>mm</span> and <span class="glossaryitem" onmouseover='gp(51);'>hb</span>'s.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2009 06:11:45]]> GMT</pubDate>
				<author><![CDATA[ imweasel]]></author>
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