DISQUS

Bell of Lost Souls: 40K TACTICS: Art of the Star Cannon

  • Sam Akers · 1 month ago
    "Foolish Space Marines! The stars themselves once lived and died at our command, yet you still dare to oppose our will!"

    Yeah, but your arrogance brought into being a dark god that now waits to feast on your souls. Your empire is a thing of the past, you are a scattered and dying race. We have nothing left to fear from you, you are nothing more than a minor irritation. Enjoy.
  • Turbo_t · 1 month ago
    its just a quote from the back of the eldar codex you troll. it has no more meaning than "their arrogance is matched only be their firepower" which certainly isn't the case anymore. who really thinks the eldar rank top of the shooting hierarchy? not me. theres one thing we can do better than anyone, speed, and thats being steadily eroded by the ability of 5th codices to put a ridiculous amount of stuff on the board. discussions about points value in eldar is a joke, every unit is overpriced [edit; except maybe dire avengers i guess].

    -disclaimer-the preceding statement was a mere expression of one opinion. no offense was intended and should not be read as an invitation to a thousand eldar players to tell him how many games they've won recently.
  • zenjah · 1 month ago
    Its just a playful reply to a quote from the back of the eldar codex you troll.
  • Shinkaze · 1 month ago
    "Foolish Space Marines! The stars themselves once lived and died at our command, yet you still dare to oppose our will!"

    Yeah, but your arrogance brought into being a dark god that now waits to feast on your souls. Your empire is a thing of the past, you are a scattered and dying race. We have nothing left to fear from you, you are nothing more than a minor irritation. Enjoy.

    - And that is why I stopped playing Eldar. Cause in 5th edition they are really a dying race that is no more than a minor irritation.
  • LittleCizur · 1 month ago
    Anyone who has opened the Eldar codex (Eldar player or not) glanced at the Starcannon stats and said 'Ouch'. And the fact that Starcannons can be mounted on practically every single vehicle Eldar offers - doesnt really make 'use starcannons at max range' a new and/or shocking battle tactic. We (Eldar players) know them, love them, and live or die by them. But to say, try to avoid your opponents cover saves, and shoot the starcannons at their max range is, well... pretty obvious.

    Anyone facing Eldar (not being a complete newbie) knows what starcannons are capable of, and would never press forward into open spaces unless they are attempting to draw your attention away from something else. Eldar has more than enough low AP firepower to eliminate any units on the board, but cover saves can be our nemesis. To just assume that running in close to an opponent will draw them out of cover is definitly a HUGE optimistic assumption.

    I'd rather pound shots into the side of the building from 30-36 inches away, and force my opponent to make massive amounts of cover saves. Multiple shots will overcome low cover and armor saves any day. To many people get wrapped up in high strength, low AP, single shot weapons. In the long run, you'll get just as many, if not more kills with a high strength, high AP weapon. Anyone who says a Scatter Laser is worthless hasnt played one enough. It is STR 6 with 4 shots.. what is NOT to love?!?!

    If anyone needs cover saves, it is Eldar. Running up close to a building, popping a few shots through the windows, and assuming the unit will move forward - OUT OF COVER - just for a rapid fire shot is hilarious and suicidal.

    'I lost 162 pts in Dire Avengers, but at least I killed 60 pts worth of Marines with my Star Cannons afterwards'.
  • theHman · 1 month ago
    3 Walkers with double Scatter lasers = 24 shots at S6.
    Use a Farseer to guide 'em and if you don't wipe out full marine units in one round, you'll maul 'em seriously more often than not.

    I don't know about anyone else's games, but in mine there's generally enough terrain on the table that any units not in a transport are in cover.

    Plus, there's the enjoyment and satisfaction that comes when you're opponent is forced to make 16, 18 or even 22+ armor/cover saves from one round of shooting from one unit.

    It's even sweeter when they fail enough saves that the unit is entirely wiped out. Sometimes you can break your opponents spirits and cause them to mentally give up.

    There's a certain Machiavellian feeling of satisfaction whenever that occurs.

