Ikken Posted August 21, 2014 Share Posted August 21, 2014 ok so lat night i managed to get in a game with the new dex for the 1st time . I made a mistake in my list , i put a tda wolfguard in my GH packs and gave the packs rhinos . I had missed that TDA wolf guard can't fit in a rhino , so I swapped the 70 points of rhinos for a 65 point whirlwind at the last minute. IT ended up being a good trade as the whirlwind easily made its points back ( nothing extreme) but it killed one or 2 (black Templar ) models a turn and survived the game which ended on T7 . I just parked it in some trees giving it a 5++ and let it do its thing . I don't think it moved all game , when it did take fire it was because there was nothing else to shoot at , and the 5++ saved it :) Nothing has changed with the whirlwind since the last dex , it si still the same tank it was wit the same weapons , with the exception that it got cheaper and is now only 10 points more than a stock razorback . For 195 points you can have 3 which is about the cost of a long fang pack . They are not hard to kill with av 11 but you can park them in cover easily enough or even out of LOS and still fire away . they are scoring which is a bonus , you can camp them on an objective in the back field and fire away . plus they have range which means they will be hitting something 1st turn which is nice . the only drawback i see is they compete for heavy slots , however even this is less of a problem that it use to be as we can take so many detachments these days it is not hard to get extra slots if you need them . so my question is are they worth taking now . You may not want to swap them for long fangs but are a viable option in-place of razorbacks . what are peoples thought and experiences with the whirlwind in this edition with the new dex ? Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/ Share on other sites More sharing options...
tjdudey Posted August 21, 2014 Share Posted August 21, 2014 In my very first game of 40k back in feb i used 2 whirlwinds (proxied some borrowed Rhinos), and I loved them. I havent used them since because I like to play wysiwyg, and I haven't bought any whirlwinds. However, the Large Blast, with a long range makes them a very useful tool. The strength is fairly average, but enough to do some damage. with an AP of 4 (I think) on the non-ignores cover veersion, its pretty good against all but power armour troops. I don't like razorbacks myself, but I'm not sure a whirlwind can trump Long Fangs for versatility. Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785285 Share on other sites More sharing options...
Frater Cornelius Posted August 21, 2014 Share Posted August 21, 2014 I have an issue with blasts. It is a personal one but for me, they always miss everything by a quarter of an inch due to scatter. Having said that, WW are darn cheap and if you are looking for horde control or ignore cover, they are for you. A more expensive alternative are TFC, which come at a HQ and Troops tax. Razorbacks are too expensive in my eyes. The only ones I would ever play are the Psybacks from GK, but with their new codex, who knows. Long Fangs are still solid, but no longer auto include. I dislike static units, personally. My entire army can more 12" or more in a turn. But if static long ranged fire power is your thing, you can not go wrong. Especially with Ulrik's bubble covering 2 LF squads. Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785303 Share on other sites More sharing options...
tjdudey Posted August 21, 2014 Share Posted August 21, 2014 I don't mind having 1 static pack of long fangs, but more than that is a waste. Better to have cyclones on TDA, 2 shots and relentless. Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785306 Share on other sites More sharing options...
Frater Cornelius Posted August 21, 2014 Share Posted August 21, 2014 I don't mind having 1 static pack of long fangs, but more than that is a waste. Better to have cyclones on TDA, 2 shots and relentless. This comes with a 4 Terminator tax, which ends up more points per shot than Long Fangs. Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785308 Share on other sites More sharing options...
tjdudey Posted August 21, 2014 Share Posted August 21, 2014 Yeah but the way I play the termis are an autoinclude anyway. SO its not a tax to me Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785316 Share on other sites More sharing options...
viddar Posted August 21, 2014 Share Posted August 21, 2014 I'm not sure if those are a good group of vehicles/units to compare tbh. Razorbacks are supplemental fire power that don't take up slots and may have objective secured depending on your detachment. Whirlwinds are a specialized anti-infantry unit thats cheap but requires a heavy slot. IMO they actually work well with razors because it limits that drawback Fangs are a flexible choice that can be built to order. So each is gonna have a desired role in alot of armies. Link to comment https://bolterandchainsword.com/topic/295575-whirlwinds-vr-razorbacks-vs-long-fangs/#findComment-3785468 Share on other sites More sharing options...
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