4.5/5 stars. Rounded Up. Pretty much a mainstay of infantry based firepower.
Background.
Big guns never tire, and neither do these Astartes! Bringing portable heavy weapons to the battle can be critical as they can get where armoured tanks cannot, and as such every legion maintains a strong cohort of weapons and trained marines ready to take on all kinds of threats.
Strengths.
Whole squads of heavy weapons are a mainstay of many legionary forces. Here's some notes on the heavy weapons themselves.
Heavy Bolters give you three shots on the move, or four shots stationary at S=5 to lay down a strong (generic) layer of fire power. Often overlooked in favour of other weapons, but still viable.
Heavy Flamers are almost always overlooked. But I actually really like them. Not only do you got a lot of hits, but you have panic here as well. The only price to pay is the short template range. You'll probably want to tool up for close combat duty here as well I think.
Autocannons are great. Seriously. S=7 with breaching and Heavy on FP provides a deadly combination and at a great range.
Missile Launchers are flexible with frag, krak, and flak (i.e., sky fire). Don't forget that frag has heavy on S here as well whilst the other two have heavy on Damage instead. Very attractive overall.
Multi-Meltas are short range anti-armour options with heavy on RS. You need to be within 8 to get the bonus you are after. These are dreadnought hunters and lighter tank killers. Equip for close combat in all probability as well.
Plasma Cannons sit in a good spot with blasts, breaching, and overload possible.
Volkite Culverin should be taken in good number to maximise the deflagrate effect. The range is very impressive and heavy on FP can be deadly here.
Las Cannons are the workhorse of tank killing with armour bane and heavy on Damage. With S=9 and a mighty range, they can happily sit still and ping things every turn.
Weaknesses.
Once again, these are just regular marines. You get what you pay for overall (although the points cost for some weapons is slightly high), and the 5 star rating is no accident here. They are that good for what you are getting.
Builds.
10 Heavy Support Marines, 10 Heavy Bolters (200 points).
A very workable squad.
5 Heavy Support Marines, 5 Heavy Flamers, Sergeant with Power Fist (115 points).
For close up work, and very deadly in zone mortalis. Surprisingly effective and honestly not to be overlooked (I often don't get why people hate on flamers). Take a rhino and go hunting. Take vexilla and nuncio vox to taste. You probably don't need 10 marines here.
5 Heavy Support Marines, 5 Autocannons (150 points).
Cheap enough to take and sit somewhere dishing out lots of fire power. Upgrade to 10 members if you are playing at higher points values or just want to make sure your target is finished off, but occasionally I've found this is overkill.
5 Heavy Support Marines, 5 Missile Launchers, Augury Scanner (135 points).
Expand to 10 members to taste (often depends on the points value of the game).
5 Heavy Support Marines, 5 Multi Meltas, Nuncio Vox, Vexilla, Sergeant with Thunder Hammer (210 points).
Kitted out for tank busting and then thinking about destroying the infantry that might be carried on board transports. I don't recommend 10 marines here.
5 Heavy Support Marines, 5 Plasma Cannons (150 points).
Similar to the autocannons in many respects, but with small pie plates and the possibility to overload. Sit still and fire away. Expansion to 10 marines is subject to taste and points limit of the game.
10 Heavy Support Marines, 10 Volkite Culverins (250 points).
Volkite has to go big or go home, hence a 10 man squad is recommended.
5 Heavy Support Marines, 5 Las Cannons, Augury Scanner (185 points).
Anti-Armour. The scanner is there to prevent shrouded issues of course. If you are expecting lots of armour, expand to 10 marines, or consider multiple small units.

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