    Enjoyed the article Fritz, definitely keep 'em coming!
  • Anggul · 1 month ago
    Just curious, doesn't taking two of the same heavy weapon make them count as twin-linked? If so, why do you guide them?
  • Niraco · 1 month ago
    no it does not according to our nice codex.
  • LordSandwich · 1 month ago
    Wraithlords, yes. Battlesuits, yes. War Walkers, no.
  • Anggul · 1 month ago
    yays =D
  • anon · 1 month ago
    Seriously, every article Fritz writes seems to exist in this fantasy world where people routinely make ridiculous newbie mistakes, never to recover or learn from them. How can you seriously sit down and write an article with the premise "rapid fire those marines in cover with jetbikes and the enemy will OBVIOUSLY chase after you, thus giving you a chance to use your overpriced anti-marine gun."

    What player is going to do that? "Hmm, yes, those jetbikes are 17" away. I will leave my 3+/4+ cover saves and begin a chase, abandoning this objective I need to win the game." Don't forget that if the Eldar player is placing the objective in open terrain then the marine player is also placing half of the mission objectives in places advantageous to him! None of this happens in a vacuum!

    For my buck I think scatter lasers are far more in line with 5th edition, cheaper and higher rate of fire means reliability. I don't play Eldar however, so YMMV
  • Smurfy · 1 month ago
    Yes, re: that Fantasy world thing. But that's his style, hoping the enemy makes mistakes. (Not exactly the mark of excellent tactician too, I don't see generals of the past hoping the enemy is stupid.)

    Seriously though, if someone knows my army and theirs equally well (Like I donno, regularly playing against them or being Eldar as well?) these tricks never work.

    Fritz - It's better to put down tactics you have tried against regular opponents, not new people, thank you.
  • Fritz40K · 1 month ago
    Everything I write is from a POV of stuff/tactics that I use to win games and tournaments. "Stupidity" is an important part of 40K at the higher level. If I am playing a person equal or greater in skill then me, with a solid list, and I have a solid list then what am I relying on to win? Lucky dice? Since we are emotional beings I work that angle in such situations. I try to make as few mistakes as I can, and toss out "bits" to my opponent for them to make a mistake off of. Wait for the opening and then strike! LOL!
  • Smurfy · 1 month ago
    Lucky dice does happen, but you are saying that I should expect my opponent to make mistakes, which isn't true at all. I am very friendly with my opponents, I don't hold anything back. "What does this thing do again? "Oh X, Y, Z" "Can it do this?" "Yes" So if people want to know they will ask, and I will answer honestly.

    While I haven't gone to a tourney myself, I have played many tourney goers and have a fairly even record with them. The guys that beat me down into the ground ask questions, know their foe, and use much more solid tactics than banking on me not knowing something, and that's what I'm trying to argue.

    Solid tactics and backup plans > Hoping my opponent has a flaw.
  • Fritz40K · 1 month ago
    Expect him/her to make mistakes? Yes! They will make mistakes. Your level of play will determine if you can see or catch them.

    I'm not advocating not telling them what is in your list or what it does. That is 100% given and called being a good player. I'm also not talking about using rules or lack of them to catch your opponent. I'm talking about presenting them with choices or threads through the game that are not in their best interests and then using that when they act on it. As I said, I'm going to write more about this idea, and hopefully be less cryptic it my next article- already started it...

    Oh, and I do appreciate the comments, all of them. It helps me to see if I am getting my point across, or even a another, perhaps better point of view. I'm putting myself out there to learn also, so comment away!
  • Marty Hartwick · 1 month ago
    I agree here, the articles posted seem to be very short sighted in their 'tactics'. I don't really know any player who would fall for such obvious 'tricks'. Why bother rapid-firing into jetbikes, when you know there are StarCannons in waiting?

    Marine players aren't all dumb, but the fact that most new players play marines means we get a reputation for being poor tacticians...

