Deleted
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Post by Deleted on Aug 25, 2008 22:02:24 GMT -5
some monoliths? no problemo. what wins betwen say 3 monoliths and 3 LR, RRs with lances, ogryns with bombs, some depstriking stormies with all the melta you can have and 30 autocanons? in a figth i still have most of my army left(some 100 guardsmenn) and he oly have about 30 necrons with suport(big game you see) The monoliths win. Melta weapons do not affect them due to the living metal rules. The only way to really kill monoliths is with excessive amounts of lascannons. Beleive me, my best friend plays necrons.
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GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
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Post by GuardsmanPatch on Aug 26, 2008 16:41:34 GMT -5
Actually, I think the term is an "Offensive" amount of lascannons...
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Post by Ignatius on Sept 3, 2008 21:32:44 GMT -5
some monoliths? no problemo. what wins betwen say 3 monoliths and 3 LR, RRs with lances, ogryns with bombs, some depstriking stormies with all the melta you can have and 30 autocanons? in a figth i still have most of my army left(some 100 guardsmenn) and he oly have about 30 necrons with suport(big game you see) The monoliths win. Melta weapons do not affect them due to the living metal rules. The only way to really kill monoliths is with excessive amounts of lascannons. Beleive me, my best friend plays necrons. Yeah but then you are spending too many points on lascannons and then the rest of your army is lacking and so on
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Post by control on Sept 16, 2008 14:05:57 GMT -5
I just like autocannons, I think they're all around (including stats) cool guns. Though I wouldn't put such a huge emphasis on them, rather like people have said at most 1 per platoon then either a missile launcher or lascannon. I don't know about autocannons in command squads, sure you'll have other units but I always find them useful to backup the other squads in combat.
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Dutch
Captain
NKVD Member
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Post by Dutch on Sept 21, 2008 10:34:48 GMT -5
Never use autocannons. never Infantry platoon: Command Squad with Missile launcher - great all rounder. Squad with Heavy bolter - High rate of fire, great for infantry Squad with Lascannon - to burn through tanks and the odd fex, usually smurf players take umpteen rhinos so i dont usually run out of targets.
Plasmaguns everywhere.
Autocannons are just too weak in my opinion.
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Deleted
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Post by Deleted on Sept 21, 2008 12:43:31 GMT -5
They need to make the autocannon better in one of two ways, +1 strength, -1 Ap
That would make it useful in atleast one role, whereas at the moment, the missle launcher is a better all rounder, especially with new template rules, the only disadvantage is that theres only 1 shot with it.
I still have a fire support squad of autocannons, cause i play lots of combat patrol, and the tanks have to be under 34 armour in that, so autocannons are good tank killers with pretty good stats to take down some of the beasties.
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Post by knight (M.I.A) on Sept 21, 2008 19:54:06 GMT -5
You know that this would make the Autocannon a better tankkiller than the Missile Launcher? Also it would make it a better Marinekiller than the Missile Launcher. Autocannons are powerful. But S7 is a good thing already and the AP well... I think 4 is too low for it, but 3 is too high already... Best thing in my eyes would be to give it rending against infantry only...
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Post by newcomer on Sept 21, 2008 20:20:18 GMT -5
S7 AP 3 seems decent, after all, it fires bullets the size of your friggin foot!
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Post by knight (M.I.A) on Sept 21, 2008 20:48:21 GMT -5
Afterall its just a Autocannon. Autocannons don't go through Power Armour that easily. Heavy Boltguns should do then as well. Afterall those are mini HE-rockets...
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Deleted
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Post by Deleted on Sept 24, 2008 16:54:57 GMT -5
The autocannon is firing shells about the size of the avenger's and they can go through tanks easily, and space marines are basically tanks, therefore boom! theregoes the space marine.
also I didn't say it should be AP3 and Str 8. but strength 8 would make it a better tank killer, which makes sense, the round would be a great kenetic penetrator compared to the missle launcher which would never be able to match the speed, so uses other methods (possibly shaped charge), and therefore probably would be pretty darn good at killing most tanks. same reason for it being Ap 3.
Making it Ap 3 would not be so great a change, especially with new cover rules, and if it doesn't have one of the two upgrades, then it will forever be worse than the rocket launcher at everything, (apart from looks).
Heavy bolters are good enough as they are though, the autocannon is not, it is overshadowed by weapons that are better at the same job, whereas heavy bolter is one of the best weapons at killing infantry, and is fairly cheap.
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Deleted
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Post by Deleted on Oct 30, 2008 5:37:18 GMT -5
everyone seems to underestimate autocannons, they are a brilliant weapon for the imperial guard, there power for points exchange is one of best going, sure they have problems cracking space marine 3+ save, but ive yet to see a space marine squad survive the amazing blinding(and i mean eye sight) power of a wall of lasguns, mass small arm fire for the win, autocannons are good for making thinks walk and very good against ork armies SAF(small arm fire) for the win
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Post by Rolling Thunder on Oct 30, 2008 8:23:53 GMT -5
The autocannon, being is essence a 40 milimetre BOFORS gun, is fine as is. If it returned to it's original AP3 glory, then what you would see would be guard armies built almost completely out of them, with some AT squads in the corner.
As N42 says, the autocannon's main purpose is to make things walk. It prang's transports, it prangs light vehicles. It is not an infantry killer- that's what frag rockets are for (And mortars and HBs). And it's not a pure vehcile killer- krak rockets, lascannons and meltaguns are the purist tank hunters.
Like the Bofors, it is bets used against light vehicles and aircraft. Yes, fluff-wise it should be AP3, but in game terms it would also have to be about 30 points cost.
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