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Autocannons?
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Old 22 Nov 2008, 19:20   #1 (permalink)
Shas'Saal
 
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Default Autocannons?

OK I think autocannons visually are cool but rules wise...I just dont get them. They have 48" range which is nice....I figure its more for 10 and 11 armor things such as speeders and vypers.... I just feel like i could use heavy bolters for the extra shot or a missle launcher for more flexiblity or lascannon for tanks....

How can you make Autocannons more usefull...do you use them? Thanks!
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Old 22 Nov 2008, 21:20   #2 (permalink)
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Default Re: Autocannons?

Honestly, I think autocannons are one of the best things about the Imperial Guard army list. You can have them in such abundance, and therein lies their strength. You're right that they're designed for busting AV10 and 11, but with enough autocannons on the table you can pretty much guarantee rear/side armour shots. You can march them in with Sentinels, attach them to armoured fist squads, spam them in infantry platoons, bunch a load together in a fire support squad, and even fit them to Chimera turrets if using Imperial Armour rules! They're outstanding weapons for busting open light vehicles and skimmers like Rhinos, Razorbacks, Land Speeders, Whirlwinds, Immolators, Sentinels, Raiders, Ravagers, Vypers, War Walkers, Killer Kans, Guntrukks, Warbuggys and Wartrukks. They can also be turned with great effect on Predators, Chimeras, Basilisks and Devilfish when those all important side armour shots present themselves. Two Strength 7 shots are better against these armour values than a single Krak missile, and on a par or better than a Lascannon.

If you need true tankbusting weapons then the autocannon must bow to the mighty lascannon, but the vast majority of armoured targets on the tabletop are actually pretty soft. In my opinion, the autocannon should be the mainstay of an Imperial Guard player's arsenal, with other specialist weapons added in lesser measure.

The chief strength of massed autocannons is their flexibility. Not only do light and medium vehicles not stand a chance, but you've got a lot of high strength AP4 firepower kicking about for mowing down infantry. Sure, heavy bolters do it better, but they can't chew up light armour like autocannons can.

So in conclusion, you mustn't look at a single autocannon and wonder why you shouldn't replace it with another weapon; you've got to look at the bigger picture and grasp the concept of the autocannon serving as the backbone of your firebase.
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Old 22 Nov 2008, 22:58   #3 (permalink)
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Default Re: Autocannons?

I always use AC's in my army lists. They're just so versatile. I play on vassal because my IG army isn't finished being painted so I never know what sort of army I'll be fighting. It's great to have one weapon that can shoot at everything but AV14. Which is why god invented the demo cannon
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Old 22 Nov 2008, 23:03   #4 (permalink)
Shas'Ui
 
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Default Re: Autocannons?

Yes, right on Norman! As he stated above to autocannon is an amazing weapon, it can take on light AV vehicles, and with two shots, you're almost guaranteed one hit. Also they have a good chance for wounding High T models, and AP4 is good against anything, but MEQ, that's why guard players have the battle cannon >

Auto cannons are good in all comers lists as they can tackle most things you opponent can throw at them.
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Old 22 Nov 2008, 23:26   #5 (permalink)
Shas'Saal
 
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Default Re: Autocannons?

The Autocannon is my favorite heavy weapon.
As stated before the come on almost anything, are relatively cheap, and can damage most anything. A team of three Autocannons can put a decent sized dent in most any squad.
While not the best for tank busting the sheer amount of shots an Autocannon heavy list can put out will make mincemeat of medium to lightly armoured vehicles and infantry and with its high power and long range it is a fairly good way to put down heavies like Avatars, Daemons, large Nids, and annoying Marine Characters. Defiantly a must have for the I.G.
At least in my opinion. For whatever that's worth.
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Old 25 Nov 2008, 02:14   #6 (permalink)
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Default Re: Autocannons?

Autocannons are your work horse gun. Your probably going to have quite a few Heavy weapons in your IG list but not can be used in as many situations as the Autocannon. The Heavybolter is only good against infantry, the Lasscannon is really expensive so it has to be used against really expensive models to attempt to make points back. The Missile launcher is Almost as usefull but not quite.

The majority of weapons you need to take are missile launchers and Autocannnons. Missiles can be used against tanks but so can Autocannons. Stats are

AC v AV10 = 16.67% chance of destroyed result.
ML v AV10 = 11.11% chance of destroyed result.

AC v AV11 = 11.11% chance of a destroyed result.
ML (Krak) = 8.33% chance of destroyed result.

AC v AV12 = 5.55% chance of destroyed result.
ML (krak) = 5.55% chance of destroyed result.

AC v AV13 = cant score a destroyed result, but can immobilise and destroy all weapons.
ML v = 2.78% chance of destroyed result.

(Auto cannons are better at destroying AV10/11 is the same at 12 worse at 13/14.)

You going to see more AV10/11/12 then 13/14 more so with cheaper transports for marines.

Against Infantry, both are similar ML's frags can hit more but have less shots and lower ST and AP, AC's have more shots at a higher St and lower AP. Both are about the same.

Compare an Autocannon with a Heavy botler against Infantry and the Heavy bolter is better against MEQ's and GEQ's but not by a large amount. A heavy bolter can't shoot down most tanks so do you take AC's and have the slightly less efficient at killing infantry but are able to shoot down tanks. Genreally yes.

This is why guard armies mainly use a combination of AC's and ML's with just a couple of heavy bolters and lasscannons.

Comparing the AC and the ML you should also not that the AC is more accurate. Yes both are being used by BS3 men but because there are more shots coming from the AC its dice rolls are going to be closer to the mean result.

Eg. 5 ML's and 5 AC's the chances of missing with all your ML's is 3.125% but the chances of missing with all you AC's is 0.0977%.
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Old 25 Nov 2008, 02:46   #7 (permalink)
Shas'El
 
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Default Re: Autocannons?

Every guardsman platoon squad gets an AC, and the Officer units all get mortars. I've never once used a lascannon or a HB.
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Old 25 Nov 2008, 03:06   #8 (permalink)
Shas'Ui
 
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Default Re: Autocannons?

Quote:
Originally Posted by USAFTACP
Every guardsman platoon squad gets an AC, and the Officer units all get mortars. I've never once used a lascannon or a HB.
Not being critical but, what happens when a Monolith or Landraider rolls (or floats) onto the field?
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Old 25 Nov 2008, 03:44   #9 (permalink)
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Default Re: Autocannons?

Quote:
Originally Posted by ct_drummer_boi
Quote:
Originally Posted by USAFTACP
Every guardsman platoon squad gets an AC, and the Officer units all get mortars. I've never once used a lascannon or a HB.
Not being critical but, what happens when a Monolith or Landraider rolls (or floats) onto the field?
Demolisher Cannon, bud.
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Old 25 Nov 2008, 04:12   #10 (permalink)
Shas'El
 
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Default Re: Autocannons?

Exactly. 3 Demo's will make short work out of any heavy vehicles that roll around. Specially the monolith, since Ordinance still gets 2d6 penetration.
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