  • Fritz40K · 1 month ago
    Well, I try to strike a balance with the articles I write for BOLS. What is the skill of the readers? Newbie? Vet, Elite? All of the above. This is way out of the scope of an article, and how would I communicate or demo such a thing, but the example of a star cannon/jetbike combo happens all the time with supposed vet players. It is layered into other aspects of the game and manipulated from the start of turn one to happen that way. With just the jetbikes and vypers on the table talking about it of course nobody is going to fall for it, but if look like my jetbikes made a mistake, or are going to contest the objective and then fail, and my vypers are on a long angle just 36" you would be surprised how many dudes miss it. A good player forces his "opponent" to make simple mistakes without them knowing it. Next article I'll try to write a bit more about this and demo it. Finally, please, this is not me attacking what you are saying- it is true from just a straightforward point of view, I just need to communicate better on the other point...
  • Smurfy · 1 month ago
    I think a good case to go is from basics (like I like the Jetbike dance) but apply it more. Build is the key thing. I can see a lot of people going from the Jetbike dance to Skimmers to entire game movements planned out ahead with little deviancy thanks to Eldar's supreme mobility.
  • Mike · 1 month ago
    Lately a lot of times it seems like BOLS posts or 40k posts are just trying to break the meta-game in terms of strategy. I've noticed a lot of posts on both this site and other that are basically saying variations of "people say melta is better than plasma but it isn't lol, here are a few reasons that don't really justify that claim." While range is technically an issue, most fighting with both weapons occurs at 12 inches anyway, and you can still shoot melta and assault. Also the obvious anti-vehicle edge.
  • MilitantJester · 1 month ago
    Ay, but Starcannons have the advantage here in that they are not rapid fire, but Assault 2. Combine that with 36" range and it's the best basic plasma weapon, even if it is expensive and *only* strength seven.
  • liazardman · 1 month ago
    One on my favorite armies to play is are Mefara Prime Necrons. The reality is they dont fear plasma most of the time... losing a 3+ sv sucks but i get a 4+ WBB roll soon enough. I love tau plasma and starcannons... S6 doesnt inflict ID so i dont have to worry about keeping the res orb as nearby. Oddly enough necrons do not get any plasma weapons either (sometimes a low ap cron wep would be nice)... or any upgrades other than the lord so they really are a moot point.

    My guard also laugh at your plasma... Oh no u took away my 5+sv
    and there are still 30 of us standing here. However my general tactics is 2 vendettas with plasma toting vets and a third with 3detpacks special weapons. The vendettas concetrating on blowing open a landraider full of termies then the vets do the rest. droping 20guard with bs4 within rapid fire of a marine players front line on turn 1 makes them cry... especially when 12shots forget they have armour :P
  • Marshal_Wilhelm · 1 month ago
    Don't get us started on the folly that is Valkyries & Vendettas. They are as good/better than Tau & Eldar vehicles.... for the grunts.... what were they thinking?
  • Lucas · 1 month ago
    There thinking that when the tau and eldar get a 5th edition codex (if ever), They are going to get something wonderful! Maybe a front armor 13 falcon at BS4.
  • theHman · 1 month ago
    I'd love BS 4 Serpents!
  • LordSandwich · 1 month ago
    FA13?
    BS4?

    Gee, why not give them a S10, AP1, 72" range main gun that can fire a S6 large blast instead?

    And how about some kind of detachable unit that has... I dunno... 6ish S5 shots?

    Yes. Yes, you just described the Hammerhead.
  • Conrad_Dakarn · 1 month ago
    Woo hoo!!!...Hammerheads for Eldar!!!!
  • becko · 1 month ago
    I love starcannons, but the 25 points for 2 shoots with BF3 is hard. I still think 2 shoots and 15/20 points or 3 shoots with 25 points would have been better for use eldar players.
  • metalloveman · 1 month ago
    Well it helps to have a couple in your army to shoot the big scary unit, but mostly bring scatter lasers.
  • mightymconeshot · 1 month ago
    haha first.
  • Conrad_Dakarn · 1 month ago
    And what was the point of your post??

    C'mon...if you're gonna be "first" at least provide something of context to the article that's being published...

    On a side note...I love the StarCannon but for only 2 shots at BS3 most times for 25 points on Vypers, I just find them too pricey for what they bring at the moment. I currently load out with Shuriken Cannons and Missile Launchers on my Vypers and, while they don't bring the AP2 or Str6, they bring enough hits with lower strength (better odds for the template to hit) at AP4 or those nice Str 8 shots for popping tanks from 48". Couple the Cannons with the Plasma missile and you can move 12" and fire all weapons giving you a lot of saves for your opponent to take...cover or no cover.

    StarCannons....Str6 AP2....I'd love to take them but right now, they just ain't worth the points.
  • LittleCizur · 1 month ago
    Vypers are too expensive (points wise) to field to begin with IMO.

