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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Lascannons sound better than most, but then at the same time Mortars have a very nice wound-point ratio....<br /> <br /> I realize each weapon serves an entirely different purpose, but just overall I would like some peoples opinions.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 20:45:27]]> GMT</pubDate>
				<author><![CDATA[ LordHamshire]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ None of the above <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>, <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are too expensive and fragile. But if you have to take something <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> or <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are the only real options. <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are better against most vehicles and elite infantry, <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> give you some anti-light-vehicle shooting while also doubling your firepower against light infantry compared to <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.<br /> <br /> Also, mortars do not have a very nice wound-point ratio unless your opponent is stupid and clusters all of their models into perfect mortar formation. Against a smart player mortars do very little damage and cost way too many points.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 20:50:11]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Due to incredible internal balance in the Dex, if you want lascanons you may as well pay the few extra points for a vandetta. It's Far Far more cost effective to put <span class="glossaryitem" onmouseover='gp(59);'>HW</span> into infantry squad and in that case it's usually autocanons or mortars for me..<br /> But since you can't split fire, <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> should be something you can't slip into IS, such as anti-tank las..<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And I disagree with above post, mortars have their uses against SOME armies due to pinning.. Very situational however]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 20:51:34]]> GMT</pubDate>
				<author><![CDATA[ Strayan]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/541485/5871759.page"><b>Strayan wrote:</b></a><br/>And I disagree with above post, mortars have their uses against SOME armies due to pinning..</div></blockquote><br /> <br /> They really don't. Mortars are only ST4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6 with effectively one hit per shot so getting the necessary wound to force a pinning check is hardly guaranteed, and most of the things you care about pinning have enough leadership (including re-rolls, fearless, etc) that a successful pinning test is rare. Instead of screwing around trying to pin the best thing to do is put those points into more guns and <i>kill</i> the threat.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 20:57:03]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ By wound to point ratio I was referencing to the wounds of the unit, not dealt wounds.<br /> <br /> Barrage seems like it would be useful for a Heavy Weapons squad...<br /> <br /> P.S. I realize <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are not an effective use of points, that is irrelevant.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 20:58:42]]> GMT</pubDate>
				<author><![CDATA[ LordHamshire]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e286b18807d4760efaa14bb40df10700.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/541485/5871790.page"><b>LordHamshire wrote:</b></a><br/>By wound to point ratio I was referencing to the wounds of the unit, not dealt wounds.</div></blockquote><br /> <br /> Why does this ratio matter? If you want the most wounds per point you take infantry and conscript squads. <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are there to do damage, taking away damage to improve a random defensive stat is a suicidally bad plan.<br /> <br /> <blockquote class="uncited"><div>Barrage seems like it would be useful for a Heavy Weapons squad...</div></blockquote><br /> <br /> It would be, if that barrage actually did anything. Mortars are such a weak weapon to start with that even adding barrage to them doesn't make them a viable threat.<br /> <br /> <blockquote class="uncited"><div>P.S. I realize <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are not an effective use of points, that is irrelevant.</div></blockquote><br /> <br /> Of course it's relevant. If you don't care about what is an effective use of points then why does it matter what you arm them with? Just take one mortar, one <span class="glossaryitem" onmouseover='gp(51);'>HB</span>, and one <span class="glossaryitem" onmouseover='gp(80);'>LC</span> for a "versatile" and "fluffy" squad and forget about the math.]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 21:29:08]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ If mortars average 1 hit per template, than each mortar squad that fires has a 50% chance of sniping out a guy that isn't named Sarg.<br /> <br /> <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> are very vulnerable to anything.  