Plague Pie Posted July 21, 2008 Share Posted July 21, 2008 What are the general opinions on Havoc Launchers now that they are a twin-linked scatter with the "no partials" buff? I'm particularly interested in how they are viewed as Rhino weapons as it seems to me that there's a lot of potential for Rhinos to be extremely valuable support fire now. Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/ Share on other sites More sharing options...
Drudge Dreadnought Posted July 21, 2008 Share Posted July 21, 2008 Adding to the original posters question: How do havocbacks compete with razorbacks? Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1636963 Share on other sites More sharing options...
maniclurker Posted July 21, 2008 Share Posted July 21, 2008 I think that havocbacks have a good chance at out-performing razorbacks with heavy bolters, as far as anti-infantry goes. Just the fact that you can have a 10 man rhino with 15 point long range firesuppport is priceless. It's one of the reasons that I'm thinking of switching. If the next C:SM is still trash compared to C:CSM, then I'm switching. Especially if I can't get the weapon options I have now. I can make the same army with chaos marines that I can with loyalists, except it'd have better options. Like vindis stock with smokes and dozer blades, and 20 points for possession. To even come close to that, I have to spend like 55 points. It's just plain better. But that's off topic. I think having a havoc launcher for 15 points is outstanding. If gives rhinos a good use other than just annoying the enemy with once they've dropped off their troops. However, I can see the havoc launcher as becoming a distraction, tempting people into standing back and firing. What the rhino is meant for is dropping dudes off where they need to be, quickly. Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1637035 Share on other sites More sharing options...
ComradeRed Posted July 21, 2008 Share Posted July 21, 2008 Havoc Launchers are amazing on rhinos now. They are quite accurate and will definitely get their points back in only 1 or 2 shots. Remember you can still move and fire both the havoc launcher and combi-bolter. While the rhino is still for transporting troops, the havoc launcher can make it annoying enough to have the enemy waste shots killing it. Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1637044 Share on other sites More sharing options...
TheDarkOne Posted July 21, 2008 Share Posted July 21, 2008 yes you can still move and fire the havoc launcher and bolte, but only if you don't move over 6 inches... after that... well... Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1637076 Share on other sites More sharing options...
Plague Pie Posted July 21, 2008 Author Share Posted July 21, 2008 Okay, here's the next question: How far do you go with your points? Would you combo Havocs with Extra Armor or some such? To me it seems that pushing the Rhino higher then 50 pts. is unwise, but the Armor gives your troops a better chance of getting where their going. Obviously the role you want the unit to play makes a difference. Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1637165 Share on other sites More sharing options...
Freakiq Posted July 21, 2008 Share Posted July 21, 2008 I buy havoc launchers and dozer blades for my rhinos. First turn I zoom straight forward 12" through any terrain and pop the smokes, trying to end the move inside or next to a piece of cover. If my enemy manages to destroy the rhino my marines (mostly Berzerkers) have a piece of cover to weather any fire the enemy wastes at them. Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1637260 Share on other sites More sharing options...
Playa Posted July 24, 2008 Share Posted July 24, 2008 Hey, How far do you go with your points? A Rhino w/ Smoke, XA and Light used to cost 59pts. AFAICT, this was the standard loadout for anyone that took Rhinos. Since October, it's only 65pts for all that *and* the Havok Launcher. For long-time Chaos players it's like getting a Twin-linked Missile Launcher for 6pt! pushing the Rhino higher then 50 pts. is unwise Under 5th, I believe 65pt Transports will be supportable. Delivering well-defended Troops to remote Objectives will be key. A Rhino leveraging Cover Saves, TLoS and TS/ Ramming comes to mind. As with any Vehicles, they've got to be fielded in number, so cost is an issue. But, as long as we have to give our Troops mobility and covering fire, anyway . . . Playa Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1640167 Share on other sites More sharing options...
Joah from Alberta Posted July 24, 2008 Share Posted July 24, 2008 I've recently built 2 Noise Machines with combi-meltas (from the Baneblade tactical sprue). Having reread the Havoc Launcher option, I will definitely (and finally) be adding Havoc Launchers to decimate my opponent with. Cheers, Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1640368 Share on other sites More sharing options...
Yukka Posted July 25, 2008 Share Posted July 25, 2008 Can you move 12 and pop smoke? I thought smoke was instead of shooting and that if you moved 12 you couldnt shoot any weapons including defensive, so I have always limited smoke to only after 6" movement.. moving 12 and popping would be awesome. ****ing hell its there as plain as day in the BBB... Link to comment https://bolterandchainsword.com/topic/141600-havoc-launchers/#findComment-1641426 Share on other sites More sharing options...
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