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Burst Cannon Or Cylic Ion Blaster?, which is better value| xenophora |
Posted: Mar 31 2007, 03:02 PM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
I've been making army lists knowing I'd be fighting Imperial guard frequently, but all other variety of races every now and then too, so I selected the cyclic ion blaster for my Shas'O. "Great," I thought, "5 shots hitting on 2s!". But if they're only wounding most things on 4s, that means there'll be approximately 2 kills per round of firing from the CIB....But if I give him a burst cannon, which is 7 points cheaper, there will be 2 or 3 shots hitting each turn, all of which are likely to wound.
Does this mean the burst cannon is better value for points? I'm contemplating only using the simpler BC from now on. Any arguments to sway me? |
| Eetion |
Posted: Mar 31 2007, 03:11 PM
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Group: Shas'la Posts: 36 Member No.: 918 Joined: 26-January 07 |
AP is better on the CIB, as well as the potential to punch through the good ol Termie armour. Ive gone CIB, purely cos its fun.
Against guard go burst, anything else and Id take a CIB. -------------------- "Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponents fate."
Sun Tzu Tau Commanders! Interested in playing in Online Campaigns? Then the Cadre needs your help. Join us in the fight for the Greater Good. |
| xenophora |
Posted: Mar 31 2007, 03:32 PM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
Good point, I hadn't taken into account the improved AP at all. is it worth 7 points when it comes to games store play against unknown opponents?
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| Eetion |
Posted: Mar 31 2007, 04:14 PM
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Group: Shas'la Posts: 36 Member No.: 918 Joined: 26-January 07 |
I think so.
Most armies (excepting DEldar, Orks and Guard) have a large number of armour saves 4+ or better. Especially the marine type armies, the CIB is invaluable, especially as any 6s punch right through the armour. For example, a burst cannon is likely to bounce right of Termies or vets but a CIB has a modest chance of dropping a couple. With the large number of Pulse Weapons in a Tau army, I really cant see them doing much the pulse fire cant already do. You can have only have one CIB and my commanders body guard have BCs, thats a hell of a lot of fire power, add in the 3 plasma guns and they can mow down most troops in a turn. -------------------- "Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponents fate."
Sun Tzu Tau Commanders! Interested in playing in Online Campaigns? Then the Cadre needs your help. Join us in the fight for the Greater Good. |
| Nevermore |
Posted: Mar 31 2007, 06:21 PM
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![]() Aun'O Purevoice, Grand Celestial for the Shi'Kara Sept Group: The Ethereals Posts: 1,319 Member No.: 659 Joined: 26-November 05 |
I don't much care for either gun on suits. For killing lots of things I usually go with FWs. On my suits, especially commanders, I prefer to load plasma rifles and fusion blasters for tasks that FWs can't do.
-------------------- Once Upon A Midnight Dreary...
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| Andizzle |
Posted: Mar 31 2007, 07:04 PM
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![]() Group: Shas'ui Posts: 69 Member No.: 445 Joined: 14-February 05 |
I have to agree with nevermore on this. Are three shots from a burst cannon really worth moving within 18"? Often, to do so would be to invite an assault from fast troops on the next turn.
What do burst cannons offer that pulse rifles do not? They're AP is worse too, although, against guard its not really and issue. That ion blaster is good though. I read a statistical run down of it, and it averaged pretty well. Combined with rapid fire plasma and you've got a deal. -------------------- "The strength of a tradition lies in its adaptability to change."
-Isamu Noguchi Walk softly but carry a big gun... |
| xenophora |
Posted: Apr 1 2007, 11:02 AM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
Well CIBs are certainly better for tournies than BCs then....
I tend to like missile pods on my suits, as they have excellent range and can take light vehicles too, but you guys have so far only mentioned plasma rifles and fusion blasters/plasma rifles and burst cannons. Any further thoughts? (And I'd say the point about getting in 18" to fire 3 shots is made redundant if you're going to give them a weapon which is only 12" anyway) Thanks for all the info This post has been edited by xenophora on Apr 1 2007, 12:48 PM |
| Eetion |
Posted: Apr 1 2007, 12:56 PM
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Group: Shas'la Posts: 36 Member No.: 918 Joined: 26-January 07 |
I can see why some people would want to take the pod, high strength decent AP good range. But I find them a bit too middle ground. half decent at dropping troops, half decent at damaging marines, but doesnt excel in either.
