Saturday, December 5, 2009

Love at First Fight

It has been quoted that there is nothing a dogface loves more than artillery, and it couldn't be more true. What is it about them that we love so much? Is it the heavy firepower? The impunity of range? Or just the scale of it all? Probably all of those and more.

Now in Warhammer, the only real pieces of artillery I can think of is the Ork kannon, and the Space Marine Thunderfire Cannon, why don't the guard get a real artillery piece, other than the $80 Forgeworld model? I know, I know, we have the Basilisk, but its mobile artillery, and I'm sorry, but I hate the way it looks compared to the Forgeworld model, which is more expensive, and slightly worse. But enough griping, lets talk big guns.

Now when it comes to mobile artillery, Imperial Guard is king. We have so many choices, but in all reality, the only one worth taking, is the Basilisk. All the other guns, are either too short ranged, or too weak. The Basilisk is cheap, and more effective in general. So it will be the subject of this article from here on out.

Now, many players say that it is killed by its 36 inch minimum range, well they're wrong. Its 36 inches, if you fire indirectly, if you fire head on, it can still fire. That said, it is a problem nonetheless. Now you counter this, by how you place it on the table. Unlike most units, you want it opposite of where you want to use it. Most units you place nearby where they will effect. The Basilisk should be as far as possible from its target. Also, make sure it is deep in terrain when you place it. It doesn't have to be tall terrain that blocks line of sight, or even terrain big enough to give it a cover save, just enough terrain to make a Deepstriker think twice. Granted, if the enemy unit makes it, you lose your artillery, but he is now in the middle of freakin nowhere. The real threat here isn't Deepstrikers, but Outflankers. The only way to stop Outflankers, is to put a massive piece of terrain between your Basilisk and the edge of the board. So in the beginning of the match, take heed and see if there are any outflanking units. Now that we have spoken of its downfalls, we can get to the fun stuff.

The Earthshaker cannon is without doubt, one of the best weapons in the game. It's ordinance, it's 240" range, it's strength 9, and its AP3. Fired indirectly it can hit the top of a vehicle, so it's auto penetration. Fired directly, it's strength 9 so it's going to probably penetrate most vehicles. Against infantry, it's large blast, and against even Space Marines, anything under that template is just gone, no rolls, just gone. Oh and did I mention it's pinning? Against Guard, Tau, Eldar, Orks, and Chaos Space Marines, it does wonders with pinning. Against hordes, odds are you will pin multiple units, against elite armies, you stand a chance of either pinning, or just plain wiping our the whole squad.

With all these options where do you aim? Well, if you are like me, and play mostly infantry, then take out what can kill your troops, they are the main element of your army, so take out either what they can't, or can take them out. If you play mech, then take out what can take out your Chimeras. Its all pretty straight forward really. Take out what is the deadliest to your units, leave your troops, or whatever other main element you have, to take out those guys parked on the objectives.

The Basilisk is a support unit, it should never win battles, simply help you do so, either by sacrificing itself to an enemy elite (i. e. Deepstriking terminators, who are now too far away to do anything), or helping your main element survive.

Infantry win firefights
Tanks win battles
Artillery win wars.

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