Hi, Nikephoros again. In 5th Edition, if someone said they were bringing Long Fangs, Devastators or Havoks you could safely assume that they were going to be armed with missiles. It was a no brainer for the most part because they were simply the most points efficient weapon available. Does this hold true in 6th? The way we go about killing vehicles, and to a lesser extent Monstrous Creatures, has changed quite a bit. The old paradigm might not hold true at all anymore.
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It's all about the numbers |
A long while ago, I put forward some 40k theory that said it’s better your unit does something, at any cost, than doing nothing for cheap. For example, if your only Troops choices were the following two units:
5 Space Marines with bolters for 50 points or
10 Space Marines with two lascannons for 225 points
What would you bring? If those were your only two choices, the answer would be to bring the 10 marines with two lascannons by a mile. The first unit, while extremely points efficient, does nothing. It will not advance your position in the game one bit. The second unit, while way overcosted, at least does something. It has a chance to impact the game.
We have established that you would, and should, spend extra points when necessary to bring a unit that will actually be effective rather than one that is points efficient but doesn’t help you win the game.
Let’s look at some easy to compare units then, Long Fangs, Devastators, Havoks. First we will look at them with the old standard loadout, 4x Missile Launchers.
Unit Cost
Fangs: 115
SM Devs: 150
BA Devs: 130
Havs: 155
Results:
Units | Kills | AV10 | AV11 | AV12 | AV13 | AV14 | |
4x missile | Ave. by HP | 3.4913 | 1.876 | 1.4349 | 0.9523 | 0.1684 | |
Ave. by Insta | 0.5651 | 0.6725 | 0.4751 | 0.2559 | 0 | ||
Ave. Total | 4.056 | 2.549 | 1.91 | 1.208 | 0.168 |
This will be our baseline. Clearly Havocs are so inefficient as to be unplayable. I know said before that you can play inefficient units, but there has to be a reason to. Obliterators and Predators and Vindicators are pretty efficient so there is no reason to bring a pretty trashy Havoc unit. Same for vanillas. Blood Angels are definitely playable, but Wolves are clearly undercosted. Let’s see what Lascannons are up to…
Unit Cost
Fangs: 175
SM Devs: 230
BA Devs: 190
Havs: 215
4x Lascannon | Kills | AV10 | AV11 | AV12 | AV13 | AV14 | |
Ave. by HP | 3.3045 | 1.7604 | 1.483 | 1.1879 | 0.4706 | ||
Ave. by Insta | 1.2985 | 1.6758 | 1.3515 | 0.9667 | 0.6054 | ||
Ave. Total | 4.603 | 3.436 | 2.835 | 2.155 | 1.076 |
Wow those are expensive. But look at those stats, they pack a punch. Against AV11 and 12 they are almost a full dead tank better per game, which is a huge difference. But the real selling point is how strong they are against AV13. 2 dead AV13 per game is no joke, if you team can drop two Predators per game you are pulling your weight. These will definitely attract enemy attention, which is why I would say that BA Devs do these the best thanks to a FNP priest nearby. Point for point, the SW are probably better off with Missiles. Vanilla marines shouldn’t bother with these.
Lastly, how about a reason to take Havocs at all? Glad you asked…
Havocs: 155
4x Autocannon | Kills | AV10 | AV11 | AV12 | AV13 | AV14 | |
Ave. by HP | 4.1082 | 2.6421 | 1.9382 | 1.0677 | 0 | ||
Ave. by Insta | 0.6033 | 0.7494 | 0.4334 | 0 | 0 | ||
Ave. Total | 4.712 | 3.392 | 2.372 | 1.068 | 0 |
Yep you are reading those stats properly. They are better than missile devs at every light mech killing task. Almost a full Rhino per game ahead. Almost half a Chimera ahead. That is big game, and a reason for this unit to exist. While not as cheap as a Long Fang unit, these actually do more, and like I said above, paying more points for something is fine if you get more value from it. If you’re playing Chaos Marines you could do a lot worse than bringing these. Where I see these shining, though, is as an ally for Daemons. Daemons want can openers, these are can openers.
Conclusions? Space Marines should be playing AV13 heavy support units, or Rifleman Dreads via MotF. Space Wolves can spend an extra 50% points on their unit to upgrade to lascannons to gain around 50% value, so it’s debatable which to bring. Blood Angels gain more than they spend to upgrade to lascannon Devs, so it bears serious consideration. And Chaos? If 4x autocannons are a joke, I’m not laughing.
