So I'm rethinking the Splinter Cannon. Don't get me wrong, it's a superb weapon. But the change from Assault 4/Heavy 6 to Salvo 4/6 makes a huge difference. First off, it drops the range on a mobile force to 18'. HUGE. I used to field them on fairly mobile units like Scourges and squads in Raiders. They move. And it drops the range to 18". So for Scourges that means that it's essentially 15 points for one more splinter shot. Not terribly useful.Don't get me wrong. I fully intend to add splinter cannons to my Raider borne squads but they're no longer the absolute no-brainer that they used to be. Why? Well, Salvo weapons work similarly to rapid fire weapons in that if you fire 'em you can't assault - usually not an issue for my ranged focused army but still... It's also a math question: if I move I only have a range of 18' which isn't a problem in a Raider - on foot icky.But the issue is even bigger with Scourges. I've been using my Scourges as primary anti-intantry. And I added two splinter cannons to the squad ('cause that's what I had modelled). I'm thinking I need to rethink the role of my Scourges 'cause I can't conscience 15 points for the additional shot. I might as well field four Dark Lances if I'm gonna keep 'em static. So really it boils down to the fact that adding a splinter cannon to Scourges with an anti-infantry role is kinda silly.Which brings up whether my Scourges should be anti-infantry at all? Wouldn't they be better as an anti-armor squad? Gig 'em up with heat lances or haywire blasters. I'm thinking that's the way to go.