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Post by Mythweaver on Jul 12, 2010 16:25:11 GMT -5
I have decided that I want a pack of Long Fangs in my army just to make it fluffier.
I can't decide on the mix or lack of mix I want for the Heavy Weapons. I have come up with two possibilities...
Leader, 3x Heavy Bolter, 2x Plasma Cannon - For Primary objective defence or trouble shooting Heavy Infantry.
Leader, 5x Missile Launcher, General purpose, anti-Med infantry and anti- light armored vehicle.
Whatever I decide to go with they will have a Laserback to ride in or hide behind and to shoot any Heavier armored threat.
Tell me what you think and feed me lots of alternate ideas. Space Marines are so different than the Space elves I'm getting used to.
Thanks
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Post by thesanityassassin on Jul 12, 2010 16:46:50 GMT -5
5 x Missile Launcher is about the only Long Fang build I've seen. The mix of being able to rip up armoured vehicles (they shred AV11 or lower, and are still quite good vs AV12 and decent v 13), and 5 templates will splatter a bunch of light armoured troops.
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Post by shasodnarb on Jul 12, 2010 17:24:03 GMT -5
I've never been able to read my own codex that I lent to you, so I can't offer true advice without knowing details and costs, lol. Still, I'm a fan of the 2/5 ratio for Dev-types.
So, one would only take 2 heavy weapons and have the other 3 as ablative wounds. This way, you lose a model or two, and you're not also losing the cost of a weapon. In addition, reduces the degree of fire that they're likely to attract.
Depends on the transport too. That's what I'd do if you give them a Back and use them separately. If you're going to bunker them in a Rhino though, I'd just take minimum numbers and put two weapons in there and let them shoot two different things, if that's how it works.
Besides that, you know how I feel about small blasts...
Anyway, can you PM me the points if you have time?
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Post by voodoo on Jul 12, 2010 17:40:51 GMT -5
I'd go with the 5 missile, it's a deadly weapon and like Sanity said, they're fracking surgeons with anything they pick up.
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Post by shasodnarb on Jul 12, 2010 20:06:09 GMT -5
Thx for the stats & pts...
I think the unit is best served by being outside its transport, therefore I like the magic squad size of 5, which means due to cost concerns, either 4 missiles, or 2 missiles and 2 hbolters. I assume the Sgt-fella can take melta bombs and a power weapon?
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Post by Mythweaver on Jul 12, 2010 22:54:16 GMT -5
Yes on the Melta bombs and Pwr Wpn for the Pack Leader.
Keep the ideas and explanations coming folks and thanks.
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Post by shasodnarb on Jul 12, 2010 23:02:36 GMT -5
Well, the best advice I can offer is to dump the nublet armies and join the Greater Good! ;D
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Post by thesanityassassin on Jul 12, 2010 23:36:33 GMT -5
Hehe. The pack leader CAN take those items, but do you really want to spend the points? Given that every other model has a heavy weapon, that pack leader is going to be your first casualty MOST of the time....splitting fire is nice, but having an extra Missile Launcher is better in most situations. Saving the points for some gear on Grey Hunters or a Wolf Guard sounds like a better idea.
Having some floating Wolf Guard could be an idea as well....if you think your Long Fangs will see combat you can attach him to them, if not stick him with your Grey Hunters and head forward.
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