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Post by shelldrake on Jul 2, 2012 14:38:51 GMT -5
In 5th edition, it was hard to justify taking a missile launcher in infantry/veteran squads. It was more expensive than an autocannon yet (arguably) only roughly as capable (yes, better strength and AP, but you only get one shot versus 2 with the A/C), and a mere 5 points extra would net you a lascannon if you were worried about heavies.
Now, in 6th ed, indications are that missile launchers will have the ability to fire a Skyfire-enabled Flakk missile (I haven't got a new rulebook yet, but that's the scuttlebutt).
I'd be seriously tempted to pack such a missile launcher as standard in every squad, vet or regular, mounted, dismounted or airmobile, simply because you'd now have a heavy weapon that would be very effective against infantry, light/medium vehicles, and air.
My question to the veteran players here: assuming the missile launcher does get Skyfire/Flakk, would this mean more missile launchers in IG lists--especially footslogging lists?
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Post by sgtsamvimes on Jul 2, 2012 14:44:29 GMT -5
You can only pack a flakk missle (which has skyfire) if your codex/unit entry says you can. ours does not.
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Post by Peter Cooman on Jul 2, 2012 14:50:14 GMT -5
I don't have the rulebook, as i wanna wait till the box set comes out.
Does any of the guard units except the hydra have skyfire?
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Post by sgtsamvimes on Jul 2, 2012 14:54:41 GMT -5
Nope, though the Valks being fliers can choose skyfire or not every turn.
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destroyerlord
Captain
Paras dont die. The go to hell and re-group
Posts: 159
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Post by destroyerlord on Jul 2, 2012 15:50:06 GMT -5
Yeah that missile launcher option is causing some issues. In the BRB a missie launcher gets the Flakk missile which is str 7 ap4 but skyfire so shot at your BS and not just at BS1 (snap shot) however there are many discussions raging as to whether or not it can be taken as it was not included in any FAQ and the codex rules are all old!
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Post by treadiculous on Jul 2, 2012 15:59:13 GMT -5
I have consistently run missile launchers in my blob squads through out 5th ed, and they rocked then and rock even harder now... why?
1) Glancing AV14 is possible, and can kill much quicker than before 2) Blasts are more effective on AV10 due to glancing again 3) They look much more cool 4) Hordes are hurt by the blast, especially huddled up after there transport pops, while elite marine types are instant death'd with no save. 5) Missile Launchers are easy to build into a normal squad, and still make a heavy team that uses the tri-pod, and a mortar team using the bi-pod. 6) A dude standing up with a missile launcher can see more enemies than a gun at waist height.
I always run a 50 man blob with 5 Missile and 5 grenade Launchers... mainly so I can get most out of my CCS orders.
If basic grunts gain access to a Flakk missile then I will be very happy!
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Post by shelldrake on Jul 2, 2012 19:06:20 GMT -5
@sgtsamvines I looked at our FAQs and you are right, they say nothing; as I understand it, however, nobody's FAQs say anything about the Flakk. So at this point, either nobody can use them, or I'm thinking GW must have further updates to the different armies to allow some of them to use Flakk missiles (in which case, I'm hoping IG gets the option, and that's the assumption on which I wrote the question)--or, there are more anti-air units to be released... treadiculous So, the new blast rules actually make missile launchers better anti-tank? That's good news. And I don't underestimate #3, the LCF... I'm all about the hobby end of this game, so that's important!
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Post by brimlock11th on Jul 3, 2012 17:17:25 GMT -5
We are so going to see three dev/long fang squads armed with missile launchers in EVERY marine army now and that's why the divine Cruddace gave us the colossus and other longe range marine killing machines!
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Post by Jackal-0311 on Jul 3, 2012 18:54:26 GMT -5
We are so going to see three dev/long fang squads armed with missile launchers in EVERY marine army now and that's why the divine Cruddace gave us the colossus and other longe range marine killing machines! No...just an entire army of just Long Fangs!
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Post by Bentath on Jul 6, 2012 13:23:55 GMT -5
I always bring MLs. Remember that the new rules for Feel No Pain can only be nullified by instant death weapons now. ACs don't have the strength to do this versus T4, but the MLs do.
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