joeshmoe Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/ Share on other sites More sharing options...
Vulcanus Posted September 4, 2009 Share Posted September 4, 2009 If there's any gun u should spam, it's the ML due to its versatility. But why spam? Keep the guns spectrum wide and you'll have a tool for every job. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2099986 Share on other sites More sharing options...
Drudge Dreadnought Posted September 4, 2009 Share Posted September 4, 2009 A missile themed chapter would be fun. Kind of like how sallies are fire themed, but with missiles 0_o Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100104 Share on other sites More sharing options...
heretic??ME?? Posted September 4, 2009 Share Posted September 4, 2009 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.... Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100144 Share on other sites More sharing options...
Hellios Posted September 4, 2009 Share Posted September 4, 2009 Land raiders only have a transport capacity of 6 but replace tl-lc with battlecannons... Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100196 Share on other sites More sharing options...
minigun762 Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100255 Share on other sites More sharing options...
ShinyRhino Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100297 Share on other sites More sharing options...
minigun762 Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100426 Share on other sites More sharing options...
Iron_Chaos_Brute Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100435 Share on other sites More sharing options...
Loyalist Posted September 4, 2009 Share Posted September 4, 2009 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). Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100439 Share on other sites More sharing options...
popper Posted September 4, 2009 Share Posted September 4, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2100680 Share on other sites More sharing options...
Battleplate Posted September 6, 2009 Share Posted September 6, 2009 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! :) Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2102202 Share on other sites More sharing options...
Warprat Posted September 9, 2009 Share Posted September 9, 2009 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 Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2105248 Share on other sites More sharing options...
GreatEscape_13 Posted September 16, 2009 Share Posted September 16, 2009 Guard armies that know to do this tend to be very scary at the number of missile launchers they can pump out. The only drawback is dealing with AV 14... so have either some meltaguns or a couple of lascannons about. Cheers. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2113417 Share on other sites More sharing options...
lunchb0x Posted September 18, 2009 Share Posted September 18, 2009 My Pound Puppy army ALWAYS runs ML, and a few HB/AC. ML is just awesome for either solid or frag shots. Whirlwind is a must. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2116542 Share on other sites More sharing options...
Lord Sinaris Posted September 20, 2009 Share Posted September 20, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2118101 Share on other sites More sharing options...
Burbsee Posted September 20, 2009 Share Posted September 20, 2009 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. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2118833 Share on other sites More sharing options...
Iron_Chaos_Brute Posted September 20, 2009 Share Posted September 20, 2009 Why not just pour 18 Krak missiles a turn into his phase count? You'd get him pretty quickly, methinks. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2118874 Share on other sites More sharing options...
Burbsee Posted September 21, 2009 Share Posted September 21, 2009 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 Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2119005 Share on other sites More sharing options...
Iron_Chaos_Brute Posted September 21, 2009 Share Posted September 21, 2009 Oof. Good job, then. Link to comment https://bolterandchainsword.com/topic/177611-spamming-missile-launchers/#findComment-2119017 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.