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#1 (permalink) |
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Kroot Shaper
Join Date: Jul 2007
Location: Sighting in from 72" away...
Posts: 58
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Is there a crisis config. that uses a twin-linked burst cannon? If so, what is it called?
I'm thinking about giving a Shas'O this, and if I'm not mistaken, that would give him 12 shots as BS 5 / S 5 with a re-roll on a miss. This seems amazing to me against for use against light/medium armor troops, but I don't recall ever seeing this set up used. -Kur'os |
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#2 (permalink) |
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Shas'Ui
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You are mistaken, the most shots a crisis suit can get is 8, not counting any drones it might have. Twin linking weapons only allows rerolling misses, it doesn't increase number of shots. Also, BCs on crisis just aren't effecient since there is an abundance of str 5 weapons throughout the whole army. The crisis should be taking specialist weapons like plasma, fusion, and missiles, since those are the best places for them.
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#3 (permalink) |
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Kroot Shaper
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I don't see how you're getting 12 shots. Twin-linked weapons allow you to reroll misses. And since a Shas'o has a BS of 5, there's no reason to twin link any weapons.
If you're going for a lot of shots, you can achieve 8 by equipping a Cyclic Ion Blaster and Burst Cannon. While the CIB isn't a bad thing, you should focus on other weapon choices for your high-BS Shas'os. Plasma Rifles are always great, since a Crisis battlesuit can move and fire rapid fire weapons to their maximum range. |
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#4 (permalink) |
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Shas'Ui
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Are you kidding? Shas'os (or 'els with Targeting array) are the ONLY thing you should use the CIB on, as that BS5 maximizes the number of hits, and thus the number of AP1 wounds.
Burstcannons aren't the best choice to combine with this, as you said. Plasma rifles and missile pods are generally the best bet, as they still serve an anti-infantry purpose (anti-termie vs anti-guardsman/vehicle), but have the punch to take on the bigger 'fish...both figuratively and literally. EDIT: The other option is a shas'vre monat with TA, CIB, BC & HWDC with 2 GDrones. 10 shots for 88 points on three models: 3 BS4 S5, 2 BS2-TL S5, and 5 BS4 S3*, with a good mix of AP5 and AP4. One markerlight hit makes the unit NASTY, as the drones hit on 4's with re-roll, and the suit hits on 2's. *AP1 on to-wound of 6
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#5 (permalink) |
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Ethereal
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Posts: 18,087
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I think you are getting mixed on what "Attacks" represent on a model's profile. That is only for close-combat. In ranged combat, the number of shots is determined only by the weapon. So a Shas'O with two Burst Cannons gets 3 twin-linked attacks, and no more. Makes Tau HQ options a little boring, but those are the rules. :-\
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#6 (permalink) |
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Kroot Shaper
Join Date: Jul 2007
Location: Sighting in from 72" away...
Posts: 58
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Ah, I see.
^ ^;; For some reason, when I looked at the multiple attacks, I thought that the weapon fired that many times per attack. My am smrt. So, in order to maximize shots fired, you'd use a CIB and a BC along with a multitracker to fire both weapons? -Kur'os |
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#7 (permalink) |
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Kroot Shaper
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Yeah, but volume of fire isn't everything. Consider the following.
The Burst Cannon is Str 5 AP 5 with an 18" range. If you equip it to a Shas'o (BS 5), you will indeed hit 2-3 times per firing (requiring a 2+ roll to hit). But after that, you'll need a 3+ to 4+ to inflict a wound against average infantry. That considered, you'll average maybe 1-2 wounds. And because of its AP value (remember, lower AP is better), most opponents will get to make their saves, meaning you'll be lucky to inflict a single wound. Now take something more reliable into consideration, the Plasma Rifle. Its a Str 6 AP 2 Rapid Fire weapon with 24" range. Now remember, XV8 Battlesuits can move and still fire Rapid Fire weapons at their maximum range. And, if you're within 12" of the enemy unit, you get to fire twice. So lets consider best case scenario - that you're within 12". You get two shots, more than likely both hitting. After that, against most infantry, you'll only need a 2+ to wound. Again, more than likely both shots will wound. And because it has an AP value of 2, practically all standard infantry won't be able to make saves. A near guaranteed 2 kills per firing compared to a highly iffy 0-1 kills per firing? Like I said, volume of fire isn't everything in 40k. |
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