    I'll take 3 War Walkers equipped with 2 Scatter Lasers each over Vypers any day.
  • metalloveman · 1 month ago
    Clearly you have learned nothing from this post.
  • ShiftAlmighty · 1 month ago
    second most annoying = complaining about "first!" posts in the second post...

    i liked the suggestion of going back to a thread 2 weeks later and posting "last!" hahaha

    so anyways, starcannons are gay. AP doesnt matter anymore (except for AP1 lol), number of shots are poor, bs for most models using it is poor, too expensive.
  • LittleCizur · 1 month ago
    If the finest terminology you can think of for referring to a Star Cannon is 'gay'. Then you are most likely one of the children I'm (by no means) ever going to listen too when constructing teams, selecting weapons, etc.
  • ShiftAlmighty · 1 month ago
    lol ... but weren't all the eldar gay baby-rapers before the fall when they made the starcannon? i.e. "pass the crack pipe and the lube! i'm gonna test out this starcannon!"
  • LittleCizur · 1 month ago
    Thank you for proving my point.
  • Toggofwar · 1 month ago
    Haha actually i use the term gay to explain lots of things in a non derogatory sense and quite enjoyed that first post's description how ever he did lower the tone slightly :p

    Must admit in all my years of playing eldar ive avoided star cannons due to the cost, and found the sneak shot not very rewarding. Eldar mobility and range really strengthen this tactic and its definatly viable, will give it a go soon!

    Think with other armies such as Marines with plasma guns wont work as effectivly as they lack range and everyone knows what a plasma gun looks like ;)
  • sbsk1882 · 1 month ago
    "last!"
  • wedun · 1 month ago
    warhammer is relgion.
  • Caboose · 1 month ago
    Relgion huh? I had no clue.
  • Dave · 1 month ago
    Fortunately, and we all know this, the emperor protects =)
  • Shas_la_Zed_Killer · 1 month ago
    The star cannon is a beautiful toy, but the problem is the spun sugar vehicle they are attached to. if your opponent gets too lucky you just blew a hefty chunk of points.
    That and weapons platforms are rather sluggish.



    all in all, a fun toy, but I can only play my eldar for so long before I have to go back to my tau.
  • CoreyTamas · 1 month ago
    Play those vehicles well enough and there's nothing left to shoot back at you.

    That's the idea.
  • Conrad_Dakarn · 1 month ago
    At 70 pt a vehicle for minimum load out on the Vyper, it's expensive for 50/50 odds of a hit and kill. To kill a squad of 5 marines in the open, you need 5 Vypers by odds....That's 350 pts to kill 90 pts.

    I highly doubt you could do enough to prevent a 4 man missile dev squad getting shots back and bagging the Vypers with ease. Odd's again for a 4 missile Dev squad (even with cover saves for the Vypers) give you 3 hits and 2 pens and a 1 failed cover which, with being open topped, is most likely gonna destroy or render the Vyper useless. A roll of 2+ on a pen hit is enough to get rid of the Cannon, immobilize (and thus destroy) or our right destroy a Vyper.

    For 150 pt, I can get 4 missiles in a 5 man dev squad....so for the points of 5 Vypers....I can get 8 missiles a turn at a longer range than the Vypers with better odds of killing them than they have of killing me....and still have 70pt spare for extra marines and thus more wounds in the squads.

    As I said in my post above....Vyper with Starcannon is too expensive in 5th ed to be worth while. A missile launcher and cannon is only 5pt more at 75 a model but gives more Str6 shots (and with cover being prominent the 3+ armour isn't much better than 4+ cover against StarCannon) and it also gives you a missile of Krak or Plasma origin....not to mention the extra range that the missile gives you for long range Rhino hunting etc.

    I think I'll stick with my present loud out until the new codex and thus cheaper Eldar.
  • Jaradakar · 1 month ago
    Despite Starcannons price, I still take them at times. Why?

    A great deal of my opponents are Space Marines and if they're running non-storm shield termies, they're great for taking them down (along with Tau suits).

