Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
|
Post by Sgt. Rock on Nov 13, 2012 5:19:34 GMT -5
Okay, so I went out tonight and bought the very first tank for my Guard army - a Basilisk that I'll be converting into a Griffon. So excited! I brought it home, opened it up and looked at the sprues.
...
WHY THE HELL IS THERE NO HULL HEAVY BOLTER?!? It's the default option! Who is going to put a heavy flamer on a damned artillery piece? I look at the Chimera kit to find the HB there. Well, says I, this is just ducky. I planned on putting heavy flamers on my Chimeras anyway. Had I only known of this disgraceful shortcoming, I would have bought the Chimera first. GW, why, WHY, would you produce a kit wherein the default weapon option isn't even included? Was the person who cut these sprues high or something? Jebus.
Okay. I just needed to rant about that, and I feel ever so slightly better for it. Not a lot, mind you. But it's 2:30 AM here and I had to grumble about it to someone.
|
|
|
Post by treadiculous on Nov 13, 2012 6:08:43 GMT -5
you wait til you get to the bit where you add the handle which would adjust the trajectory of the shot... where it is placed is really stupid....
|
|
|
Post by vladimir on Nov 13, 2012 6:44:55 GMT -5
Who is going to put a heavy flamer on a damned artillery piece? Everybody! If you fire the Ordenance weapon you can only snap shot the HB, so it is not very usefull. But if you have enemies very close to you, it may be risky to fire the Ordenance weapon, so a heavy flamer is pretty handy.
|
|
|
Post by badgersplatter on Nov 13, 2012 12:39:53 GMT -5
If you fire the ordnance weapon you can't fire the flamer at all. If they're too close to friendlies to risk the ordnance weapon you could still fire the HB properly. If they're in flamer range of your artillery you have bigger issues than hull weapon choice! I'm with sgtrock...
|
|
Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
|
Post by Sgt. Rock on Nov 13, 2012 15:15:49 GMT -5
If they're in flamer range of your artillery you have bigger issues than hull weapon choice! My point exactly. If I allow anything to get that close to my artillery, I have utterly failed as a commander and can expect a very brief and unpleasant visit from the local commissar. I guess I'll just have to go out and buy a Chimera kit to make it work. I wanted to buy the Forge World Griffons, but because they're so spendy, I decided to convert a Basilisk. I bet the Forge World ones come with a heavy bolter option, though. *Sigh* You have failed me, GW.
|
|
|
Post by kyron on Nov 13, 2012 15:32:42 GMT -5
If I allow anything to get that close to my artillery, I have utterly failed as a commander and can expect a very brief and unpleasant visit from the local commissar. I'm sorry to say, but I think you have utterly failed as a commander if you don't consider the possibility that your enemy will try to get that close. All my Griffons and Hydras for example have heavy flamers. My enemies don't want to be far away because they fear the heavy mortar. Neither do they want to be close by because they fear the heavy flamer. Either way they are cocked...
|
|
|
Post by AshotNINJA on Nov 13, 2012 15:35:14 GMT -5
yep... the artillery tanks from forgeworld come with a resin heavy bolter... at least you get a complete kit when you spend forgeworld style money
|
|
Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
|
Post by Sgt. Rock on Nov 13, 2012 16:48:55 GMT -5
Oh, I fully consider the possibility that the enemy will *try* to get that close. My job is to prevent that from happening. Artillery is rear echelon stuff, and if I've done my job right, will never come within 12" of an enemy unit, barring outflankers or deep strike. If the enemies in question have a gun big enough to pop the arty, flamers aren't going to do me any good. If they're melee like Kommandos or Genestealers, I've got a full turn to unload on them before they get close enough to do any damage. (Not that I'm bitter about GW RUINING MY KOMMANDOS... *sob*) Also, that kind of thing is what Quad Guns are for. The fundamental assumption you're making is that if something gets that close that I'm just going to leave the Griffons to deal with it themselves. Hell no. I'm going to turn around and let them have it with my *other* guns. If I don't have enough firepower from other sources to protect my big guns, I've probably lost the game already. Heavy flamers on Chimeras, Hellhounds, hell, even Sentinels are useful. Heavy flamers on artillery just seems like a waste.
|
|
|
Post by dougeye on Nov 13, 2012 17:22:46 GMT -5
you can fire all weapons aslong as the tank does not move, possibly the secondary weapon as snapshot as said above. + if they get that close forget the HB just charge them with the tank lol + snapshots are not all that bad for guard as you normally need at least a 4+ to hit anything anyway lol
|
|
|
Post by dougeye on Nov 13, 2012 17:24:34 GMT -5
|
|
|
Post by Lord General Armstrong on Nov 13, 2012 18:27:00 GMT -5
Everybody! If you fire the Ordenance weapon you can only snap shot the HB, so it is not very usefull. But if you have enemies very close to you, it may be risky to fire the Ordenance weapon, so a heavy flamer is pretty handy. And we couldn't fire the heavy bolter at all in the last edition. So being able to fire it in addition now is a decent bonus. The heavy flamer as said early just can't fire at all if the ordinance is fired. The heavy flamer has its uses but myself personally, I will always fire the maingun no matter how close the enemy is. And lets not forget to mention how often the guardsmen will be used as tar pits and human shields to keep enemies out of flamer range.
|
|
|
Post by vegna on Nov 13, 2012 19:33:23 GMT -5
well in reality artillery never gets on to the battle field unless you or someones cocked up and they've broken through the main lines I'd probably go for a different unit than a Basilisk, I have one but more for the look of it. And I do agree GWS needs to start including all the options with the kit, its starting to become a bitz store!
|
|
|
Post by kyron on Nov 14, 2012 1:54:58 GMT -5
The fundamental assumption you're making is that if something gets that close that I'm just going to leave the Griffons to deal with it themselves. Hell no. I'm going to turn around and let them have it with my *other* guns. If I don't have enough firepower from other sources to protect my big guns, I've probably lost the game already. Not necessarily. You should really consider the close combat capabilities that the Imperial Guard has. Most games I win are won through daring charges and the ability to send in wave after wave once the enemy are tied down. I'm going to accept that you think the Heavy Bolter are the right choice. But if it doesn't work out for you or if you just wanna try another way of defending your arty. PM and I'll tell you a trick or two since I've tried both ways.
|
|