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withershadow
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Lord Asvaldir
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dumpeal
Hekatrix
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PostSubject: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 19:35

Now that the hexriffle is 5 pts, is it worth spamming among your wrack units? I mean, it hit like a slingshot, but spammed, it could help get rid of commissars and officers, allowing you to use the dark creed obsession at it's full extend.
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Sarkesian
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 19:38

I have a list that keeps my wracks back as objective holders, so have the range threat definitely helps. If the enemy gets close, then I have an ossefactor or liquifier to help. Not too expensive, and is tough enough to hold an objective if Prophets of Flesh.
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DeathByAThousandCuts
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 22:51

Considering the fact that there is no real reason to take more than 5 man units you actually will probably have a lot of Acothysts about. If you have the points you could feasibly spam a bunch of hex rifles. I personally don't think its worth it though, if they were a point cheaper maybe but as it stands I'd pass.
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Mppqlmd
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 22:56

Quote :
Considering the fact that there is no real reason to take more than 5 man units

Unless you play Prophets of Flesh and you want to regen your units.
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DeathByAThousandCuts
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 23:00

Ah yes. Keep forgetting about that.
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Soulless Samurai
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeThu Apr 12 2018, 23:14

I mean, if you're just using them to hold a backfield objective then it might be worth putting 5pts into a Hexrifle so that they're not all twiddling their mutilated thumbs.

I'd only do this with spare points, however. And not at all if I planned to use them aggressively.
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Kantalla
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 01:34

Lets play the "how many Hexrifles" game.

Say you want to kill a Guard Commander 4 wound T3 5+/5++ character - probably the best case target.

A Hexrifle will on average do:
1 shot × 2/3 hit × (2/3 wounds × 2/3 unsaved + 1/6 mortal) = 11/27 unsaved wounds
That will require 9.8 Hexrifle shots to kill the character

So if you have 3 Hexrifles camping objectives then you only need four turns of shooting to kill the character (or three with slightly above average rolls)

Against a tougher character such as a Marine Captain 5 wound T4 3+/4++ target

Average Hexrifle:
1 × 2/3 × (1/2 × 1/2 + 1/6) = 5/18
That will require 18 Hexrifle shots to kill the character (or more if in cover)

The 3 Hexrifle setup will need six turns to kill the character, so the game will likely end before you snipe your target down.
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Nogrim
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 02:28

are they worth while on heamonculi?

5 attacks with mortal wounds on 6's with BS 2 hitting any characters?
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wormfromhell
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 02:43

Hexrifles are heavy 1, not 5 attacks.
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Calyptra
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 03:01

I feel like they're not worth it. You're losing accuracy if you move, and it doesn't do meaningful damage if you hit. I think the best case scenario is that you either soften a character up or finish one off that's already injured.

For the points, I think you're probably better off with a stinger pistol; you're more likely to hit and more likely to wound, and thus more likely to do anything.

And I'm mad about this, because I love the look and lore of hexrifles and I want to use them.
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Lord Asvaldir
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 04:09

I wish there was an actual full unit that could take hexrifles, be nice to have a sniping unit with a cool sniper rifle. As is being available only on two models, so maybe access to 2-3 hexrifles in my average list just isn't going to cut it.
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 04:21

I wish they were more potent as well since they come on such few units. The price drop is nice but, there's nothing really special about them.
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Lord Asvaldir
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 04:22

Yeah it's just an ap-1 sniper rifle, not exciting. It would be nice if they did something like a mortal wound on a +4, d3 on a +6, or the strength/ap was just higher.
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Nogrim
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 04:39

wormfromhell wrote:
Hexrifles are heavy 1, not 5 attacks.
yes but haemunculi get 5 attacks....
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Sarkesian
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 04:55

5 melee attack’s. Hex Rifle only gets 1 shot.
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wormfromhell
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 05:10

Nogrim wrote:
wormfromhell wrote:
Hexrifles are heavy 1, not 5 attacks.
yes but haemunculi get 5 attacks....

you get the number of melee attacks you have with a melee weapon. The hex rifle is a shooting weapon, so you make the number of shots specified on the type. the hex rifle is Heavy1, so it has 1 shot.
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Calyptra
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 05:41

Given the original rules, and the lore explanation of what the weapon does, the hexrifle should have a chance of killing a non-vehicle target outright. Maybe have it proc D6 mortal wounds instead of just 1, or have a strategem connected to it, or something. (And then point it appropriately, of course.)

I'm not sure the hexrifle as it is now would be worth taking for 2 points, because I'm honestly not sure how you're supposed to use this weapon effectively.
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Lord Asvaldir
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 06:50

I mean it's the same as all sniper rifles these days, in significant numbers (I'd say 10 plus) they can be dangerous and especially pick out weak characters like imperial guard officers, but if you can only take say 2-3 in your entire army you're not going to get a lot of mileage out of them except for getting a little mortal wound here and there. If you're lucky you'll finish off a dying character with a hex rifle, but I feel like for every game you have that happen with a hexrifle you'll have 4 games where it does close to nothing unfortunately. Probably will stick to using only the ossefactor as the coven ranged weapon I use.
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Soulless Samurai
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 10:23

Lord Asvaldir wrote:
Yeah it's just an ap-1 sniper rifle, not exciting. It would be nice if they did something like a mortal wound on a +4, d3 on a +6, or the strength/ap was just higher.

This.

Our Hexrifle is literally no better than the one used by IG Ratlings. Except that they can actually be taken en masse.
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withershadow
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 10:34

I think the IG sniper is AP0. En masse or not they still suck.
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Count Adhemar
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 11:01

withershadow wrote:
I think the IG sniper is AP0. En masse or not they still suck.

It is AP0 but at 35 points for a squad of 5 I think it's a better bet than a single hexrifle in a 50 point squad of wracks.
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the_scotsman
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 11:51

I would love to see them at something like poison 5+, AP0, (poison weapon -1 to wound so it can't hurt vehicles ), target is slain if wounded.

As they stand though, I think just on the range and character targeting they're a no brainier on haemo culi. You have to spend 5pts anyway. On Wracks it's definitely a choice of "do you have a decent weight of fire?" 8-10 is probably the sweet spot. My Covens are going to be in a Freakshow list alongside alaitoc rangers, so 1 in 5 will definitely have a rifle.
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 13:00

Soulless Samurai wrote:
Lord Asvaldir wrote:
Yeah it's just an ap-1 sniper rifle, not exciting. It would be nice if they did something like a mortal wound on a +4, d3 on a +6, or the strength/ap was just higher.

This.

Our Hexrifle is literally no better than the one used by IG Ratlings. Except that they can actually be taken en masse.

In my army list, I have 6 units of wracks. Plus 2 haemonculus. That make 8 potential hexriffles. Could be nice to snipe psyckers or others small wound targets.
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeFri Apr 13 2018, 16:50

In a full coven list with that many wrack units, it's probably not a bad investment, but I'm going to be running probably one wrack one haemonculus at best in my lists, so I'll stick to not using the hexrifle.
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Malakree
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PostSubject: Re: hexriffle   hexriffle I_icon_minitimeMon Apr 16 2018, 13:50

I'm looking at getting back into 40k and Drukhari after 15 years. The first list I've written up has 4 Prophets of the flesh Patrols with Haemonculus +5 Wracks as a flexible objective/pushing line. It's 500 points but puts 8 hexrifles on the board 4 of which hit on 2+....
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PostSubject: Re: hexriffle   hexriffle I_icon_minitime

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