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Whirlwind
#1
Posted 23 December 2011 - 12:56 AM
I got to thinking this afternoon about the tank we have avilible to us and realised that I have never seen a Whirlwind in any game I've played or been anywhere near or even watched on the internet. Why is this? Is it not competitive or effective? I would like your thoughts on this. I think they look cool and will get one just for the sake of having one, but to me it only looks like they would be useful agains Tyranids or maybe Orks.
Many Thanks
#2
Posted 23 December 2011 - 06:22 AM
It's useful against anyone who likes to abuse cover; Orks under a KFF, Entrenched guard, Eldar under conceal or Rangers, 'nids, and especially Tau Fire Warriors and Kroot. The problem is none of that crap's in the metagame, so nobody takes the old whirly. It's saved my bacon before though with lucky pins and taking out units that I otherwise couldn't see to shoot. It with a couple of Typhoon is an absolute nightmare for infantry. For 85 points I don't knock it, but most people jump on the vindy instead for their big blastin'.
#3
Posted 23 December 2011 - 09:53 AM
I'd rather take 4 small blasts than 1 big one - you're much more likely to hit something. The thunderfire has more ammunition types available, and you get a (free?) techmarine + servoharness 2/3 of the time after the thunderfire is wrecked. You do lose indirect fire and ordnance barrage, and have slightly worse AP, but they're not big losses in my book.
#4
Posted 23 December 2011 - 05:28 PM
I run a Heavy Support contingent from time to time that consists of two Whirlwinds and one Thunderfire. I tend to run it as fire support for a bike and speeder force. Of course, I'm not a metagamer and will run oddball lists and units like this whenever I can.
The thing that limits the Whirlwind in the wider world is the prevalence of cheap transports. Yes, a Whirlwind can glance a Rhino or Razorback with some good rolls, but you constantly need those 6s. Unless you have reliable anti-transport firepower to crack the armor so you can drop the bombs on the passengers, you're throwing rounds downrange that don't have much effect. One of the most efficient anti-transport units in the Marine codex is the Predator, which competes with the Whirlwind for a Heavy slot. Add in the geneal lackof cover on "national" scale events, and you've got a recipe that doesn't favor the Whirlwind.
#5
Posted 23 December 2011 - 05:41 PM
That's the real difference. Against a more agile army that will abuse cover it helps to have the additional movement so you can get a direct firing line. I also appreciate the ability to get just within range of an entrenched unit sitting on an objective to bombard it while a CC unit gets in to finish the job.
On an open field I'd prefer the Thunderfire. In a city battle I think I'd prefer the Whirlwind. Unfortunately, how often do you really get to cater your list to the terrain? Capmaigns maybe?
#6
Posted 23 December 2011 - 10:17 PM
Alex
#7
Posted 27 December 2011 - 12:47 AM
2012-2013 Record for Third Company: 16 wins 1 Draws 14 Losses(**)
2011-2012 Record for Third Company: 18 Wins 7 Draws 15 Losses(*)
2010-2011 Record for Third Company: 35 Wins 10 Draws 30 Losses
"In a galaxy of grim darkness, the Ultramarines are true heroes, warriors who fight to keep the Emperor's dream of unity alive. "
"I'm not here to be made sport of."
(*2011) Losses just vs Ripped: 4; Wins vs Ripped: 2
(**2012) Losses just vs Ripped: 4; Wins vs Ripped: 0

#8
Posted 27 December 2011 - 06:36 PM
On the vast majority of tables, against the vast majority of targets, the Thunderfire Cannon Kills more and doesn't die any faster. Just the presence of the TFC gives my army a bonus to cover on certain tables as well.
In some tables, against some targets, the Whirlwind is better.
If I'm making an army list, I know which one I'm picking between the two.
If I'm concerned about move and fire anti-infantry, a Dakka Pred is probably a better choice, again for versatility. It's more durable, has a similar damage output if moving when shooting light infantry (taking into account deviation and misses), and a dramatically higher damage potential against more targets if static. It's better against Monstrous Creatures as well, since it has the possibility of multiple wounds.
But, on some tables, against some targets, the Whirlwind is better.
Or... conversely...
On most tables, against most targets, the Whirlwind is worse.
-------------------------------------------------------------------------------
+ TARGET PRIORITY AND KILLHAMMER BASICS + ARMY BUILDING + HQS + ELITES + TROOPS + FAST + HEAVY + TACTICAL SQUADS + RESERVES + CLOSE COMBAT + UNIT SIZE AND RISK + Heavy and Special Weapons +
#9
Posted 27 December 2011 - 08:41 PM
2012-2013 Record for Third Company: 16 wins 1 Draws 14 Losses(**)
2011-2012 Record for Third Company: 18 Wins 7 Draws 15 Losses(*)
2010-2011 Record for Third Company: 35 Wins 10 Draws 30 Losses
"In a galaxy of grim darkness, the Ultramarines are true heroes, warriors who fight to keep the Emperor's dream of unity alive. "
"I'm not here to be made sport of."
(*2011) Losses just vs Ripped: 4; Wins vs Ripped: 2
(**2012) Losses just vs Ripped: 4; Wins vs Ripped: 0

#10
Posted 27 December 2011 - 10:29 PM
Hence it is a poor choice for most pickup-and-play or tournament lists, but good for scenario games where you know what kind of force you are facing.
Just because it's on the internet doesn't excuse poor grammar, spelling and punctuation.
#11
Posted 08 January 2012 - 02:02 AM
#12
Posted 08 January 2012 - 05:11 AM
Indirect fire, and simply a higher AV, make it far more durable than the TFC in my experience- wich is often destroyed in the first turn of shooting by ones opponent. That alone endears it to me.
Offensively speaking I rarely miss the extra point of strength, though it does come up from time to time, because of the wonderful side-armor rules for ordnance barrage and the general 3+/2+ wounding anyways. Against DE the TFC wins out a little with its ability to S6 them, but otherwise I prefer the large blasts hitting power and the AP 4 with good strength for wiping out hordes of firewarriors or necrons.
The other fire mode, ignoring cover, has allowed me to deploy the whirlwind against objective holding units like Pathfinders and SM Scouts with a reasonably priced and efficient way of killing the enemy while removing their greatest defense. If nothing else the plethora of cheap objective campers with horrid armor saves would cause me to field the WW reliably.
Either way though the ability to pin multiple units, or at the least force multiple tests, makes the Whirlwind a more efficient platform for delivering pinning tests to my opponent than snipers- particularly in a C:SW force, where sniper scouts are one of the least effective ways to use our more veteran scouts.
Ive never regretted bringing a whirlwind to a fight for its points. I highly reccomend having one in your force, but if not... thats fine. Underestimating its abilities is one of the more common mistakes my opponents make and for that I thank all of you who discount it
#13
Posted 08 January 2012 - 09:59 PM
I hate that this is true...and hey, if it stays sidelined perhaps GW will make it overpowering in some future incarnation
-Myst
Tournament Results 2010-2011: W-L-D format
Ultramarines: 5-3-3 *2x Best Paint Winner*
Orks: 2-0-1 *1x First Place*
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