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===Vehicle Weapons=== There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. (note, this list is currently incomplete) *'''Multi-Melta:''' 24" Heavy 1 S8 AP-4 D1d6. If you're within 12" of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they'll take a penalty for firing on the move. Cost is unchanged from 7th, at the same 15 point cost as a lascannon, but because it's so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you're usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against <-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don't want to be fighting infantry hordes with either weapon - and it's not like you can rely on your opponent leaving his T8 at home. Plus, Multi-Meltas are hurt ''far'' more by invuln saves than lascannons are. Your more reliable anti-tank choice is always going to be the lascannon, for the same cost. *'''Plasma Cannon:''' 36" Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. ''Someone found the manual!'' If a korpsman overcharges it, it gets the more powerful statline, but a 1 on the hit roll kills you. Yes, that's correct - no armor save, you're just ''dead.'' The ones on Leman Russ sponsons have special vents to survive this, taking only a single mortal wound per 1 rolled. Cost is unchanged from 7th, though when buying just one, you only pay for one. Careful firing on the move or against Tyranids with venomthropes; those -1 to-hit modifiers now make it much more likely to roll that 1, at least until GW regains its sanity and makes it only a natural one. **When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn't matter. In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don't mind losing - heavy weapons teams - can't carry it. That's a whopping 29.78% chance to lose the wielder without the buff, incidentally. On top of all this, its ''only'' advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing ''less than half'' of what a plasma cannon does. By and large, avoid this weapon if you can. *'''Leman Russ Main Guns''' **'''Battle Cannon:''' The main gun of your standard Leman Russ. With the new rules of firing twice when moving at half speed with no penalty, the amount of fire this cannon can unleash is terrifying. Take aim at anything GEQ or MEQ, and this gun can level squads of 5-10 with ease, don't waste it on large swarms or blobs. Against T5-T7 multi-wound models, it can easily down a dreadnought, or if you feel lucky, can put a surprisingly decent smack on some T8 models with the right stratagem and a group of tank commanders (looking at you Pask). The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialized weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you'll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon's AP advantage. **'''Exterminator Autocannon:''' Costs more than the Battle Cannon, which would be worth it for the (very slightly) improved rate of fire, except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds. **'''Eradicator Nova Cannon: ''' Often overlooked. For 3 points ''more'' than a Battle Cannon, you lose 36" of range and only hit at S6. In exchange you ignore cover bonuses, which would have been negated anyway by the Battle Cannon's AP-2. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, ''Imperial Guard'', etc). Perhaps the best at straight-up ''murdering'' GEQs in cover (wounding on 2+ with no save), its extra 12" range edging out the Demolisher Cannon. **'''Vanquisher Battle Cannon''': The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, despite being one of the pricier options (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles or flat 2D6 damage instead of 2D6 drop the lowest, itβd perform better against most vehicles than other Russes. ''Never'' take this. **'''Demolisher Cannon''': Statistically the best tank-buster of all Russ cannons, and easily the most powerful (and expensive) of all the Leman Russ options at 40 pts, the Demolisher is S10 AP-3 dealing '''D6''' damage. It has the same range as a lasgun, a 24" bubble of pure unadulterated fucking murder. If you have to choose it's best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won't benefit from '''"Grinding Advance"'''). **'''Executioner Plasma Cannon''': A plasma cannon with nearly double the rate of fire even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points. That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher's only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range. **'''Punisher Gatling Cannon''': Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short if you give this vehicle track guards and maybe use full throttle on it the turn before it can easily be in range to do 40 S5 shots while maintaining a 29" threat range (24" plus half move) even until it only has 1 wound remaining. Getting scary yet? Remember that tank commander who ordered it to use full throttle? Now give it kill on sight to reroll 1s with all those shots. Virtually no INFANTRY units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at YOU Pask! **'''Annihilator Twin Lascannon''': You know it, you love it. The same cost as a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most other army's version due to Grinding Advance and Tank Orders, amongst other things. **'''Conqueror Battle Cannon''': A Battle Cannon with 2' less range that costs more. However, the gun itself is not important; it's the Co-axial Storm Bolter that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror one of the most potent and flexible Russ variants this addition, enough to make you ask yourself when trying to select which gun to bring 'Why SHOULDN'T I take a Conqueror?' Just keep in mind your Storm Bolter's range is half your cannon's, so you gotta get up close and personal to make the most of this; still though, you'll be performing identically to the battle cannon from 24-48", and significantly better inside of 24". *'''Earthshaker:''' The Earthshaker smacks units up to '''240"''' away at with the same power as a lascannon, rolling 2D6 for shot count and taking the highest while ignoring LOS. It performs better against vehicles than troops, because its multi-wound power is wasted against infantry. Unless you're playing on a 20 ft board (or at a table across the room) the range on an Earthshaker is pure overkill. *'''Neutron Laser Projector:''' a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them) *'''Macharius Vulcan Mega-Bolter''' unlike the stormlord variant, it retains the ability to spin up to maximum speed if the tank hasn't moved, doubling its rate of fire to 30 compared to the stormlord's 20. On a S6 AP-2 gun, that's some SERIOUS pain.
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