Grots will over-run them.<br /> That being said, it seem like if you are going to take <span class="glossaryitem" onmouseover='gp(638);'>HWTs</span>, taking the team that doesn't need line of sight seems like an obvious choice.<br /> <br /> 60 points for 3 S4 AP5 barrage blasts isn't horrible.<br /> You should be able to hide them, they do score.  It's one more thing that's dirt cheap, some what effective, and your opponent has to deal with.<br /> <br /> Where cheap Heavy Weapon Squads shine is being over-killed.  Generally you stuck either over-killing the mortar team, or ignoring it.  <br /> I wouldn't feel bad about firing my 2 psycannons and 8 psybolt storm bolters into a 20 man combined infantry squad, but I'd really hate to do that to 3 mortars.  But if I ignore them, they are going to be lobbing shots onto my psycannons...<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 22 Jul 2013 22:43:48]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/541485/5872157.page"><b>HawaiiMatt wrote:</b></a><br/>If mortars average 1 hit per template, than each mortar squad that fires has a 50% chance of sniping out a guy that isn't named Sarg.<br /> <br /> <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> are very vulnerable to anything.  Grots will over-run them.<br /> That being said, it seem like if you are going to take <span class="glossaryitem" onmouseover='gp(638);'>HWTs</span>, taking the team that doesn't need line of sight seems like an obvious choice.<br /> <br /> 60 points for 3 S4 AP5 barrage blasts isn't horrible.<br /> You should be able to hide them, they do score.  It's one more thing that's dirt cheap, some what effective, and your opponent has to deal with.<br /> <br /> Where cheap Heavy Weapon Squads shine is being over-killed.  Generally you stuck either over-killing the mortar team, or ignoring it.  <br /> I wouldn't feel bad about firing my 2 psycannons and 8 psybolt storm bolters into a 20 man combined infantry squad, but I'd really hate to do that to 3 mortars.  But if I ignore them, they are going to be lobbing shots onto my psycannons...<br /> <br /> <br /> </div></blockquote><br /> <br /> Thanks! This was helpful.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 01:28:43]]> GMT</pubDate>
				<author><![CDATA[ LordHamshire]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ I can't take anyone's tactical advice seriously if they try and justify mortars as anything other than a complete and total waste of a heavy weapon slot.<br /> <br /> I mean, seriously, mortars are purely anti-infantry weapons, marginally worse than bolters because of the <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.  The small blasts won't be doing a lot against anyone who uses proper spacing.  Autocannons are better in every conceivable way, for a small increase in points, and even smaller points increase when you factor in the carrying cost of the squad in the first place.<br /> <br /> When it comes to heavy weapons in squads, there are only two options that exist for semi-competitive/competitive lists; the lascannon and autocannon.<br /> <br /> Seriously, mortars are terrible.  I wouldn't take them if they were free.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 02:15:03]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Pinning firewarriors is never a bad thing.<br /> <br /> I would say keep <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> in your blob squads, and <span class="glossaryitem" onmouseover='gp(5);'>AC</span> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> in the waaaayyy back.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 02:38:06]]> GMT</pubDate>
				<author><![CDATA[ UnadoptedPuppy]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Quad launcher (eg. Thudd guns) &gt; Mortars.<br /> <br /> Seriously, if you want to spam pinning checks, there's no better way.  A single quad gun is cheaper than an entire <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> with mortars, has higher toughness, puts out an extra blast, and adds a negative modifier to leadership.  Pretty much everything you could ever want in a mortar based unit.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 02:47:45]]> GMT</pubDate>
				<author><![CDATA[ WhiteWolf01]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Mortars are useful if you plan to hide the squad behind terrain for whatever reason (because they can still shoot).  They can barrage snipe, but they're not strong enough to be effective at it.  My gaming group nicknamed them "Timewasters," because firing them is usually just a waste of time.  When I used to field <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Heavy Weapon squads, I used Autocannons.  ]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 02:57:20]]> GMT</pubDate>
				<author><![CDATA[ Tannhauser42]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Autocannons <span class="glossaryitem" onmouseover='gp(264);'>FTW</span> and <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> are useless unless you pound them with autocannons]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 03:01:40]]> GMT</pubDate>
