Chroma wrote:
Spectrar Ghost wrote:
While a unit does not neccessarily need to gain it's points back to be effective, the 4 shots a turn from the twin pulsar will struggle to infleuence the course of the battle, let alone dictate the opponent's strategy.
Erasing four Terminators, Leman Russ, or any other hard target, at range, once per turn might influence some opponents...
Again, if people could test and post about these proposals, it would be *VERY* helpful.
you might be a bit off on your maths there Chroma - on an advance, you'll get ~2.5 hits against a LR co. so 3-4BMs and 2 or 3 tanks per turn. Sure, that might irritate your opponent and thwart his plans for that one fm, but it's not likely to really change the course of the battle. Against termies the kills would probably be fewer as they'll most likely be in cover.
Compare that to an engage against a LR co, even unprepped and unsupported (which is a little unrealistic), you're looking at ~6 normal and 1-2Tk hits, so ~4 dead LR with ~4 return hits and 2DC off. Unless you roll terribly, you stand a good chance of wiping out that LR Co. Now
that will dictate your opponent's strategy

Plus, that isn't taking into account the firepower that you can put out leading up to that fight (which is, what 2/3 to 3/4 of the twin pulsar Phantoms?), plus consolidating and supporting another assault.
So, even with 3xMW3+ per pulsar, I'd still take the fist, especially as the uprated pulsar would also apply to the powerfist equipped Phantom..