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What do Submunition Rounds do?
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Old 19 Jan 2014, 16:40   #1 (permalink)
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Default What do Submunition Rounds do?

What do Submunition Rounds do? Just curious. Might use them on my Hammerhead.
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Old 19 Jan 2014, 18:59   #2 (permalink)
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Let you fire a S6 Ap4 Large Blast, instead of the S10 Ap1 Railgun shot.
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Old 19 Jan 2014, 19:06   #3 (permalink)
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How do you recommend a Tournament Army to run the Hammerhead?
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Old 19 Jan 2014, 20:07   #4 (permalink)
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I dunno, what sort of tournament, how many points, and who will you be fighting?
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Old 19 Jan 2014, 22:03   #5 (permalink)
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1850 for an all around army against everything. Look at the second post of my thread below. The second army list.
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Old 19 Jan 2014, 22:20   #6 (permalink)
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If you want a Railhead, it's a must-take especially with Longstrike. Great for shredding mid-armoured squads.

As far as Hammerheads in general, I quite like the IonHead, it's great for facing Space Marines.
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Old 20 Jan 2014, 05:21   #7 (permalink)
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The one advantage submunition rounds have over the ion cannon's overcharge is not having to roll for Gets Hot. They're both extremely versatile weapons, it's just that the railgun operates more at the extremes. You either are optimally firing at high AV vehicles and medium armored infantry with the railgun or are targeting medium/light AV vehicles, monstrous creatures and power armored equivalent infantry with the ion cannon.

Against Guard for sure I would bring the railgun with submunition, against just about anything else I'd bring the ion cannon. Against Necrons it would be handy having both I think, since their vehicles mostly start out at AV 13 but then after the first penetrating hit I believe they go down to AV 11.
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Old 08 Feb 2014, 20:19   #8 (permalink)
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For marines, the ion cannon is an auto - take. Overcharge it, and you have yourself a. AP3 pieplate!
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Old 10 Feb 2014, 16:30   #9 (permalink)
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I like to bring both,
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