Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/12/26 19:01:31
Subject: SM Plasma Rifles/Pistols
|
 |
Fresh-Faced New User
|
I'm just starting up my new SM army and puting together my first SM tactical squad box. From what I can tell The Plasma weapons seem like a good idea. I know they follow the "gets hot" rule and its a bit of a gamble. I gave my Sergeant a chainsword and plasma pistol, got a bolt rifle and rocket launcher marine put together. Before I get too far was wondering what you guys think of the Plasma Rifle. Should I give it to one of my guys? or should I just do all bolt rifles? I know it gets hot on a roll of 1 and if I do rapid fire its 1/2.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/26 19:05:10
Subject: SM Plasma Rifles/Pistols
|
 |
Ladies Love the Vibro-Cannon Operator
|
A plasma pistol is not a must have for a Sergeant.
Its too expensive and can kill your precious leader.
A plasma gun is a defensive weapon and good against tougher or well-armored enemies, like WL's or deep striking Termies.
I'd take unit with lascannon and plasma gun, as both weapons fit well together
when the enemy comes closer.
|
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/26 19:09:11
Subject: SM Plasma Rifles/Pistols
|
 |
Sister Vastly Superior
Gig Harbor, WA
|
Plasma is a beautiful thing, dangerous, but but doesn't a rose have thorns? Cliche aside, it's one of your best options, but pairs up better with a Lascannon (Ap2 loves you!)
|
2000 pts SoB.
2000 pts Crimson Fists (WIP)
doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/26 19:20:55
Subject: Re:SM Plasma Rifles/Pistols
|
 |
Fresh-Faced New User
|
I've been in love with rockets though since playing IG. Sending those templates into the crowds can just be great (I mostly play against Nids and Chaos marines). I usually get lucky and take out my boys rhino filled with berserks before they cross the board. and it does quite a number on the gaunts too! But then again I do love the lascannons! my box set didn't come with the option for lascannon though....will I need to buy a special blister to get a lascannon?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/26 20:19:30
Subject: SM Plasma Rifles/Pistols
|
 |
Sister Vastly Superior
Gig Harbor, WA
|
The Devistator box comes with all of the heavy weapon options. Save all the bits afterwards, you can build the rest out of standard tactical kits later.
|
2000 pts SoB.
2000 pts Crimson Fists (WIP)
doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/26 20:39:12
Subject: SM Plasma Rifles/Pistols
|
 |
Decrepit Dakkanaut
Mesopotamia. The Kingdom Where we Secretly Reign.
|
It really depends on the role you want your squad to play. If you want them out kicking arse you probably want a flamer or a melta gun so they can also charge.
If they're going to be hanging around and holding objectives the posters above have pretty much nailed it.
|
Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/27 05:42:41
Subject: SM Plasma Rifles/Pistols
|
 |
Longtime Dakkanaut
|
I don't like plasma in my tac squads.
To pricey and melta is almost as good.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/27 07:13:12
Subject: SM Plasma Rifles/Pistols
|
 |
Eternally-Stimulated Slaanesh Dreadnought
|
a lot of hate on PLasma however keep in mind that with the new nid dex arriving soon plasma will be real nice. If i were you I'd either spring for an extra box set to have many options or magnetize. Magnets are dirt cheap on ebay and really simple to work with. It saves a ton in the end. I highly recommend variety one way or the other.
I would avoid plasma on HQs cause burning wounds is no fun.
|
I have a love /hate relationship with anything green. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/27 12:54:43
Subject: Re:SM Plasma Rifles/Pistols
|
 |
Lady of the Lake
|
This will happen a lot, but it will usually be awesome when it does.
He blew up so much he had to be converted. So far the his record is roughly 8-0. Every game without fail, he'll kill himself. If the Tactical Squad is reduced to just him in an assault and he's falling back, he'll shoot and kill the last few chasers but the Plasmagun will blow up at the same time. But, that does also mean that he has never been killed by the enemy.
Maybe take the Plasmaguns, but leave the pistols they'll likely kill off something really good. But, give the Captain Artificer Armour then I guess it would work out alright if you gave him a Plasma Pistol. Shows the Termies who's boss.
I also agree with the Magnetizing idea and luckily I happen to have a link (*cough*Maelstromlink*cough*) to cheap magnets that are the right size. But, you'll have to spend 10 Pounds to get free shipping so you'll have to buy 160 of them (or just get a book or something with them), on the plus side you'll never have to buy any again and they're always useful.
EDIT: Just to be clear these magnets fit perfectly at the shoulder joints.
|
This message was edited 1 time. Last update was at 2009/12/27 12:55:59
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/27 18:21:56
Subject: SM Plasma Rifles/Pistols
|
 |
RogueSangre
|
@OP: I think that plasma weaponry in Tac Squads is fine, except for giving the Sgt. a plasma pistol.
On another note, if you haven't sorted out your HQ choices yet, consider a Command Squad heavy on plasma weapons. The 3+ armor save + Feel No Pain from the apothecary makes the chance of actually losing someone to Gets Hot! is minuscule. Something like a 1/36 chance.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/27 18:38:49
Subject: SM Plasma Rifles/Pistols
|
 |
Junior Officer with Laspistol
|
Plasma is good. You can take any save against "gets hot!" (says in the rule book), and with FNP from an apothecary, you shouldn't lose any men to it.
