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Thunderfire Cannon
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Old 11 Dec 2008, 22:05   #1 (permalink)
Shas'La
 
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Default Thunderfire Cannon

I've been thinking about he utility of the new thunderfirecannon and I think it can a really useful addition to an army if used right. Now you will want to stick it where it can get a some kind of cover save because it will die easily if anyone shoots back but it can outrange most units. It shines in delivery a huge payload of death against massed troops. However, one option that people will probably overlook is the rounds that slow movement. This little option can be beautiful if used to forstall key assualt units such as an a mob of boyz. Remember they have to take a difficult terrain check in movement and in assault phase so if they're stitting at around 12 inches or so you can give yourself an extra round of shooting.

Now the other little fun fact of the cannon is that it comes with a techmarine. if the cannon dies he can start running around on his own. So if you're running a list with some vehicles it can be worthwhile to make room for the thunderfire cannon knowing that you get a techmarine to help if it is destroyed.

What do you guys think?
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Old 11 Dec 2008, 23:24   #2 (permalink)
Kroot Shaper
 
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Default Re: Thunderfire Cannon

Quote:
Originally Posted by BerserkWolf

Now the other little fun fact of the cannon is that it comes with a techmarine. if the cannon dies he can start running around on his own. So if you're running a list with some vehicles it can be worthwhile to make room for the thunderfire cannon knowing that you get a techmarine to help if it is destroyed.

What do you guys think?
I like the model and the ideal behind the Heavy Support choice but where are the stats on the cannon? I used 2 in a recent match but both units were taken off the board because I could not find the AV of the Cannon. The units was targetted by a railguns that could only see the cannon. How do you resolve the shots? 1-3 you hit the Techmarine, 4-6 you hit a piece of equipment without a front AV characteristic so the wound goes to the Techmarine anyway?
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Old 11 Dec 2008, 23:49   #3 (permalink)
Nox
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Default Re: Thunderfire Cannon

robidark look in the main rule book page 55. The Thunderfire Cannon counts as Artillery and follows the rules on that page.
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Old 11 Dec 2008, 23:50   #4 (permalink)
Kroot Shaper
 
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Default Re: Thunderfire Cannon

Quote:
Originally Posted by Nox
robidark look in the main rule book page 55. The Thunderfire Cannon counts as Artillery and follows the rules on that page.
Thanks, I was scrubbing the codex looking for it.
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Old 11 Dec 2008, 23:51   #5 (permalink)
Nox
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Default Re: Thunderfire Cannon

No problem.
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Old 12 Dec 2008, 00:03   #6 (permalink)
Shas'El
 
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Default Re: Thunderfire Cannon

I recently field tested a small list using two thunderfires against a small SOB force. Obviously not good against powerarmor, but STILL, a very useful force. My list now has the option to replace my two vindis for a handful of the suckers if I need more Anti-infantry rather than the extra AT.

The rules are nice, but I still can't see the worth for the underground weapon type. If you're a good player, or on a map with enough cover, you can easily dodge any fire from the things, which is why it's best to use the regular fire or the cover-killers for when they're hiding. slowing them down slightly just isn't worth it imo.
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Old 12 Dec 2008, 12:07   #7 (permalink)
Shas'La
 
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Default Re: Thunderfire Cannon

I used one against a Tau army. AP-4 or Ignores cover can be used to great effect against them.
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Old 14 Dec 2008, 04:49   #8 (permalink)
Shas'Saal
 
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Default Re: Thunderfire Cannon

I like the abilty to bolster the defenses that the tech marine brings place in ruins and bump the cover save to 3+ or better and in a higher position for shooting. good choice complements armies that are too heavily prepared for vehicles.
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