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Despite having played Space Marines in a variety of forms for nearly nine years, I've never used (or for that matter, owned) a Whirlwind. The effective deployment and use of the things is the one gap in my knowledge of using Space Marines, so I'm sort of curious as to how you all employ them.
 

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I personally don't own one or have ever used one for that matter, however I have seen a couple in action, they pretty much function behind cover (hill or behind a forest) and shoot whatever mob is coming their way, they seem fairly affective against troops. I may proxy one in the near future to see how well I like it.
 

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here's something else to think about for new marine armies (BA & DA) vengeance missiles, or incendiary castelian? (incindiaries use the ord blast but do flamer damage and AP and ignore cover)
 

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I played a game where I brought 3 mine laying whirlwinds, I have to say it was pretty fantastic. I covered objectives in them and blocked off critical routes, it severely hampered my opponent, who sometimes had no choice to but to go through them, the cool thing about it is that even if it scatters and misses, it is still there, so when it scatters just in front, its even more useful sometimes.
also, it can force the opponent to go the long way, so my eldar opponent was being forced to use fleet in order to get around and it prevented him from shooting at me.
 

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I own two Whirlwinds and though they don't come out to play too often, every time they do they're a great asset. I've never found a single Whirlwind to be terribly effective as it always seems to scatter at the wrong time or be out of range. Taking a pair of them allows me to target pretty much anywhere on the board with at least one of them. In most missions I'll place one each on the far left and right flanks of my army behind cover and rain missile death down upon my enemies.

I've never used the mines, so I can't comment on those. I would like to say, though, that the incendiary variety is a very interesting choice. In the Blood Angel FAQ, it states that Whirlwinds choose their ammunition type during deployment. That means that from game to game (even in a tournament) we can switch our ammunition type to suit our foes. If we're going up against armies like Space Marines then we'll use the normal Vengeance missiles (while not terribly effective against MEQs they're certainly the better choice) and napalm doom against armies like Imperial Guard or Orks who like to sit in cover and shoot (and who also have poor armor saves).

Katie D
 

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Meh, whirlwinds are decent... but there are much better options for anything that you might do with a whirlwind. I say use one if you must, but try not to field more than one.
 

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Normal SM only get mines and ordinance, these are listed under the description of the whirlwind.

Blood ANgels and Dark Angels get ord or napalm. Though I wish we;d kept our mines.

Since you can target empty spce with the mines, you can drop them on harlies.
 

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Since you can target empty spce with the mines, you can drop them on harlies.
Ooh, I never thought about that. Thanks for the idea. :good:
 

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I only have 1 but init's lifetime it killed 7 sisters of battle in one shot as well as 4 blood angels at once. there was other things like banshees and the original targets :D and with the incinedary rounds it has killed countless guardsman over the time it been with me, not to mention survive ALOT of ork rocket power (that actually hit)
 

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flip belts barely count, they're only a 5+ save. If you are making the harlequins run trough more than one minefield, they're going to be hurting anyway with their t3, whether or not they get a 5++.
 

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flip belts barely count, they're only a 5+ save. If you are making the harlequins run trough more than one minefield, they're going to be hurting anyway with their t3, whether or not they get a 5++.
no flip belts = ignore difficult terrain
+ holo suit + 5 save
+ a farseer on a jet bike + fortune on the harlequins

dam nevermind it doesnt class as terrain.

but it says anything moving over mine field. what i'm moving through It. :D

that is what the rules say

anything moving over the mine field takes a s6 hit

since only jet bikes skimmers and jump infantry move over things, like terrain ect. and others move through cover (terrain this doesnt effect me. :D
 

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Flip Belts don't help against mines, Farseer. Mines hurt pretty much everyone, even skimmers, jump-packers and Jetbikes.
 

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no flip belts = ignore difficult terrain
+ holo suit + 5 save
+ a farseer on a jet bike + fortune on the harlequins

dam nevermind it doesnt class as terrain.

but it says anything moving over mine field. what i'm moving through It. :D

that is what the rules say

anything moving over the mine field takes a s6 hit

since only jet bikes skimmers and jump infantry move over things, like terrain ect. and others move through cover (terrain this doesnt effect me. :D
Yeah, that's taking a very circuitous route. The Read-as rules (RAW) clearly intend that anything that moves on or close to the ground will take hits, while things like jump infantry will not.
 

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Actually, Cas, you're a little off.
RAW is Rules As Written, which is the black and white of the rule, as it appears on the page, with no assumptions made about how it was intended to work, just how it works on paper. What you're referring to is RAI, Rules As Intended, which usually means ignoring the way the rule actually works in favor of how someone believes they should work.

However, in this case, the way the rules are written and how they are intended are one in the same. Mines hurt everyone.

Jump Troops and skimmers specifically *are* affected by mines. But it's not *just* them, it's every model that moves over a minefield. The minefield is on the ground. If your model is moving on the ground, you're moving over minefield. When you move your model on the board, are you putting it underneath the minefield marker? No, you put it over the minefield marker. If you jump or fly over it you're moving over mines. If you walk or roll over it, you're moving over mines.

p39 of the SM dex says "Skimmers and jump infantry are affected normally." They move over the mines, they get hit.

Further clarification comes from page 205 of the main book, conveniently titled...
Skimmers and Minefields said:
Mines come in a variety of forms. Some contain specialised devices with proximity detectors, others have the ability to leap upwards, or simply detonate in such a spectaculat fashion that being a few meters in the air is no defence. Because of this, skimmers and troops with jump packs are affected by minefields just like ordinary troops and vehicles.
So mines hurt everyone, no matter what special abilities they have unless they specifically say "yeah, this works on mines too." Walk, fly, backflip, ninja-sneak, roll over it in an armored tank, fly over in a grav-tank or hawk wings or a jetbike, you're still going to be hit by mines.

Don't want to get hit by mines? Don't move over them, move around them.

Though, here's a question: If you're standing someplace, minding your own business, and some jerk comes by and drops a bunch of mines on you...do you set them off?

RAW says if you move over the minefield you take a hit. Theoretically, if you simply *stay put* you are not moving over mines and you are fine. However, if you try to move out of the minefield, or try to reposition within it, you take a hit. What's everyone else think?
 
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