If you want an assaulty squad, melta or flamer weapons are better. Feel free to put the plasma pistol on the sergeant, but be prepared in case he dies.
Plasma is good against termies, so I would take at least 1 plasma gun, unless you want to assault.
|
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/28 00:59:02
Subject: Re:SM Plasma Rifles/Pistols
|
 |
Angered Reaver Arena Champion
|
I don't think plasma will be be whats what after Nids. A bit of overreaction to the leak I think.
I would suggest to never use plasma pistols in tactical squads.
My setups for tacticals are:
PF Sgt, ML, Flamer
PF Sgt, LC, meltagun
Normally in rhinos. The first is your most flexible, cheap unit, the 2nd is your anti-tank/heavy infantry.
I don't really use plasma much, but most successful was pf sgt, plasma cannon/ plasmagun. Worked well enough for anti-infantry, but I ended up liking the cheaper ML/flamer option better.
|
This message was edited 1 time. Last update was at 2009/12/28 00:59:22
Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/28 02:57:22
Subject: Re:SM Plasma Rifles/Pistols
|
 |
Decrepit Dakkanaut
|
Yea but dont forget it only gets hot on a roll of a 1. Thats not a really good chance of getting it. And since your talking SM, your save will most likely save.
When I played Chaos, I used to take plasma rifles all the damn time. They are great.
Except for I think melta guns are far better IMO. Specially if your playing against armor
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/29 18:51:57
Subject: SM Plasma Rifles/Pistols
|
 |
Dark Angels Librarian with Book of Secrets
|
imweasel wrote:To pricey and melta is almost as good.
Alas, melta is not almost as good as plamsa. When shooting at MEQ, the plasma gun fires twice as often, giving a 100% increase in effectiveness. If someone were driving a car that got 48mpg, would your say your 24mpg car was 'almost as good'?
Instead, they fill different roles. Plasma is used to kill high armor targets, or targets with a high toughness. Melta is best used to crack armor.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/29 19:01:21
Subject: SM Plasma Rifles/Pistols
|
 |
Dominar
|
Plasma also costs 50% more. 3 melta guns versus 2 plasma guns are indeed "almost as good". Against high toughness targets (like T6), meltas are actually "about as good" without the problematic issue of killing your own men.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/29 19:09:57
Subject: SM Plasma Rifles/Pistols
|
 |
Dark Angels Librarian with Book of Secrets
|
sourclams wrote:Plasma also costs 50% more. 3 melta guns versus 2 plasma guns are indeed "almost as good". Against high toughness targets (like T6), meltas are actually "about as good" without the problematic issue of killing your own men.
If you could take unlimited special weapons in a squad, I would agree with you, but one must consider the method that your special weapons ride in (like a tac squad). With that in mind, we cannot just say that 'plamsa guns cost 50% more therefore you can get 3 melta over 2 plasma' as you must account for the cost of the squads themselves.
Also, melta guns are not 'about as good' against high toughness than plasma. Look at the numbers vs a T6.
Plasma
2/3 hit x 2/3 wound = 4/9 x 8 shots = 32/9 (3.555)
Melta
2/3 hit x 5/6 wound = 5/9 x 4 shots = 20/9 (2.222)
The math shows the plasma as being 60% more effective than melta vs. monstrous creatures. (20/9 vs. 32/9) -- a huge difference. Ask any WoW player if a 60% increase in DPS is significant. Why should it be different in warhammer?
I do agree that killing your own men is a risk, but its a small one. 1/18 per shot, to be exact for MEQ
Respectfully Sour, often I agree with you, but in this case we don't see eye to eye.
|
This message was edited 2 times. Last update was at 2009/12/29 19:51:09
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/29 19:49:21
Subject: SM Plasma Rifles/Pistols
|
 |
Sybarite Swinging an Agonizer
Commorragh (Southlake Texas)
|
I play csm and encountered the same problem...what i tend to do is avoid any high cost units with it (aspiring champs/HQ) but i dont mind throwing in a few regular marines with the plasma, its a strong and affective weapon...gets hot! is a 1 in 6 chance, worth the risk if you ask me
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/12/29 22:10:25
Subject: SM Plasma Rifles/Pistols
|
 |
Dominar
|
labmouse42 wrote:
Also, melta guns are not 'about as good' against high toughness than plasma. Look at the numbers vs a T6.
Plasma
2/3 hit x 2/3 wound = 4/9 x 8 shots = 32/9 (3.555)
Melta
2/3 hit x 5/6 wound = 5/9 x 4 shots = 20/9 (2.222)
The math shows the plasma as being 60% more effective than melta vs. monstrous creatures. (20/9 vs. 32/9) -- a huge difference. Ask any WoW player if a 60% increase in DPS is significant. Why should it be different in warhammer?
1:1 doesn't take point cost into account.
2 plasma = 2/3*2/3*4=16/9
3 melta = 2/3*5/6*3 = 15/9
How significant is 1/16?
Plasma is alright, but it's not alright enough to make up for a lack of AP1 melta and the 1/18 chance of killing your own men. The 24" range can be okay, but generally I find that I'm moving units so often that rapid fire is the only mode of fire available.
|
|
 |
 |
|