    Also, taking them forces your opponent to use cover or die and I like that. You can sometimes use that to your advantage as Fritz points out (placing capture points out in the open, tank shocking units out into the open, etc).
  • Jaradakar · 1 month ago
    I should also add that in 5th Ed environment I think 2 shot Star Cannons are overpriced and could use a minor point cost reduction.
  • theHman · 1 month ago
    I bet you we'll see a pts reduction on star cannons in the next Eldar codex. You heard it here first.
  • Conrad_Dakarn · 1 month ago
    I think we'll see a pts reduction in a lot of the Eldar stuff in a new Codex. I also believe quite a few things will get some minor tweak upgrades to give them that edge technologically again.
  • Anggul · 1 month ago
    I have a starcannon in with my Guardians. It's always good for taking down a couple of terminators, or any other heavy infantry, especially when my farseer guides them first. Also, it has 9 guardians and a warlock as a shield for it =D

    That said, that Warlock has done some pretty amazing things.
  • LittleCizur · 1 month ago
    Actually.. The Guardians and the Lock are not a shield of any form. You do not consider the weapon platform to even be on the board. It is just a representation, and serves no purpose. You draw LOS from the two 'gunners'. If they die, then the weapon platform dies. You do not shield anything with anyone in that troop.
  • deris87 · 1 month ago
    Guardian squads have two "gunner" models that are able to fire the assault weapon platform, if both models are killed the weapon is removed. To Anggul's point, you can lose 8 regular guardians, one gunner guardian, and a warlock before you have to remove the cannon.
  • grimsnikk · 1 month ago
    As you have models that are different as part of the unit: guardian gun crew as opposed to guardians, you'll have to allocate on all your saves. Nobody's playing 4th edition anymore.

    It is *possible* that you can lose the cannon at the very end, but it will most likely happen just after the middle.
  • Conrad_Dakarn · 1 month ago
    You are having to take 9 wounds on the squad before you have a change of loosing a gunner though... so Angguls first post makes a good point. You have a shield of 9 wounds to take before you loose a gunner and I don't see how 9 wounds can be caused in one go if it's at 36" range using the cannon. Sure, you'll loose models over the course of the game and probably have to take saves on the gunners by turn 4-5 but then you've had it there for quite a while.

    However....At over 100pt for T3, 5+ sv with a cannon and Warlock...I'd not be too tempted to take them just for the Cannon when you can take the Vyper for less points.
  • Evan · 1 month ago
    Last!
  • SpAzFeX · 1 month ago
    While I enjoy and applaud the attempt, I'm disinclined to believe your statement... :D
    As a constructive post, I'd have to say the reduction from 3 to 2 shots is a pretty big nerf on the starcannon. I don't even play Eldar (I prefer their overly pointy cousins, myself) I miss the days when the sight of a starcannon popping around a corner could produce a flop sweat in any marine player. Now with half the shots missing on average, it just isn't the same anymore.
  • MeanAngel · 1 month ago
    Yeah, and I for myself surely DON'T miss the days when SC had 3 shots. I surely don't miss annoying shooty Eldar spammed with starcannons that wiped the floor with any MEQ army by turn four at the latest ...
  • SpAzFeX · 1 month ago
    Ah, but there was a challenge! In those days, I played a head-long rush fluff Space Wolf army, and actually did decently well against spammed starcannons. I won't lie, I bought the new Wolf codex, but I still have my pups shelved in favour of my flourishing Tyranid and Dark Eldar armies. I wish that the starcannon still had its old stat line to help balance the ubiquitous marine armies out there on the battlefields.
  • bumbler20 · 1 month ago
    The trend I see: All armies except Space Marines being nerfed and genericized.
    All Xenos players bravely wading through it, adapting with new tactics and taking a true sportsman's view of imminent buggery.
    The Space Marines being overpowered and specialized to the point of laughability, and the players sifting through turns of phrase to add even more "broken" than was there initially (mkerr's post on JOTWW, in particular, the Thunderhammer-That-Should-Not-Be).
    Brave Xenos and Chaos players, my little toy soldier prayers are with you.
    Let's hope the Nid codex answers a few...
  • MycroftHolmes · 1 month ago
    wait a minute...

    SM aren't generic now? We have to purchase special characters to get any differentiation between armies. You don't think the move from Traits to this made SM more generic?

    "Space Marines being overpowered and specialized " Really? When was the last time you saw an assault squad win vs a real CC unit like Genestealers? Or their bolters get as many rounds of shooting as a Pulse Rifle? Or do as much long range damage as an IG army? Exactly when did the generalist SM out perform any REAL specialists?

