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Quad guns cough up first-blood

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Rhaevyn
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Quad guns cough up first-blood Empty Quad guns cough up first-blood

Post  Lore Weaver Thu Nov 15, 2012 8:14 am

Quad guns have 2 wounds and a 3+ save. If your playing against any army that can put 6 wounds on T7 on turn one, it's looking like your giving up first blood and not getting that anti-flyer component.

I've not seen an effective use of the quad gun yet in sixth.

Anyone had any success with them?
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Post  Rhaevyn Thu Nov 15, 2012 8:47 am

Took out a storm raven with it. (lucky. yes i know Smile )

Took 2 wounds off a lord of change with it.

Took 2 hull points off and stunned a doom scythe so it couldnt line of death anything the turn it came on the board.

The quad gun also comes with a 4+ cover save due to whichever terrain piece you buy it with.


The other thing to consider here is that the quad gun is not a unit in your army and may not even be able give up first blood or victory points as far as i know.

the quad gun is an installation in a terrain piece that either player can take advantage of. your paying 100 points to place it in an advantageous position, but it can be taken and used by your opponent. victory points are awarded for units in your army. a fortification is not such a thing.
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Post  Roland Thu Nov 15, 2012 9:54 am

Also, is your opponent really gonna focus that much on it?

AC's need 6 wounds, which mean 12 hits, which mean 18 shots, (closer to 12-13 if twin-linked). Thats 9 shots per wound, or 2 Riflemen

ML need the same 6 wounds, 9 hits, 13.5 shots

LasC needs 6 wounds ... a little over 7 shots.

At 1500 I usually take 2 dakka preds, 2 typhoons, and 2 Riflemen, plus 2 tacts in LasBacks and 2 Tact squads w/ ML in Rhinos

10 ACs= 1.222 wounds
6 ML= .444 wounds
2 LasC= .286 wounds

1.952 wounds

Am I REALLY gonna shoot my whole 1500 pt army at you? Especially when it dies to assault much easier and I can get FB by cappin' a Rhino? If I have one flyer with weak armor.... maybe. If I have a Stormraven or Vendetta?

The Aegis line will do the following: (assuming a basic SM is manning it)
AV10=1.78 glances (hp)
AV11=1.19 glances (hp)
AV12= .593 glances (hp)

Even the much derided Strom talon is likely to weather that. Any with 3 Hp and/or AV12 are laughing.

*THIS* is the biggest issue with 6th. Little to no anti-flyer options, and none in any quantity (other than to take multiple flyers of your own).
People should not be arguing about whether FW is allowed or not, people should be arguing whether *FLYERS* are allowed or not.
I'm being slightly silly with this, of course flyers should be allowed. But if one side has flyers and the other has no flyer and no anti-flyer options other than an Aegis line.... youre gonna have a bad time.
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Post  System Commander Thu Nov 15, 2012 9:56 am

Its a good question. I know you were trying to take out the quad gun when we played for first blood.. I thought it sounded odd but since it.never came up i forgot about it.

Its a curious question indeed. My initial reaction is that it wouldnt give it up.. But.. I see the argument for it doing so. We'll have to dig a bit more into it in terms of fortifications/units, etc such as Mike listed . Ill go through the book here and take a peek and see what i can come with.

Everyone else do the same Smile
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Post  Lore Weaver Thu Nov 15, 2012 10:17 am

I figured since it was purchased as part of an army, it would be a VP.

If it's a Killpoint, why not, right? (reading soonish)
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Post  Timbo Thu Nov 15, 2012 10:23 am

It's a good question. I can see it either way. Personally I think it's the difference between them being usable or not.
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Post  Lore Weaver Thu Nov 15, 2012 10:41 am

Rhaevyn wrote:The other thing to consider here is that the quad gun is not a unit in your army and may not even be able give up first blood or victory points as far as i know.

the quad gun is an installation in a terrain piece that either player can take advantage of. your paying 100 points to place it in an advantageous position, but it can be taken and used by your opponent. victory points are awarded for units in your army. a fortification is not such a thing.

After re-reading the fortifications section in the rulez and the FAQ (where this is not addressed), I'm inclined to agree with Mike.

It does specifically say, in one spot in the rules that "Fortifications, unlike units, are .... " So, only units slain award victory points. It's not a unit, so no VP's. I withdraw my "Cough up first blood" statement. :-)

For Necrons though Beau, Two Annihilation Barges stand a reasonable shot at getting 4-6 wounds on the Quad Gun, thus allowing the night scythes to come on unscathed.

A unit or two of Loota's stand a reasonable chance at taking one out as well (which is helpful for the safe arrival of Dakkajets).
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Post  Roland Thu Nov 15, 2012 11:47 am

Agreed, I was looking mainly thru space mariney glasses.... but you furthered my point. Both have strong flyers AND can take out the quadgun fairly easily with commonly taken units.

That said, I'm being an ass and taking the convo off topic.

The only way I'm shooting at that is the cases you gave. I have a unit that can reasonably take it out with a minimal to decent amount of firepower. If I have to pour my whole army into it to kill a 100 pt Quadgun, that's wasting shots, when I could be popping vehicles of actually killing something else (and denying firepower). Its going to vary by army, some will be able to take them out easily, some not.
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Post  Timbo Thu Nov 15, 2012 7:16 pm

Quadgun is only 50 points, not 100.
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Post  Planes Thu Nov 15, 2012 8:00 pm

You need to pay the 50 point ADL tax to get the 50 point quad gun, though.
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