Assault Cannon or Cyclone Missile Launcher for Deathwing Terminators? - Wargaming Forum and Wargamer Forums
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post #1 of 28 (permalink) Old 08-09-15, 09:01 PM Thread Starter
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Default Assault Cannon or Cyclone Missile Launcher for Deathwing Terminators?

Already asked this on another forum but things were coming to a draw so I decided to ask here too for a second opinion.
Due to modelling ineptitude I put both an Assault Cannon and a Cyclone Missile Launcher in one Terminator squad and I'm not sure which I should pry off and which I should keep.
If needed, here is my army list and I can give more information if needed.
Not considering the Heavy Flamer, Plasma Cannon or having no Heavy Weapon.

Thanks in advance for the feedback!

EDIT: How do I get a poll on here? Can't seem to find the option, before or after posting.

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post #2 of 28 (permalink) Old 08-10-15, 12:59 AM
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Plasma Cannon (just noticed you said you're not considering it, doesn't change anything). The CML is a great weapon to be sure, but AP3 doesn't blow up transports. The AC is a joke when it isn't twin-linked.

Why aren't you considering the PC?

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #3 of 28 (permalink) Old 08-10-15, 02:26 AM Thread Starter
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I've heard nothing but horrible things about it.
I only have one in my Tactical Squad because it came with the Dark Vengeance kit.
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post #4 of 28 (permalink) Old 08-10-15, 03:33 AM
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Well, I love them. I can see why you might not though, but I definitely suggest you to play they weapons yourself and decide. Even if they're modeled as ACs you could play them as such in a friendly game.

CML or AC I would choose the missiles all day. I also like having these models equipped with Thunder Hammers and Storm Shields whenever possible, but that's just a happy bonus.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #5 of 28 (permalink) Old 08-10-15, 11:07 AM Thread Starter
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Might be open to using one of the two discarded weapons in my future Deathwing Command Squad, will see then.

I... Actually only have the one Thunder Hammer so it's not too much of an option, but that's something else I might look into with my Command Squad.

As for now, still not feeling good about the Plasma Cannon or Heavy Flamer, and that would take 2-3 times the modelling, having to remove both weapons rather than just one.
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post #6 of 28 (permalink) Old 08-10-15, 01:44 PM
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What sort of glue do you use? Popping an arm off should be a pretty simple affair.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #7 of 28 (permalink) Old 08-10-15, 01:50 PM Thread Starter
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Citadel Thin Plastic Glue
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post #8 of 28 (permalink) Old 08-10-15, 02:53 PM
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That plastic glue is rough stuff on your models. I've never been a fan of it over plain old super glue as I've never wanted to put the effort into dealing with the application and cleanup. Plus, if you have second thoughts about your weapon options it's easier to just pop off a super glued arm (even if it was pinned in place) than it is to cut off a plastic glued arm.

I play PCs in my squads and use a CML in my command squad (that's armed with 4x TH/SSs, a CML, and one's an apothecary). I used to use the missile launchers everywhere but those points add up pretty quick even now that our squads are generally a bit cheaper. I also played two AC squads for a while because I had some Dark Vengeance guys but invariably phased them out of play. They now have Heavy Flamers on them for when I play my old version of Space Hulk.

What have you heard that has you so spooked about the plasma cannon? Gets Hot is barely a worry unless you're rolling consecutive 1's (which bones anyone), and scatter can be frustrating for the user at times but that blast template can touch multiple vehicles or potentially a whole unit that just disembarked a wrecked transport. Both of these things happened to me in my last game, let alone when I'm using the weapons against my opponents who might not have the same experiences I do and can leave themselves vulnerable to such things.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #9 of 28 (permalink) Old 08-10-15, 08:19 PM Thread Starter
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Quote:
Originally Posted by ntaw View Post
That plastic glue is rough stuff on your models. I've never been a fan of it over plain old super glue as I've never wanted to put the effort into dealing with the application and cleanup. Plus, if you have second thoughts about your weapon options it's easier to just pop off a super glued arm (even if it was pinned in place) than it is to cut off a plastic glued arm.
I do sort of see what you mean, but I like working with the plastic glue, and I can cut things off if needed (plus, handy to know my models won't fall apart when stripping them or something similar).

Quote:
Originally Posted by ntaw View Post
I play PCs in my squads and use a CML in my command squad (that's armed with 4x TH/SSs, a CML, and one's an apothecary). I used to use the missile launchers everywhere but those points add up pretty quick even now that our squads are generally a bit cheaper. I also played two AC squads for a while because I had some Dark Vengeance guys but invariably phased them out of play. They now have Heavy Flamers on them for when I play my old version of Space Hulk.
Gotcha I suppose, so if narrowed to the two I want, you'd say the CML?
Do see what you mean about the points though, concerned about picking it over the AC for that reason.
Will also say I wonder about your Command Squad, I thought it wasn't legal to put a CML on a Hammernator or an Apothecary?

Quote:
Originally Posted by ntaw View Post
What have you heard that has you so spooked about the plasma cannon? Gets Hot is barely a worry unless you're rolling consecutive 1's (which bones anyone), and scatter can be frustrating for the user at times but that blast template can touch multiple vehicles or potentially a whole unit that just disembarked a wrecked transport. Both of these things happened to me in my last game, let alone when I'm using the weapons against my opponents who might not have the same experiences I do and can leave themselves vulnerable to such things.
Gets Hot is really only the tip of the iceberg, most I've heard discuss Imperial Heavy Weapons seem to hate the Plasma Cannon for the unreliability of Small Blasts mostly (I did hear someone else say that's not a big deal, in the context of the CML's Frag Missiles against hordes, which resonated since I know I'll be facing Nids and Guard), though looking at it, Heavy 1 and its statline seem kinda weak. Seems like it'd only be better against massed MEQs and TEQs, with the other two better against horde infantry and vehicles.
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post #10 of 28 (permalink) Old 08-10-15, 08:57 PM
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Massed plasma cannon blasts can do a heap of damage with decent strength and ap. The only thing it can't do is shoot flyers. And personally I would only be shooting flyers with a crack missile and a ass cannon in a real tight pinch.
It kind of dependent upon what the squad is going to do. If you want an all round option I'd take an ass cannon. If you want to sit back and shoot? Take the launcher.
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