Friday, August 06, 2010
A Small Divergence for a Big Gun
Normally I would talk about my painting projects and models I am working on. However, I feel I need to stick up for one of my most favorite toys in my gaming arsenal. That is the modest Thunderfire Cannon.
As an engineer in real life, the fact that it is manned by a techmarine is already a plus. Us geeky guys need to stick together.
While most of the game guru's will tell you that it is a piece of junk and not worth its points allow me to completely disagree.
What we have for 100 pts is an artillery piece that can fire 4 templates up to 60 inches. It has 3 types of ammunition, each of which has advantages and disadvantages.
The first type is Strength 6 and has an AP of 5. Good standard marine or anything else killer.
Second type is Strength 5 with an AP of 6 but has the added benefit of negating cover saves. Good bye bugs and IG and good riddence.
The last type is a strength 4 with no AP. However, anything hit is treated as if it was indifficult terrain in the subsequent movement phase, which can be very handy at the right time in messing up your opponents plans to manuever or to cause vehicles trouble.
All in all it is a very versatile weapon and if you look at the opportunities to capitalize you fire it can be extremely devastating. I will throw out example number 1 and my most favorite. Troops disembarking or being caught in an exploding vehicle.
Infantry bunched up together is where this gun really shines. This past weekend at at GT tourney in Austin, in almost every game a rhino or similar transport was blown up. Troops stuck in a tight formation. One in particular was a unit of Grey Hunters with Ulrik in it. Now this was far from average, but in one volley I was able to wrack up 38 hits, inflicting 34 wounds. Suffice to say, a large unit was reduced to 1 model with 1 wound.
Anyhoo, I love my Thundefire Cannon and stick firmly to the mantra if 1 is good, 2 are even better.