    What exactly did they add to the new C:SM; A super short range LR, a ranged artillery piece (glass cannon), two new types of veterans that die just as easily as normal marines, the Storm Shield change and Combat Tactics.

    To me, the Combat Tactics is the real improvement not any of the flashy new models.
  • bumbler20 · 1 month ago
    "Die just as easily as regular marines"-You mean with their T4 and 3+save? HA.
    "Have to purchase special characters to differentiate"-You mean one of NINE named ones? HA.
    "A real CC unit like genestealers"-You mean with that epic base statline with 2 attacks, S4, T4, W1, I6 and a few decent options, along with a maximum number of 12? HA.
    "As much long range damage as an IG army"-I am floored by this one.
    Here we go:
    Special Issue Ammo (for nids, and anyone else)
    Drop Pods (for IG, and anyone else)
    Orbital Bombardments
    Venerables
    Ironclads
    The "super short range LR" (AV 14, anyone? Flamestorm sh!tstorm, anyone?)
    Chronus! (BS 5 on any tank, ANYone?)
    Since when did generalist tactics outperform any REAL tactics?
    Combat tactics are only useful insofar as they are used by one who knows how to use ANYthing in the list.
    Spoiled.
  • Conrad_Dakarn · 1 month ago
    Specialist Ammo at 25 points per model....no thanks. The options that the ammo gives is nice but you're still talking about a marine with T4 and 3+Sv carrying that bolter and he dies just as easily as any other marine. At 125pt for 5, they're best using in a Drop Pod for a shock attack before dying to either a combat unit or better shooty unit.

    Drop Pods....pretty much every other army has an equivalent for deep striking models onto the field. Sure, the Pod is a nice piece of Armour on the field and gets your troops up where you want them, but the limit of what can go in them means you've just paid 30 odd pts to get your marines/dreadnought further up the battlefield with a storm bolter back-up. Easy to counter when you see a list with them.
    Orbital Bombardment....never use it...never will......Having to stand my kitted out Master still for an entire turn just to bring down a template that may miss...no thanks. I'll stick with the Vindicator which can do the same every turn.
    Venerables.....nothing new, nothing different...still only AV12 and dying with ease to anyone with decent anti-tank.
    Ironclads....nice but short ranged. In a Drop Pod they can be nicer but again, you opponent gets a turn of shooting before it gets close to combat and can probably stretch that to 2 turns by moving away from it. AV13 on the front but side and rear are still as vunerable as a normal dread.

    The new Marines have some nice toys, I'm not denying that....but there's nothing overly special that can out do any army.

    Tau won last years UK GT despite major Drop Pod armies. I faced a Salamander Army with a Firestorm, Venerable dread, Termies w/ SS/TH combo's and wiped the floor with it using an Eldar list of a Seer council w/ Eldrad, 3 Prisms, jetbikes, Serpent w/ twin missile and Path finders....infact, out of all the marines armies I played, non of them where a challenge compared to the ork hordes or Chaos khorne lists.
  • bumbler20 · 1 month ago
    Your last paragraph was pretty much the whole point.
    I don't play marines! I think that they have too many options and freaky new goodies. Pointwise too expensive and gimmicky, but that was my point.
    Good on you for hanging in there. I don't tourney, either.
    Going a little further, I think you missed the point of what I said.
    "Specialized to the point of laughability"- High points for tiny armies, and Xenos players adapting to it. I'm not defending the new dexes... I loathe them. I play Khorne lists almost exclusively, and have better games, that is to say more fun, against mostly Orks and OH NO WAY... Dark Eldar/ Eldar.
    Again, adapting tactics saves the day.
    But I wouldn't buy a loyalist marine army to save my life.
  • MycroftHolmes · 1 month ago
    "You mean with their T4 and 3+save" I play other armies, and I know just how survivable that stat line is. That doesn't change the fact that veterans are no tougher than a tactical and often double the price.

    "You mean one of NINE named ones?" Yes, 9 named character. Only 5 overwrite combat tactics and 2 of them give the same benefit.

    "As much long range damage as an IG army"-I am floored by this one.
    Really? I'm interested in what take all comers list you've seen that dished out more damage at range than an IG army like the 'Leafblower'?

    Drop Pods we already had; they're better now with the "Drop Pod Assault," but it's not a significant change.

