View Full Version: Autocannons or missile launchers?

The Great Crusade > House Rules and Army Lists > Autocannons or missile launchers?


Title: Autocannons or missile launchers?
Description: Weapon choice - help needed!


Ilmarinen - November 30, 2009 10:33 AM (GMT)
I need some help. I need to decide whether to replace the missile launchers with autocannons.

The higher strength of the ML and the option to fire frag is useful, but then two shots from the AutoC is also good.

I was thinking of having a couple of tactical squads with PG and AutoC (instead of ML).

I'm also wondering what to do with the devastator squads (I'm eventually aiming for a battle company). I'm wondering which you think is better - LC and 3 ML or LC and 3 AutoC? (or just 4 of either?).

I'd be really grateful for your recommendations. :)

Whitehorn - November 30, 2009 10:58 AM (GMT)
This depends a lot on the composition of your whole army. If I tell you to take Autocannons and you turn out to have 9 Destructor Predators, it's a bit overkill.

What will the devs be supporting? Do you have any information on their mission or environment?

Ilmarinen - November 30, 2009 11:10 AM (GMT)
Good point!

I'll have quite a few bikers and speeders with melta weapons, no predators, no dreads, a LR and a LRR, 3 vindicators, a half battle company (eventually up to a full battle company) and probably some scouts.

The battle company will be something like (although this is not definite):
Tac - CoF F HB
Tac - PF CoF F HB
Tac - PF PG PC
Tac - PG PC
Tac - PG AutoC/ML
Tac - PG AutoC/ML
Assault - TH/SS 2PP
Assault - PW 2F
Dev - LC 2 AutoC/ML HB
Dev - LC 2 AutoC/ML HB

Whitehorn - November 30, 2009 11:43 AM (GMT)
I'm really pushed towards ML. They're so damn versatile and S8 is a key number for the likes of instant killing T4 enemies - Ork Nobs, marine characters, Attack bikes, etc. Couple that with AP3.



Apologist - November 30, 2009 02:27 PM (GMT)
On the other hand, autocannons are only available during the Heresy era, so there's the novelty factor. Also, for the TF events, everyone and his dog (literally, in the case of the Space Wolves) has Eternal Warrior, so the additional shot of the autocannon wins me over.

Whitehorn - November 30, 2009 04:20 PM (GMT)
I got the impression that Eternal Warrior was being slowly removed from characters from part 3 onwards to represent them being a lot more susceptible to death. Ie, a lot of them are dead or going to die in current events.

Is this even for AOTE?

lord_caldera - November 30, 2009 07:13 PM (GMT)
I prefer missiles for the better strength and AP, and I think your list might benefit from the S8 as you have plenty of plasma. If we were talking CSM3.5 then tank-hunting autocannons are god, but the utility missile launcher is my favorite heavy right now.

Pacific - December 1, 2009 02:27 PM (GMT)
I'm going to go against the grain here and say autocannons. As Apologist says, its just one extra way you can make your force more distinctly Pre-Heresy visually. You can do the same with RT era missile launchers (which according to Collected Visions are how they looked) but these can be expensive to get hold of.

Rules wise, I'd go with AC again. Strength 8 just isn't powerful enough for serious tank hunting IMO, and the extra shot with the AC is better for taking on lightly armoured vehicles. As every new character in new codecies these days seems to have eternal warrior, the 'insta-kill' which used to be one of the most useful factors of the ML has also been lost.

But, overall I would go with what you most like the look or idea of! I don't think either one is significantly superior in terms of stats to make an aethestic compromise worthwhile.

Inquisitor Malaclypse - December 3, 2009 06:01 AM (GMT)
IMO, autocannons blow.

of course, i'm think that it's using the rule set similar to that of Codex SM, S7 AP4. a Marine can shrug off an AC round, but not a ML shot as it's S8 AP3.

and yeah, you get two shots, but you still need 5+ to glance the almost standard AV12.

if you're bent on using the AC, i'd put in a Devastator squad along with two ML. the squad can then be used to kill medium armor and heavy infantry (well, Vet. IG squads at least).

and always go with 2 and 2 (two ML, two AC, etc.) never change that ratio unless you're going to use all of the same weapon, and there is nothing wrong with ML spam.

Lord_Mortirion - December 3, 2009 08:10 PM (GMT)
lascannons :lol:

robert_the_damned - December 3, 2009 10:58 PM (GMT)
I'd say it really depends, if you play orks a lot AC are nice, especially for thinning down Nobz mobs. Pretty good against hordes of lighter vehicles but generally I find they're useless against armour, there are very few vehicles that have AV10 areas that they can't avoid showing.

I usually go for ML, they're supprisingly more effective against tanks, especially against AV13 where you're doubling the chance of an effective hit, with AV12 you double the chance to get a penetrating hit.


Marshall Wilhelm - December 4, 2009 10:16 PM (GMT)
Auto cannon chance of DESTROYING the following AV per volley (2 shots):
AV 10 = 22.2%
AV 11 = 14.8%
AV 12 = 7.4%

ML:
AV 10 = 14.8%
AV 11 = 11.1%
AV 12 = 7.4%
AV 13 = 3.7%

Ilmarinen - December 15, 2009 06:14 AM (GMT)
Thanks for the great advice! (this is such a good forum!). :)

I've decided to go for RT style missile launchers (just ebayed quite a few) which fits the beaky theme. My next challenge is getting them to work with current marines instead of RBT01s! I've tried this before, with rubbish consequences, but I'll just have to man the **** up and find a way that works! :lol:




* Hosted for free by InvisionFree