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Hi, I currently have a dev squad box, assembled to have 2 missile 2 "freem"cannons, and a couple missile launcher dudes that I got from elsewhere. I also got in a trade 8 marines armed with plasma cannons. Now, are plasma cannons good enough for Space Puppies, and if not, where can I get more missile launchers without getting loads of semi-useless marines? ^_^ My other force org slots are fairly full, excepting FA with a 10man wolf guard unit, a lone wolf, 5 wolf scouts, one HQ, 6 msu grey hunter squads, and the aforementioned proto-fangs. I checked GW website and couldn't find any missile launchers that didnt come in like a tactical or dev squad box. Anyone have any ideas?
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I've also got a pack of Plasma Cannon LF's that get brought out for kicks once in a great blue moon.

 

I would check the bits and or auctions sites online for them. If you scour around for deals you can get them for around $10-$13 a piece. Which is good, believe it or not...

 

End of Line

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you can also use the missile launcher from the tank sprue.

just let the back rest on the base and hold the top with one hand

a CCW in the other and away you go

 

or scrap build them from plactic pipe or tubes. add some bitz like targeters and or powerlines

 

 

plasma is imho a bit to tricky for expensive models. especcially in small units.

ap2 is nice but the risk is to big

 

 

greets

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I almost always run at least one squad of Long fangs as 3 missiles and 2 plasma cannons, but that is probably because the majority of people i play have at least a 3+ armour save. It really depends on your meta if the risk of taking them is worth the ap negation. If your playing not so well armored foes then they probably aren't worth the points/risk.
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I almost always run at least one squad of Long fangs as 3 missiles and 2 plasma cannons, but that is probably because the majority of people i play have at least a 3+ armour save. It really depends on your meta if the risk of taking them is worth the ap negation. If your playing not so well armored foes then they probably aren't worth the points/risk.

 

 

This is exactly what I run. Two squads with 6 missiles and 4 Plasma (and my melta troops eat the heavy tanks)

 

 

Yeah ok for the record there is only a 1 in 6 chance that a Plasma cannon can even hurt you (Once is about 1 save per game) IF you get that 1 in 6 you still have a 2 in 3 chance to pass the 3+ save. That said you have a 1 in 9 chance of losing the model each shot. I run 4 cannons per game fire them on average 4 times a games (If i'm lucky) so 4 * 4 = 16 shots (If they all live that long) and with a 1 in 9 chance of losing them i at most should lose 1.78 Long Fangs a Game to plasma mishap death. If by the end of the game I have only lost 2 long fangs and they fired every chance they had (16 shots) then ill be a damn happy boy! Besides nothing makes GK Cries like plasma death!

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My housemate has started playing with a deathwing army..and there is nothing he hates more than plasma cannons (especially when after deep striking, a direct hit usually means 5 S7 AP2 wounds :nuke:

 

If you know your playing aginst marines, espeically terminators, try fit some plasma cannons in ;) yes they might blow up in your face, but its a worthy risk IMO

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