    Chronus! (BS 5 on any tank, ANYone?)
    Yes BS 5; for 70 pts. Which tank will you be adding it to? The LR variants that are all twin linked to begin with or use a template? The whirlwind or vindicator, so they can subtract that whole extra inch, or the only real way to get the most out of him a gun Predator. Only the Pred is significantly improved with the BS 5 and it makes the tank 70% more exspensive.

    "Ironclads"
    Woops, yes I did miss this one.

    Spoiled.
    Yes, I continue to ignore the 'flashy' new units, keep my force as lean on expensive choices as possible and I continue to out play armies with 400pt 'super units.' I'm spoiled that I can see the cost/benefit of many of the things you mentioned, but the combination of too many of them results in a force with units that are far too expensive on average.
  • bumbler20 · 1 month ago
    I was only speaking of the trend I see in the recent marine releases, and the effect it has on bearders. Not to say bad for not playing marines... I don't. But they certainly get all the love from GW, whereas everyone else seems to get nerfed.
    And I wasn't saying spoiled to anyONE at all. I think that the dexes are spoiled. I was giving kudos to Xenos players who muddle through this new realm of GW's marinelust (could that be a new term, anyone?) and found it odd that you countered with the exact reasons, save the ironclad, that I spit on the new marine dexes.
    I think that they are overpowered, overpriced and silly. Especially when I continually see marine armies mopped up by the outdated,
    horribly ignored DE lists.
  • Tynskel · 1 month ago
    I am sad... Nobody mentions my favorite add on to the Marines Codex... Legion of the Damned. :( Ironclads! Sternguard! Vanguard!! but nooooooooooooOOOOoooo. Legion of the Damned are always forgotten.
    Legion are really good. Every time I bust them out: Wow! What are those guys (I used Tomb kings to kit bash)? Then they say- ah crap! And lastly, damn, those guys are awesome!
  • CoreyTamas · 1 month ago
    Starcannons: Once grossly overpowered and, thanks to the lack of decent alternatives, overused.

    Since then, GW has not only decreased their power (reducing 3 shots to 2), but also dramatically increased their points.

    Then, with the advent of 5th ed, cover has become abundant and extremely useful... thus taking away the best thing about the Starcannon (AP2).

    If you're forced to use them at gunpoint, you can still get some good stuff done... but once you consider ROI for your points, it's hard to argue that half the shots of a Scatter Laser (which are likely to be subjected to a cover save anyhow) justify the significant difference in points.

    There are smart ways to use the Starcannon... but when you look at your army as a whole you will see that those points are better used elsewhere.
  • metalloveman · 1 month ago
    It's generally useful to have a few star cannons to shoot the big scary unit with 2+ armor, then take the rest as scatter lasers and a lance or 2.
  • Valerius · 1 month ago
    I think GW tends to overcompesate the power of weapons/units that are too good. It's because they approach the problem from two ways simultaneously, but without coordination. First, they revise the codex and increase points cost and sometimes its the power. Then, a new reglament comes out and the rules that affect that weapon/unit are changed, making them less effective. In the end, the thing becomes overpriced and less than useful.

    You have another example in assault cannons, that saw an steep increase in points through the different codexes and then got a big nerf in the new rules. Any of the adjustments alone would have been good (and neccesary). Both together are too much.
  • Dagwood · 2 weeks ago
    Assault cannons used to be 3 shots and had a chance to jam. Where is the so called nerf? They get 4 shots now, doesn't jam and has rending. Yeah its only 24 inch range now instead of 36 inches. But the assault cannon is more potent today then it was 10 years ago.
  • Valerius · 2 weeks ago
    It was 4 shots, rending and about 20 points in C:SM 4th edition. The following marine codexes (DA and BA) increased its cost (to 30-40 poits) and reduced its avaliability. And then, not too long after that, 5th edition changed the rending rule, making it less effective. I think the new rule is better, and that assault cannons where too good, but adjusting both cost and effectivity was too much, making assault cannons not very attractive. Designers should think in advance when making that kind of adjustments, balancing codex and rulebook changes so they don't over-compensate

