Jump to content

Are Heavy Quad Launchers Worth it?


DealerOfDeth

Recommended Posts

so my question is as the title states are they worth getting?

 

i am planing on playing DKOK but they don't get the wyvern but they can get the heavy quad launcher, they are the same or almost the same points, the Wyvern is in a vehicle but the quad launchers has one more strength. also can the quad launcher be used in the artillery formation (don't remember what it was called) and if not is there any other artillery that would be helpful. im primarily looking for a fluffy army with some ability in tournaments.

Link to comment
Share on other sites

I would say even the Wyvern wasn't very good until the Vigilus artillery formation became a thing.  I have tried both before and they were bad.  With the capabilities the formation brings to the Wyverns, the quad launcher looks even worse.  It is cool though, and if you play friendly games it will be fine.  In a competitive game, it would be a a minor handicap, in my opinion.  

Link to comment
Share on other sites

so my question is as the title states are they worth getting?

 

i am planing on playing DKOK but they don't get the wyvern but they can get the heavy quad launcher, they are the same or almost the same points, the Wyvern is in a vehicle but the quad launchers has one more strength. also can the quad launcher be used in the artillery formation (don't remember what it was called) and if not is there any other artillery that would be helpful. im primarily looking for a fluffy army with some ability in tournaments.

I have the DKoK heavy mortar kits, but I play them as quad launchers. This is because I kind of loathe the thudd gun kits due to rampant warping on all four barrels of the only one I ever bought, and the heavy mortars are way too overpriced points wise.

 

Using them as quad launchers is effective, though, as far as I've used them. Focus firing three of the suckers is usually enough to do in a MEQ squad, individually they usually make pretty short work of GEQ and below, especially if you roll hot for the 4D6. I end up loreing in some DKoK-esque willy-pete as what the mortars are firing to use the thud rules (shots, strength, DMG) while also putting one of the best/coolest DKoK kits (the heavy mortars) on the table.

 

Major caveat, technically under the rules of Vigilus they are NOT affected by the arty company, same thing with the earthshaker carriages. Nor are they affected by MoO's.

 

That said, we house rule allowing them to count as being counted among the Vigilus rules because really, you're paying more in the case of the earthshaker carriage, and slightly less for the thud guns while losing all mobility and being vulnerable to snipers.

 

The tradeoff is that we also house rule that they can not be given orders if they want the Wrath company bonuses, because the arty + crew on the datasheets are both Infantry and Vehicles.

 

If you're playing DKoK, I feel you're beholden to using the glorious gun+crew DKoK kits. We're all about the shovels, static arty, and dying in droves!  Siege/attrition warfare!

 

TL;DR, I love them and suggest using them for the joy of rolling tons of shots. Not going to win you any tournaments probably, but for games with friends at your local shop they're pretty damn effective, majorly fun, and can have a surprisingly big impact with that amount of shots if you roll hot!

Edited by Dark Legionnare
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.