Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
KT Artillery; If this, then why not that?
Topic Started: 10 May 2015, 10:03 AM (308 Views)
JimMacKay
Corporal
Some thoughts on Artillery units. In the HoR KT lists there are only a couple of units allowed and while i don't have every codex entry from GW or FW to know the full list of options, i'd like to see about expanding that list, to a point.

Ork Mek Gun
This is a flimsy mortar that can purchase more gunners as ablative wounds. I don't have the stats for the weapons

Vauls Wrath
With the new codex update this can take a destroyer weapon, which against spread out infantry really is not a big deal. Against vehicles or your multi wound point sink leaders and specials, that's another story. But its also relatively cheap.

Thunderfire Cannon
A 4 shot barrage weapon that can ignore cover can be devastating on a 4 board table. and including a tech marine makes it pretty point efficient. But i can understand why it's not allowed.
- Someone double check me. I thought there were some barrage weapons in the KT lists but even if there are, throwing 4 in a chain to splash hiding models definitely tilts the scales

Rapier Gun Batteries
A HH unit available for SM and IG that comes with different guns
Quad Bolter - default weapon, not a big deal when you compare it to a Bolter Centurion.
Quad Laser - still reasonable again compared to a centurion or 2 iron striders
Laser Destroyer - An ordnance weapon that will have its power wasted on the lack of medium vehicles.
Quad Mortar - Like the thunder fire cannon, but less flexible. stick it in a corner and thud away. Even though it weaker than the Thunderfire Cannon it still poses the same game tilting effect
Graviton Cannon - a large blast of haywire and slowed down models. kind of iffy on this one. Its not a powerful weapon but dropping a big EMP on a table to slow down power models can be annoying enough to be a fun killer.

IG Artillery
There's a heavy weapon team, then there's the field artillery.
Its easily agreed that the big artillery guns, while still technically artillery are too too much in an infantry game. One could even throw in the fluff point that field artillery is not a front line weapon.

What do you folks think?

Also there's the idea of treating artillery guns similar to weapon emplacements only in that they can survive the loss of their crew and another model can take over gunner duty if all the normal gunners are lost.
I saw someone earlier bring up a similar point with the sentry guns but i thought it was worth revisiting.
Offline
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Kill team: Rules and list discussion · Next Topic »