				<author><![CDATA[ ravengatorfan]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e286b18807d4760efaa14bb40df10700.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/541485/5872574.page"><b>LordHamshire wrote:</b></a><br/>Thanks! This was helpful.</div></blockquote><br /> <br /> So whether advice is helpful or not is decided by whether the advice agrees with you or not?<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/541485/5872157.page"><b>HawaiiMatt wrote:</b></a><br/>If mortars average 1 hit per template, than each mortar squad that fires has a 50% chance of sniping out a guy that isn't named Sarg.</div></blockquote><br /> <br /> No. If you don't get a direct hit the closest model to assign wounds to will probably no longer be the initial target model, and then you have to wound and get through armor saves. Even against basic guardsmen you're only getting a 40% chance of sniping a specific target model, and you're down to only 15% against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>.<br /> <br /> <blockquote class="uncited"><div>60 points for 3 S4 AP5 barrage blasts isn't horrible.</div></blockquote><br /> <br /> Yes it is, compared to 75 points for a Griffon that does far more damage and isn't even considered a very powerful unit.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 03:30:54]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6e2a7a65b40f1b794057fa352dcb053f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/541485/5872832.page"><b>Peregrine wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e286b18807d4760efaa14bb40df10700.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/541485/5872574.page"><b>LordHamshire wrote:</b></a><br/>Thanks! This was helpful.</div></blockquote><br /> <br /> So whether advice is helpful or not is decided by whether the advice agrees with you or not?<br /> </div></blockquote>He asked for people's opinions. That poster was able to give his opinion in a respectful manner. Besides, I thought advice was helpful if  <i>Peregrine</i> agreed with it?<br /> <br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, I personally don't have much experience with Mortars, and I'm going to use the 3 I have for terrain pieces. I do think, however, that as non-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies like Tau are becoming more popular (as what seems to be the case,) weapons which are able to pin squads are going to be more effective than they were before. How effective? I'm not sure, but I will keep an open mind about it.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 04:26:28]]> GMT</pubDate>
				<author><![CDATA[ Talore]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Unfortunately, the answer really is mortars. HWSs are first blood bait, and they win because they're the only <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> loadout that can hide completely out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and still get to shoot.<br /> <br /> Nothing else is going to get to shoot after turn 1 (or possibly at all). 60 points spent on mortars that shoot all game is still better than 105 that is killed before it shoots.<br /> <br /> Of course, I also agree that mortar HWSs are terrible, but if you absolutely, positively, must take HWSs, then the mortars are the least worst option.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 07:32:58]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ The question is should you be taking heavy weapon squads? <br /> <br /> If you have available other models that can fill the role, probably not.<br /> <br /> But if your facing someone with a anti-vehicle list, then you field and all infantry list then yeah maybe.<br /> <br /> Choose the <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> that best suits the purpose. There is no best, just the most useful.<br /> <br /> I have got equal performances out of all my <span class="glossaryitem" onmouseover='gp(638);'>HWT</span>, I have 2 Autocannon teams, 2 lascannon teams and a mortar team.<br /> <br /> And mortars are mainly used for suppression fire, the barrage and pinning work that way. If your trying to wipe out a squad with them you are wasting your time, If your trying to pin a broadside so it doesn't slag your tank then go for it]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 10:53:06]]> GMT</pubDate>
				<author><![CDATA[ DOOMONYOU]]></author>
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				<title>Re:Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ Mortars are decent, only good agaisnt infantry hordes really, I had good success with them against Orks and 'nids.  The real strong point is that since they are barrage, they can negate cover (to a point) and don't require <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.<br /> <br /> Lascannons are also good, combined with orders they can take down pretty much any vehicle in one go.  The only problem is that they stick out like a sore thumb so your opponent will concentrate on them.<br /> <br /> Autocannons are ok, but suffer form the same problems as the lascannons, are weaker, and really are only good against xeno infantry and light (I do mean light) vehicles.<br /> <br /> Heavy botlers..I never really used them apart once in a city fight scenario because of the rate of fire...still acceptable agaisnt xeno infantry thanks to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value.  