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Hellstrike Missiles

 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 10:09 am 
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The SpaceMarine Hunter.  60cm AT4+/AA4+ is given.

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 10:13 am 
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Don't  know. At least Hunter-Killer Missiles are supposed to be guided missiles. So they would be good at AA.

The Whirlwind Hyperios fires essentially Krak-Missiles too. Same stats 48" range, etc...





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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 10:47 am 
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Also interesting: Under the Advanced Rules it says that all weapons of a given weapons-system have to shoot at the same target. Soall Hellstrike Missiles have to hit the same vehicle.
So effectively the Vulture is equipped with a TwinHellstrikeMissile with AT3+, Thunderbolt is equipped witha  QuadHellstrikeMissile with AT2+ and the Marauder Destroyer with a DoubleQuadHellstrikeMissle with AT1+ (which is only relevant if the target is in cover because a 1 is allways a miss).





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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 11:15 am 
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Literal translation of stats is unwise.

Epic is a lot more sensible, so a Marauder destroyer would have 4x Twin Hellstrike launchers, for example.

Remember, one strafing action is Epic is represented by all six turns of a 40k game (Ie: Shooting at six different tanks throughout the game).

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 11:19 am 
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Hmm but aircraft move so much faster. Isn't a turn in Epic supposed to be 15 minutes long? I really can't imagine an aicraft moving only 2 or so km (Manticore says in the fluff shoots 3km, in Epic it shots indirectly 300cm, gamingboard is usually 1,80m long) in 15 minutes.

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 11:28 am 
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The key thing is that it's all abstract. :)


An Engage order is meant to represent 15 minutes of combat (A game of 40k), while if you look at a full game of 40k, it often looks like no more than about 60 seconds of combat!



Essentially, a Marauder Destroyer would be rubbish if it just had one missile shot, while if it has 4 shots on a 3+, that makes it a viable alternative to the standard Marauder, as it should be...

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 11:36 am 
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Well in Wh40k a flyer can make a strafing run EVERY turn (ok you have to make a reserve roll..but on 2+). Thats roughly 6+ times each game :D
They must have a really narrow turning radius :)

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 12:02 pm 
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As I said, there's a certain ammount of abstraction involved. :)

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 Post subject: Hellstrike Missiles
PostPosted: Mon Jul 16, 2007 12:04 pm 
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I like the Epic way more. Thats ONE strafing run. :) It simply makes more sense.

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