Azash Posted November 16, 2013 Share Posted November 16, 2013 The only thing wrong with the whirlwind now that they fixed the price is the inability to take squads. Being 1-3 would go a long way towards making them a staple unit. Squads of tanks is really just an IG thing though. Not sure I would like that to much codex cross over for my personal taste. I think they are good where they are at. With TFC getting barrage a lot of folks see them as redundant. However the WW since its a tank has a lot more mobility. Something I've been able to take advantage of. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523325 Share on other sites More sharing options...
Captain Idaho Posted November 16, 2013 Share Posted November 16, 2013 Reroll the scatter dice is the better option. Turn them from rockets to missiles. For 65pts they are a steal as it is though. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523448 Share on other sites More sharing options...
Gentlemanloser Posted November 16, 2013 Share Posted November 16, 2013 Why aren't Whirlwinds now a Razorback option, instead of a dedicated unit in their own right? Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523491 Share on other sites More sharing options...
knife&fork Posted November 16, 2013 Share Posted November 16, 2013 The only thing wrong with the whirlwind now that they fixed the price is the inability to take squads. Being 1-3 would go a long way towards making them a staple unit. Squads of tanks is really just an IG thing though. Not sure I would like that to much codex cross over for my personal taste. I think they are good where they are at. With TFC getting barrage a lot of folks see them as redundant. However the WW since its a tank has a lot more mobility. Something I've been able to take advantage of. It's a real problem when using a slot system. Small inexpensive units generally need to be outside of the slots all together (like dedicated transports or honor guards) or have the possibility to be taken in multiples. The current Ork codex is a really good example of this. Very hamstrung as soon you go towards 1500 p and above. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523611 Share on other sites More sharing options...
Lysere Posted November 16, 2013 Share Posted November 16, 2013 Why aren't Whirlwinds now a Razorback option, instead of a dedicated unit in their own right? Because then we'd have dedicated transport that rip through infantry squads. This way they compete with other large explosive weapons, like Vindicators. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523612 Share on other sites More sharing options...
Gentlemanloser Posted November 16, 2013 Share Posted November 16, 2013 TL Heavy Flamer Razors do the same thing, just at closer range. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3523628 Share on other sites More sharing options...
Azash Posted November 17, 2013 Share Posted November 17, 2013 The only thing wrong with the whirlwind now that they fixed the price is the inability to take squads. Being 1-3 would go a long way towards making them a staple unit. Squads of tanks is really just an IG thing though. Not sure I would like that to much codex cross over for my personal taste. I think they are good where they are at. With TFC getting barrage a lot of folks see them as redundant. However the WW since its a tank has a lot more mobility. Something I've been able to take advantage of. It's a real problem when using a slot system. Small inexpensive units generally need to be outside of the slots all together (like dedicated transports or honor guards) or have the possibility to be taken in multiples. The current Ork codex is a really good example of this. Very hamstrung as soon you go towards 1500 p and above. I don't see an issue. Inexpensive does not equate to ineffective. As long as it does its job I inexpensive is great. It leaves points room to spend on other slots. C:SM has worthwhile and effective units in every slot. So 35 or 55 or more points saved in heavy can end up making a command squad, typhoon speeder, sternguard, or another tac squad possible. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3524142 Share on other sites More sharing options...
Prefect Apollyon Posted November 17, 2013 Share Posted November 17, 2013 I think you just picked the wrong target. Their T4 4+ makes the Whirlwind redundant. Should have fired against stuff with 5+ or less (if there were any of those). You did at least pick the right round. I really like Whirlwinds, good at removing hordes and light vehicles. Link to comment https://bolterandchainsword.com/topic/280603-new-codex-whirlwinds/page/3/#findComment-3524394 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.