    I didn't expect a reply after 1 month...
  • Surisan · 1 month ago
    As an ork player, I have nothing in the category of weapon similar to a starcannon, maybe a Kustom Mega-Blasta? AP 2 certainly has perks beyond simply denying your run of the mill Marine their cover. Feel no Pain is negated by these low AP wpns, and that makes them significantly more threatening to Nobz, Demons, Plaguemarines, and some of the other typcially ultra survivable units. Monstrous creatues and IDCs should also be the target of weapons in this category, they seem to add FNP to 1 in 3 of the new dex characters. I've always played horde > elite orks so I'm not to worried about this particular weapon, but I wouldn't mind being able to tote one around. I'll settle for rokkitz on Deffkopptas for now.
  • mazzdakka · 1 month ago
    Ah but we do have something similar, it's called the Zapp Kannon. AP2, BS 3, range 36, an average roll will bring you to around str 6-7, and it even costs a total of 30 points to put one on the board. Pretty similar in a lot of ways, unfortunitely, they're 10 points more expensive than kannons and the random strength is sometimes a major weakness especially since you have to declare a target before you fire. On the other hand, it's about the only ranged weapon we have that stands a prayer at popping a LR or Monolith, which a starcannon definitely cannot do. You just have to be lucky.

    I wouldn't mount it on a vehicle though, they used to be the weapon of choice when they didn't roll to hit and had 2d6 armour penetration, but now they just aren't worth the points on vehicles.

    But your right about not worrying about this weapon, the only thing that AP2 is usefull against is our MA Nobz and those boyz have two wounds.
  • Smurfy · 1 month ago
    Really, I'm paying 25 points for 2 shots Str 6 shots whereas I can pay 20 for 6 Str 6 shots. (2 Shuriken Cannons; Scatter Laser route can work too but I use my Vypers as expendables, blocking movement and such like.)

    I'd rather 6 and get possibly 6 kills with a opponents bad dice roll than bank on thinking my opponent will march across without easily making him a cover save with even his own models. Orks do this all the time if they don't care about people yelling at them :P

    Plus, more shots also mean better chances to do something to AV as well, making the Vypers have more uses than just infantry, because we know Mech is common.
  • mazzdakka · 1 month ago
    Or just put two shruiken cannons or scatter lasers on a warwalker, the cheapest, nastiest walker in existence. Especially if you cast guide on the darn things! Three of them with guide can easily obliterate an entire 30+ ork mob a turn! As an Ork player, these are the bane of our existence and must be targeted first regardless of anything else on the table!
  • Daddy · 1 month ago
    That's why I love war walkers!
  • Remmie · 1 month ago
    Starcannons are mighty nice, but too expensive for what they do, i rarely ever take them.

    I always use warwalkers with scatterlasers. If you shoot enough s6 into things it will die as well, and more importantly you can kill a lot more of normal troops and stand a chance at hurting vehicles.
    For a lot less points.

    The other problem is where do you put the starcannons with? Vypers are far too fragile for my liking, and youll need a lot of them, Falcons and wave serpents are already soo expensive, and really on their speed to survive, you can hardly ever shoot with them. Warwalkers with starcannons are insanely expensive and i like to stay back 48" if i can instead of 36".
    Starcannons in guardian squads don't really cut it either. I rather have them cheap or add a missile launcher for the much needed antitank.

    The only thing that gets a starcannon sometimes is a wraithlord, cause he's BS4. But when you get close you'll rather shoot the 2 flamers.
  • theHman · 1 month ago
    mmmm, 2 flamers. So tasty ...
  • masariel · 1 month ago
    Starcannon is dead....long life to scatterlaser!
  • TheGrog · 1 month ago
    Remember that one aspect of high level play is to give your opponent as many chances to make mistakes and calculated gambles. Then punish him when he does screw up or misjudge the situation.

    The trick is to give him this chances without hurting yourself in the process. I don't think starcannons are a good way to do this though.
  • Lorieth · 1 month ago
    I do like starcannons, but as lots of people have said the price and loss of the 3rd shot means scatter lasers are often better. It's a very similar problem to the Dark Reapers, though at least their Exarch can ignore cover saves and the Reaper Launcher has better range. Of course the other problem is the low AP doesn't help against vehicles, so the scatter laser is still the best for popping Rhinos.

    How could starcannons regain some of their former glory? Recovering their lost shot or making them cheaper would be nice, but a bit dull - it would be more interesting if they became S7 or AP1, or perhaps if our vehicles had an upgrade to force a reroll of target's successful cover saves.