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A Question of Value


T'Karon

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Ok so I am relatively new to the Heresy Train. My legion of choice after many months of debate (and a interim period where I had 'settled' on the Ultramarines) is the Thousand Sons. 

 

Now the question I have is about a certain weapon that gets a lot of bad press. The Rotor Cannon. From what I hear, for the Tac Support Squad there is almost no reason to take the Rotor Cannon. I do not have the Red Book (yet) so could someone please explain to me why they are so bad. I mostly want them because I think they look awesome. Are they so bad that using them will cripple my chances of doing well? I am not really all caught up in the competitive side of the game, but are they actually so rubbish I should not consider taking them?

 

Thanks, Brothers.

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What if I told you, it was possible to arm your Marines with lasguns? What would you say? AWESOME RIGHT?

 

Nah, you wouldn't like everyone else.

 

If they were S4, they might have a case... But even then... Theyre cheap sure but a tactical squad can fury of the legion, at a similar range for a similar effect with more bodies and shots.

 

While not the be all and end all, the math hammer brings a full 40 shots at... Almost 3 dead Marines.

 

Cant argue with you on how cool they look though.

 

All this said though, power to you for being the dude who runs a ten man rotor cannon unit. Balls of ceramite. PEW PEW PEW.

Thanks for the quick feedback. (I love that about this forum)

I see what you mean. They are most probably the worst choice of weapon for the squad. I still think I might have to get some though.

@Charlo: I would run two 10 man squads, tongue.png . I think it is a shame that they are so redundant compared to the other options, but I am that idiot who outfits his units in the way that is coolest/fluffiest (in my own opinion of course).

Again thanks for the feedback brothers! I will be sure to give "some" of my support squads more useful weaponry msn-wink.gif

I agree with Helterskelter.  The rotor cannon was designed in mind to take out geq (guardman or equivalent units).  Those 40 shots into a militia squad or cultist horde would be a rather cheap way to clear out the refuge.  Though I will yield my arguement if the math doesn't support that belief. 

Agreed. They should maybe be a free exchange for the base flamers.

 

I wouldn't mind some of the more "willing" legions getting access to poison rounds with them though; like the Death Guard, Alpha Legion, Raven Guard or Iron Hands. It'd probably have to come as part of a RoW or something though.

The other thing to consider is that the closest thing to their intended target is a militia list. Which is a brand new army and some versions have troops in 3+ armor anyway, which funny enough does make rotors S4. The model, lore, and cool factor are 10/10. They just don't have a place in the Horus Heresy with marines. Even if the Great Crusade got an expansion, due to game mechanics, volkite is still the way to go.

 

Even if they added poison rounds, stock with the purchase of rotors no way would anyone pay more points, that makes them only mildly more effective against large automata. Automata that warrant AT fire. I really don't know how to fix rotors other than just making them free.

Shred could do well, to represent the sheer weight of fire, but it only really math hammers out at about another 2 marines dead.

 

Coukd combine them with some lucky psychic powers like the rending one or negative enemy toughness, but that's putting more resources to make a bad weapon usable, instead of normal weapons amazing.

They can serve a use in Blood in the Void Missions, where they can move and fire at full BS, with Rending. Makes them better, and a full BS reactive fire.

 

That said, Volkite chargers bring S5, and are only 3" shorter ranged if you're continually moving, but if you can get an open space killing floor or corridor which opens into empty space, then the unit can be mobile but then just open up at full range.

 

Volkite Calivers being heavy are less mobile and can be got around thanks to los blockers in ZM games.

 

Another annoyance is that they do not work with Augury Scanners.

 

When talking about buffs as well, while you can make them more useable, you can make other units more useable in place.

30 is hits, 15ish wounds from rotor cannon vs geq full range

12 ish hits, 10 ish wounds from caliver full range plus maybe 5+ wounds from deflag.

This is without any fnp militia madness, now the rotor cannon can move and fire, granted at reduced range, but the mobility is there for a little more avoidance, caliver don't get that option.

Chargers are riskier due to 15 inch would do slightly less, but if you've chargers you have probably got a pretty good reason for being that close.

All in all approximately the same vs guard. Maybe the rotor cannon lucks out due to added mobility over the course of a full game.

Vs marines it's definitely volkite all the way

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