I personnally dont take middleground weapons, anti tank wise id rather use a rail cannon or fushion gun and anti troops the good ol fire warriors or Burst Cannons. I usually take a multi tracker as a third point, and leave my crisis teams with a designated roll for the game, Anti Tank, Infantry etc, or even give them both capabilities, so they have 1 anti Infantry and 1 anti tank. The missile pod for me doest perform either roll particularly well. -------------------- "Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponents fate."
Sun Tzu Tau Commanders! Interested in playing in Online Campaigns? Then the Cadre needs your help. Join us in the fight for the Greater Good. |
| xenophora |
Posted: Apr 1 2007, 01:23 PM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
You pretty much summarised my thoughts on the missile pod, but I'm less determined to have specific tasks for my suits - I don't give any of mine fusion blasters, as I include broadsides and HH in low point armies, and I figure the missile pod will be useful for taking out my friend's sentinels/guardsmen as well as terminators (obviously luck needed regardless, but plasma rifles can only fire so many shots...).
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| Nevermore |
Posted: Apr 1 2007, 05:41 PM
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![]() Aun'O Purevoice, Grand Celestial for the Shi'Kara Sept Group: The Ethereals Posts: 1,319 Member No.: 659 Joined: 26-November 05 |
That is my view of missile pods exactly. The jack of all trades of guns. It can do everything, just none of it very well.
Everyone has mentioned fusion blasters in their anti-vehicular role, at which they excel, but I put FBs along with PRs on my suits to make the crisis unit an anti heavy infantry unit. 9, S 6+, AP 1-2 shots (from 3 suits) should make any unit of terminators take notice, and then jump back out of charge range. If I have some markerlight support, there is a reasonable chance that a 200-250 point crisis team can kill a whole 5 man termie squad (200+ points) in one round of shooting. -------------------- Once Upon A Midnight Dreary...
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| xenophora |
Posted: Apr 1 2007, 10:57 PM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
True... only qualm I have with it now is the points cost! Well, and the dangerously short range of FBs, but I imagine with practise that's less of an issue.
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| O'lavre |
Posted: Apr 2 2007, 04:13 AM
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![]() Group: Shas'ui Posts: 66 Member No.: 897 Joined: 20-December 06 |
for my Shas'o I have magnetic hardpoints so I can customize him for any situation see here:http://z3.invisionfree.com/Kovash_Tauva/index.php?showtopic=3905 but my standar layout is a fusion blaster, plasma rifle and a missile pod, fusion aainst tanks plasma rifle against infantry and missiles against all.
-------------------- If there isn't a way,
Make a way If there is a way, Ignore it and make a new way |
| xenophora |
Posted: Apr 2 2007, 07:17 AM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
I use earth magnets myself, am adding to the thread you linked me to. But on topic: do you have 3 weapons systems and choose between, or those are just the three different types you have spread out over your suits? I think this topic's about reached its conclusion now....
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| Andizzle |
Posted: Apr 2 2007, 02:03 PM
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![]() Group: Shas'ui Posts: 69 Member No.: 445 Joined: 14-February 05 |
you can use three and pick two to shoot with multi.
TL counts as two. The only thing I'm not sure about is if you can fire a TL and your last weapon in the same turn. I'm guessing yes, and TL is not actually TWO weapons but rather one that can re-roll. I believe this is all in the codex.... -------------------- "The strength of a tradition lies in its adaptability to change."
-Isamu Noguchi Walk softly but carry a big gun... |
| xenophora |
Posted: Apr 2 2007, 05:13 PM
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![]() Group: Shas'ui Posts: 78 Member No.: 947 Joined: 24-March 07 |
Simple answer: correctamundo.
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