Thoughts? Comments? Questions?
Albert · 663 weeks ago
Scuzgob 96p · 663 weeks ago
Auretious Taak · 663 weeks ago
clever handle · 663 weeks ago
Sethis_II 87p · 663 weeks ago
It's not "Long Fangs vs Devs" (because we all know who wins that one). It's MLs vs Lascannons vs Autocannons.
It's a "Hey, you know everyone ignored Lascannons last edition? Maybe we shouldn't do that any more..." post, not "Unit X is better than Unit Y".
Auretious Taak · 663 weeks ago
Clever handle, a minimum sized long fang squad is 2 guys - Sgt+Dev, not 5 Guys. Just sayin', because you're making statements about minimum sized squads when looking at Long Fangs where as I'm saying bring the points more even if comparing, yep, most armies devs have 4 heavies, but long fangs typically have 5.
Prometheus 101p · 663 weeks ago
10 Space Marines with two lascannons for 225 points
What would you bring? If those were your only two choices, the answer would be to bring the 10 marines with two lascannons by a mile. The first unit, while extremely points efficient, does nothing. It will not advance your position in the game one bit. The second unit, while way overcosted, at least does something. It has a chance to impact the game."
Well, do the 10pt marines have krak grenades? Cuz if so, yeah, I'd probably run that. Heck even with out, there's something to board control. Just flood them. They'll never kill enough of you, and you can kill everyone but the tanks.
Jasonc · 663 weeks ago
Long fangs were awesome before because of split fire/multiple suppressing vehicles, which doesn't reliably happen anymore. They are still static, and pressing fire into one target seems to be the better option. Things like that.
Jens BH · 663 weeks ago
ericbtjr · 663 weeks ago
Jens BH · 663 weeks ago
Prometheus 101p · 663 weeks ago
Nikephoros · 663 weeks ago
TheAmbit · 663 weeks ago
Nikephoros · 663 weeks ago
CuriousOne · 663 weeks ago
Auretious Taak · 663 weeks ago
LordRao · 663 weeks ago
Sethis_II 87p · 663 weeks ago
Red · 663 weeks ago
Kelterran · 663 weeks ago
Suijin · 663 weeks ago
Paying 50% more for the lascannons for about 50% more killing tanks doesn't really account for the unit still dies the same, so I think you still lose out overall by a bit with the lascannons. Now maybe you run into a bunch more AV12&13 than before in games now, so then it makes the lascannons more necessary if you don't have something else points efficient to kill those units.
velmoor 4p · 663 weeks ago
Long Fangs with 5 Missiles
Probability of Exploding AV 10 31.9%
Probability of Dealing 4 HPs or more 7.9%
Probability of Dealing 3 HPs or more 19.1%
Probability of Dealing 2 HPs or more 42.3%
Probability of Dealing 1 HPs or more 90.5%
Hull point damage is calculated to exclude explosion.
Just did that quickly as I'm at work so may have made an error as I had to do it in my head. Still you get the idea.
Kawauso · 663 weeks ago
Guest · 663 weeks ago
Inspired me to have another look at Purgation Squads with Psycannons: 5 Points more than Fangs with Lascannons, and a potential greater damage output than any unit compared above.
AV10: 7.11
AV11: 5.33
AV12: 3.56
AV13: 1.78
AV14: 1.78
Obviously, the downside is low model count/High target priorty=Vulnreble. Also competing for spaces alongside psyflman!
Prometheus 101p · 663 weeks ago
Alastores · 663 weeks ago
Prometheus 101p · 663 weeks ago
But honestly, if you want psycannons, I think a full purifiers squad does better, then combat squad them. Purgation are awesome for cheap incinerators but pay stupid pts for psycannons cuz of their supposed advantage being able to shoot through walls (it's a near useless power). Nice way to get a teleport homer, though.
Shadar_Logoth 92p · 663 weeks ago
Can it be combined with Perfect Timing? That seems to have some unlocked potential.
Sethis_II 87p · 663 weeks ago
Craig · 663 weeks ago
Red · 663 weeks ago
ben · 663 weeks ago
labmouse42 · 663 weeks ago
Autocannons did get better with the new edition as glancing hits can now kill over time. This means the autocannon is much more effective vs AV 12- than it used to be.
The ML still has some uses (doubling out wraiths, for example), but the autocannon is your go-to for light armor destruction.
Ben · 661 weeks ago