Whooo! |
I want to wish you all a happy new year. I'm sorry no one got around to wishing you a merry Christmas, but we were generally busy with family ourselves. So I'm hoping you all had a good holiday season and are ready to get the new year by the horns and tell it what for. As far as new year's resolutions, the closest I can offer is that I want to have a painted tournament army by the end of the year, preferably my Tau. I'll post up some photos regularly if you'd like. But until then, I'm wondering if one of the underrated units in one of the more underrated codices is actually good. Fitting with tonight's theme of fireworks, let's talk Thunderfire Cannons.
Fire at will brothers! |
The probability of any blast fired by a ballistic skill four model, like the techmarine, deviating no more than one inch is 0.5648. While this isn't great, it generally means that you should expect one out of every two blasts to stay generally on target. Most blast weapons are single shot, so you can't expect a consistent sample because of your small sample size, the the four shots of the thunderfire cannon means a much larger, and thus more consistent sample. Your single blasts may all hit or all miss, but the mass of blasts means there will be about the same number of near-hits and scatters, but also that you can predict more easily what you can expect.
Scatter, hit more targets |
If your playgroup has shifted away from transports, then you should definitely consider the thunderfire cannon. It has a shot that can instantly kill IG heavy weapons teams outside of cover, a shot that can wound ork mobs on a 3+, and a shot that can do little damage, but force any unit hit by the template to move as if in difficult terrain during its next movement phase, possibly reducing the movement to 1D6 if the unit is already in difficult terrain. It's versatility is hard to match when you want to kill infantry units, and outside of Tau and IG, it's range is almost unmatched at 60". Light infantry heavy armies should rightly fear these cannons, but so should marine hordes, especially those units who have had their transports exploded by other weapons and are packed tightly.
Coming from the blue codex heavy support with it's rightfully maligned devastators, three cannons can fortify three separate ruins and bring mass anti-infantry firepower for the price of two missile launcher devastator teams. They are still competing with dakka predators and vindicators for their FOC slot, but I think they have a set of skills that has become more valuable with the edition change. They don't benefit as much as they would have had they been barrage weapons, but they still have benefited on the whole and I believe you would benefit yourself if you consider this underrated unit.
I'm Underground Heretic and I Get to Live with that Every Day!
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