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Post by dangerrod on Apr 30, 2013 6:10:06 GMT -5
Ok, so just building another HH/BW variant and I'm in two minds as to what weapon to load out on the hull
I already use the HB on my other HH, with mixed results. Has anybody used a BW with a HF on the hull?
I like the idea of a twin short range flamer template tank (BW) but I don't think its worth it on the HH
Hmmm decisions......
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Post by WestRider on Apr 30, 2013 12:21:02 GMT -5
The fact that, as a Fast Vehicle, it can move 12" and fire both keeps the Heavy Flamer as a pretty good option on the HellHound. Yeah, there will be times when you can't get it in Range, but when you do, it's going to do way more than the Heavy Bolter would.
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Post by gamma016 on Apr 30, 2013 14:59:44 GMT -5
I agree hull heavy flamer on a hellhound is very deadly at short ranges. A multimelta on the bane wolf might be nice too. Two melts shots at 12" is always nice especially with the 12" move.
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Post by dangerrod on May 1, 2013 19:12:51 GMT -5
OK, I've decided..... hull heavy flamer on the BW for extra short range devastation!
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Post by WestRider on May 1, 2013 21:20:39 GMT -5
I agree hull heavy flamer on a hellhound is very deadly at short ranges. A multimelta on the bane wolf might be nice too. Two melts shots at 12" is always nice especially with the 12" move. You're thinking of the DevilDog. The BaneWolf has the AP3, 2+ Poison Chem Cannon.
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Post by gamma016 on May 2, 2013 10:54:59 GMT -5
Oh shoot that I am, then yes hull heavy flamer all the way. The heavy bolter doesn't deal enough damage in my opinion. You need to get in close for the main gun to work anyways so might as well get a second template in there too.
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Post by Captain Zapp Brannigan on Oct 19, 2013 1:17:26 GMT -5
I like to field the Heavy Flamer option.
If your desperate to field a longer ranged weapon incase you find yourself out of range then why not got the Heavy Stubber upgrade?
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Post by silversurfer on Oct 20, 2013 3:00:42 GMT -5
Well,there is a situation where you would prefer the heavy bolter : when you use the banewolf/hellhound/devildog as a searchlight bearer.
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Post by gamma016 on Oct 20, 2013 8:35:21 GMT -5
That seems like a very expensive way to get search light hits. I usually just use my chimera for that since it comes stock with the search light anyways.
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Post by dangerrod on Oct 21, 2013 23:48:39 GMT -5
As Gamma said, the Chimera is much better for lighting up enemies
I've resolved this to having a hull mounted HF on the Banewolf as it turns an already nasty tank into an evil tank!
The HH works with the hull mounted HB as it adds to the range of its main weapon
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Perkele
Guardsman
The folk metal guy
Posts: 80
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Post by Perkele on Nov 4, 2013 6:31:16 GMT -5
The HH works with the hull mounted HB as it adds to the range of its main weapon Slightly off topic here, but this caught my attention. I have heard this statement before, but I couldn't find it anywhere in the rule book - why does the heavy bolter give the main weapon better range? Someone told me it's about the ability to kill models beyond the max range of the weapon, but aren't the shots taken separately? My apologizes if I'm asking stupid things, I'm just a silly noob. -Perkele
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Post by WestRider on Nov 4, 2013 14:56:15 GMT -5
Not a stupid question at all, it's sort of a complicated topic. And it's not found in the Main Rulebook.
It's in the Main Rulebook FAQ, available in the Gaming section of GW's site. All Wounds from a given Unit's shooting go into one Wound Pool, but you can't Allocate Wounds from that Pool to Models that are out of range of all Weapons that are firing from that Unit.
With a Hellhound, it actually doesn't make a difference, because you're only firing one Template, which by definition can't cause enough Wounds to take the allocation out of Range, but for Units with multiple Templates, or large numbers of short-ranged shots, it can occasionally make a huge difference in how much damage you can cause.
So if you've got some Orks heading toward you in a line, and a bunch of Guardsmen with Lasguns lined up in a shallow arc so they're all just barely within 24" of the first Ork, they would all be able to fire (because they were all in Range when the shooting attack was declared), but regardless of how many Unsaved Wounds were actually caused, only the one Ork in Range could actually have Wounds Allocated to it and be killed.
But if two of those Guardsmen instead have an Autocannon, any Wounds from that Unit's shooting may be Allocated to any Ork within the Autocannon's 48" Range, regardless of what Weapon actually caused them.
And to forestall the inevitable counter-argument from someone: Yes, it's unrealistic. It's a compromise between the quick and dirty Wound Allocation of 5th Ed and the hyper-accurate Wound Allocation from 2nd Ed, so that there are some limitations on it, but Games with 30 Models on a side no longer take 3 Hours to play.
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Perkele
Guardsman
The folk metal guy
Posts: 80
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Post by Perkele on Nov 4, 2013 17:29:15 GMT -5
Many thanks for clearing that out! I guess I have to keep this in mind while constructing my army. The autocannon example is good, and perhaps adding bolters to my platoon commanders isn't such a bad idea after all since the four flamer guys in each squad might like roasting things from far away.
-Perkele
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Post by WestRider on Nov 4, 2013 19:25:45 GMT -5
The Bolter for the Flamer PCS is one of the most important places to keep that in mind in the entire Game. Probably the only Unit where it's more important to do something like that is taking a Mek with an 'Eavy Shoota in a Mob of Burna Boyz.
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Post by that1guy on Nov 5, 2013 21:00:46 GMT -5
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Post by dangerrod on Nov 6, 2013 0:32:21 GMT -5
Its a bit late to bring this back on track! I started this thread back in April, the tank is built painted and has been blown apart and killed many marines/enemies already!
Coming back to the recent posts, the additional range rule is amazing for FRFSRF along with HB or AC in squads, and also with the HB on the Vulture gunship armed with T/L Punisher Cannons
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Post by that1guy on Nov 7, 2013 11:34:16 GMT -5
Yes. Of course, apologies. Is there any chance we could get some visual aids of this "additional range rule" in action? I know I'm starting to sound like a broken record asking for all of these extra pictures but they really are useful for players with peculiar learning curves. It may also help me explain it to a butt hurt player who's just learned his gene stealer's squad has just been purged with the burning fury of the Emperor.
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Post by hendrik on Nov 7, 2013 13:10:01 GMT -5
say your dual template scores 6 wounds on only 3 genestealers (the rest of the unit is out of reach). unless the hellhound also has a weapon with a longer range (be it the heavy bolter, be it a heavy stubber) your opponent will only have to remove those 3 stealers. with the simple addition of a heavy stubber he now suddently has to remove 6 models since 6 wounds were scored. at least that's how i read it
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