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spamming missile launchers


joeshmoe

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Anyone ever experiment with an all missle launcher army w/ like a Dev Sqaud w/ 4 ml's. Spammed Whirlwinds. Hunterkillers, missle launchers in troops, Dread w/ missle launcher, 3 Typhoons, etc.

 

I guess it would be wise to have a couple lascannins or Meltas too.

 

I dunno...i think it would be cool to frag the heck out of a horde army.

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Just make it a low tech chapter, energy weapons are banned. All honor guard have to take aux grenades launcher etc Base them on a munition producing world....

 

Or you have a nearby munitions Forgeworld you're duty bound to protect and in return, they supply you with a surplus of ammo.

 

Maybe you're Chapter believes that every Marines life is valuable and must be maintained as long as possible to continue the fight againt the (false) Emperor's foes. In that light, dangerous weapons like Plasma are shunned, and weapons that require you put yourself at excessive risk (like Flamers/Meltaguns) are also looked down upon.

 

I'm thinking something kind of the opposite of the Imperial Fists, where there is a tendancy for great "last stands". Fighting a futile battle is seen as wasting the (false) Emperor's gifts and escaping your duty through death.

 

The Missile Launcher could represent the safe and efficient way of dealing death to a variety of foes while keeping yourself alive as long as possible.

I like the idea. I find my missile tend to hit and wound far more often than any of my other weapons!

I say go for it. The only problem you'll have is against AV13/14, but volume of concentrated fire might be able to get through those things.

 

Or bring a Chainfist. :)

 

If I keep going with my above fluff, it would make sense that the only Marines who choose to get that close to the enemy are those who are armored the very best of the Chapter (Terminators), so make your Terminators into your heavy armor busters.

You can do:

Cyclones on Termies, Libby, GoI

Free MLs on marine squads.

If you take Kantor, you can do sniper sternguard with MLs (iffy choice, though).

Whilwinds, typhoons, etc, are all good choices.

 

Just make sure you call them rocket launchers.

a)Missiles are guided, rockets are not-as the man-portable 40K launchers seem to be.

b)If you call it a Missle launcher, you're asking for trouble.

The Red Hunters Devastator squad I'm painting has 3 MLs and 1 Lascannon, all with the same range (48"). The lascannon will use the BS5 from the signum. The squad started with 2 MLs, 1 Lascannon and 1 Plasma Cannon but to give all of the weapons the same range I switched the Plasma cannon for a Tactical squad's ML.

 

The Tactical squads have shorter ranged weapons (Multi-melta, Plasma Cannon and Heavy Bolter).

I like the idea. I find my missile tend to hit and wound far more often than any of my other weapons!

I say go for it. The only problem you'll have is against AV13/14, but volume of concentrated fire might be able to get through those things.

 

I usually prefer loads of missile launchers in my SM army, but last time i met a CSM force I was a bit sad at the end when his defiler was in my base killing my dudes in turn 5, after receiving 21 krak missiles, 15 of them hitting, and all i had to show for it was 2x weapon destroyed. The dice was not on my side against that bastard. But his 10 man Terminator squad + lord died horribly to my assault marines after receiving 8 frag blasts killing 4 of them \o/

 

in five turns I fired 50 ML shots with 2x devastator squads and 2x Typhoons. It worked quite well across the board, except for the invulnerable defiler.

Ouch on the Defiler! LOL

 

I have my old second edition Dark angels, with the entire 3rd company modeled. Every tactical squad is from the 2nd Ed box set (multiple copies) so I have six identically armed squads with flammers and ML's. I did go for other Heavy weapons for my Dev's though.

 

P.S. I call these guys my parade ground army, because of the static "On guard" pose of every marine! :)

Mainly due to this thread I posted a 1500pt army list with 24 templates, well 25 actually, if you count the orbital bombardment. Check it out for a chuckle or two...

 

1 Orbital Bombarbment

12 Missile Launchers

6 Plasma Cannons

3 Scout Bolters

3 Hvy Flamers

 

 

http://www.bolterandchainsword.com/index.p...howtopic=177957

For spamming MLs, almost the most point-efficent way to go is, funny enough, the Typhoon Land Speeder. Everything else in the codex needs more points to put out the same ammount of shots, except for the devastators. Here is a small list of "points per missile-shot"-values, using minimal equipment and generally not-very-clever-to-use setups (not caring about BS):

 

1: 37,5 PPM - 5man Devastators with 4 ML

2: 45PPM - LandSpeederTyphoon

3: 67,5 PPM - 5man Sternguard with 2 ML

4: 85PPM - 5man scouts with ML

 

It gets a lot worse from here, with Dreads and Terminators at 115 PPM each, and the 10man TacSquad taking the rear with, obviously, 170 PPM. Haven't included the Whirlwind, obviously.

 

 

Basically, if anyone wanted to go for a serious ML-spamming, Devastators are probably the best bet. With adding more then 5 marines, their PPM lowers, but their survival-rate obviously increases. Having 3x3 Squads of Typhoons IS an amazing idea if there ever was one, but having 810 points in 10/10/10 vehicles also isn't a brilliant thing to do. They ARE a combined 18 ML-shots though, and still have their bolters on top of them. I'd love to do that one day actually. For a 1000pts list, it isn't doable, but go 1500 and you can stick in some scoring units (as high as their PPM might be, going for Tacs over a 5man scoutsquad seems like a decent idea, especially since their Rhino will NEVER get shot at with 9 speeders in the air). If you go for full mechanization, its quite possible to negate every enemy CC-unit by just not fielding infantry and keeping out of reach - all while keeping an insane ammount of templates/kraks with your army. For a ranged army, that might be quite fun.

I've done 9 speeders for the first time yesterday lol.

 

I played against a necron player, 50 warriors, 8 destroyers and a big scarab swarm lead by a lord on a destroyer. It was a very close game, His lord took out 6 speeders in close combat (I killed his lord every turn of the game with kraks. But he would roll his we'll be back EVERY turn.... sooo irritating) Overall i got 2/4 objectives with in the last turn just managing to contest 1 from him to steal the win.

 

End of game i only had 1/9 speeders left, and he still had 30 or so warriors and his two lords.

His destroyers were putting 24 strength 6 attacks out per turn and he was going after my speeders. His orb kept them coming back when i killed them too so they were sort of my priority. I had alot of bad luck. I had 3 powerfists in combat for 4 turns of assault and killed 1 necron with the fists, and i charged too.

 

Add to that in the first turn he turbo boosted his scarb swarms and they got a 2+ save before they assaulted my speeders. They absorbed heaps of firepower! And once i had finished off his scarabs, (turn 2 shooting) i killed his lord with the share amount of krak missiles i had (21 per turn in all) but he just kept getting back up on from turn 2. It was armed with a warcythe managed to knock out a predtor and razorback and the 4 speeders. :( But i still won :P

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