Outside of fighting other Eldar we're basically always going to be massively outnumbered. Dispersion and volume of fire is the best way to counter the Holo-Field and Grav-Shield combo and the Orks have both in spades.Our artillery vehicles are going be grav vehicles that can go from 0-100kph easy, don't require any anchoring, and can ignore most terrain. Debating about the best defenses for counter battery fire is missing the entire point. It's one of the vehicles that will be least exposed to incoming fire and needs to by it's nature focus on putting out as much of it's firepower as possible.
Mass artillery fire is actually pretty good IRL Vs armor as even if the thickest parts of your tanks are well armored enough to shrug off anything that isn't a direct hit the lightly or unarmored bits of your tank where some critical components are can't. I highly doubt all the important bits of our tanks are fully underarmor as for example you kinda need your sensors to to be exposed to be able to see things.
Our mortars likely won't be outranging much unless we go for the superheavy ones given the description from the Seeker entry explicitly calls them short ranged so we aren't going to have that much downtime before counterbattery fire starts up.
Fusion Mortars and Bombards are heavy plasma weapons which can serve as short range artillery, sending burning stars of plasma arcing over a battlefield to detonate among an enemy force. Of course, they are also perfectly able to be fired directly at a target, such as when mounted to a voidship.
You are also being incredibly optimistic assuming we can just pick off any hostile seers with Fatecasters since that is the sort of thing they should be able to forsee and if they're buttoned up inside a armored vehicle (y'know like ours are in our Mech HQ detachments) you're going to need something heavier than Fatecasters Rifles to tag them.The solution to 'what if there's hostile seers providing divination' should be- excellent the Fatecasters are going to earn their keep. And AoE artillery shells are a bad way to defeat an armored vehicle in the first place, we don't need to be delaying the development of our artillery arm out of some misguided demand to make it more resilient than our tanks. That's just counterproductive.
Intended as a command unit for the largest or most important Warhosts, a Mechanized Headquarters detachment brings two squads each of Hearthguard Veterans, Fatebreakers, and Brightstars, each with an attached Warseer, and a Warcasting Circle to provide heavy protective firepower, all of which are mounted to Needlestorm IFVs.
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