Jstr19 wrote:
Dobbsy: Even though broadsides have received a points drop they are not really a viable choice compared to broadsides. The 15cm movement of broadsides has never really been a disadvantage due to the 75cm range shot which gives them an effective range of 105cm. That is the same as a HH on an advance and has the same to hit value since the broadsides rail guns are twin-linked. Combined with the ability to start the game on o/w, walker and reinforced armour I can still see no reason to choose HH's over broadsides as they are the same points.
I completely agree. It's why I don't think the points drop is the way to go and a bit of a cop-out because we couldn't decide on a decent weapon upgrade. HHs are still average anti armour vehicles (only good for killing 5+ armour with regularity), when the fluff (and the mission staement - shooty death etc)clearly seems otherwise.
Jstr19 wrote:
I still think the best solution for them was a hard cap rather a points rise which doesn't solve the problem of the massed missiles and penalizes every other type of build in a list that heavily relies of activation count.
Completely agreed.
awesomeshotdude wrote:
Jstr19 wrote:
......I can still see no reason to choose HH's over broadsides as they are the same points.
Would it be worth trying to squeeze in one formation of Hammerheads to utilise their Skimmer ability....this would have to give some advantage over Broadsides in some circumstances....
Skimmer is a fairly over rated ability nowadays due to the rules. It's far weaker than it used to be. In fact in terms of your question it really doesn't give much advantage at all (apart from speed) and taking non-RA as opposed to RA in a shooting fight with armour is a bit of a negative IMO.