add <span class="glossaryitem" onmouseover='gp(374);'>FomT</span> to make those shot counts, else the cover saves will lower thier effectiveness<br /> <br /> Personaly, I can't wait for the new codex to show up, at least we'll have a couple of weeks of actual discussion and ideas bouncing around until the mathhammer crew comes with their do all, end all dogmatic list and put a stop to every and any <span class="glossaryitem" onmouseover='gp(69);'>IG</span> tactical thread.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 13:23:50]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor Jex]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ No matter what type of <span class="glossaryitem" onmouseover='gp(638);'>HWT</span> you choose,,,I would first consider how you plan on using them. How do you want them to work with the rest of your force.<br /> <br /> I for example use 4 teams with lascannons behind an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> supported with creed and chenkov,,,,while other portions of my force spread out to either one flank or the other or both depending on how the table is set up.<br /> <br /> So as to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>,,,,,the best one would be the set up that fills the role you want for them.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 13:41:02]]> GMT</pubDate>
				<author><![CDATA[ Gomericus]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/fe521ef049cf08dfe48f5a43cc4f107d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/541485/5873269.page"><b>Ailaros wrote:</b></a><br/>Unfortunately, the answer really is mortars. HWSs are first blood bait, and they win because they're the only <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> loadout that can hide completely out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and still get to shoot.<br /> <br /> Nothing else is going to get to shoot after turn 1 (or possibly at all). 60 points spent on mortars that shoot all game is still better than 105 that is killed before it shoots.<br /> <br /> Of course, I also agree that mortar HWSs are terrible, but if you absolutely, positively, must take HWSs, then the mortars are the least worst option.<br /> <br /> <br /> </div></blockquote><br /> Plus most armies have some sort of shooty unit behind an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> that you can consistently target.]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 14:19:23]]> GMT</pubDate>
				<author><![CDATA[ minigun762]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/541485/5873632.page"><b>DOOMONYOU wrote:</b></a><br/>And mortars are mainly used for suppression fire, the barrage and pinning work that way. If your trying to wipe out a squad with them you are wasting your time, If your trying to pin a broadside so it doesn't slag your tank then go for it</div></blockquote><br /> <br /> Sorry, but that's completely wrong. Do the math on how likely you are to pin a Broadside with a mortar <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>. You get three hits, with a 4+ to wound, a 2+ armor save, <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 8-9, and possibly <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 (or even <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 10 with a re-roll) from an Ethereal. Now do the math on how many Broadsides you kill on average with a <span class="glossaryitem" onmouseover='gp(80);'>LC</span> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>. Once you do the choice will be pretty obvious.<br /> <br /> (Hint: it's not the mortars.)]]></description>
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				<pubDate><![CDATA[Tue, 23 Jul 2013 15:38:31]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ I use a mortar <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> and love them, but then again I face opponents who like to deepstrike and then shoot. So I get nice packed clusters to lob the mortars on to. The pinning has never really done anything, but I have since added a psyker battle squad to my list and hoping the leadership lowering ability makes that a good defensive measure against units that are trying to get close to charge my gunline.]]></description>
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				<pubDate><![CDATA[Wed, 24 Jul 2013 18:11:40]]> GMT</pubDate>
				<author><![CDATA[ Dannyevilguy]]></author>
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				<title>Best IG Heavy Weapons Team for Heavy Weapon Squads?</title>
				<description><![CDATA[ For the record, I think they're bad (like most <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>), but mortars do have some nice upsides.  They can hide anywhere, and have great range, so they can make use of good real estate in a crowded deployment zone.  They're scoring troops.  They're cheap.  They keep the opponent a little bit more honest with spacing (even <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> will take some damage if a few mortar templates get hits on bunched up squads).  ]]></description>
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				<pubDate><![CDATA[Wed, 24 Jul 2013 19:47:22]]> GMT</pubDate>
				<author><![CDATA[ Biophysical]]></author>
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