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![[Post New]](/s/i/i.gif) 2010/01/03 10:21:14
Subject: Plasma pistols
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Lurking Gaunt
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Every army that can get one needs to have it change somehow. Either by dropping it's points to 5, or removing 'get's hot' as it's in such a small weapon or something. I find it hard to justify tacking another 15 points on a minimum 30pt model, for a weapon that has a chance to fry you. It's bad enough that plasma toting boys will take 30 points to the grave with them, but 45 + a possible power weapon/fist? No thank you.
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Give me Grimdark or give me Death!
Needs more Grimdark, A 40k Blog |
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![[Post New]](/s/i/i.gif) 2010/01/03 10:23:46
Subject: Plasma pistols
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Mutilatin' Mad Dok
New Zealand
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Gets Hot is enough of a downside for me to heavily consider not taking it, regardless of points. If others want to risk burning, 5 pts seems fair.
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![[Post New]](/s/i/i.gif) 2010/01/03 12:56:01
Subject: Plasma pistols
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Never-Miss Nightwing Pilot
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10 Pts, no 'gets hot'.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2010/01/03 16:15:44
Subject: Plasma pistols
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Sadistic Inquisitorial Excruciator
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7pts gets hot, or 12pts no gets hot. 10pts?? on a guardsman for a plasma gun, twice the likelyhood of killing him!!! WTF
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This message was edited 1 time. Last update was at 2010/01/03 16:18:02
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![[Post New]](/s/i/i.gif) 2010/01/03 17:13:32
Subject: Plasma pistols
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Fixture of Dakka
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I feel 10pts with Gets Hot, I can understand your reasoning behind not having Gets Hot, but that is the only disadvantage to what would be - without Gets Hot - and very nasty weapon.
Even so, it only provides a 1/20 chance ( I think) of killing an MEQ so they're not that bad, but yeah I do feel theyre a tad expensive, particularly for a pistol.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2010/01/05 23:18:54
Subject: Plasma pistols
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Raging-on-the-Inside Blood Angel Sergeant
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When my Blood Angels Assault Squads takes its three max plasma pistols and a power fist. It can take down any monstrous creatures you can think of on the assault. Three Str 7 shots and then the 3 Str 8 PF attacks, both ignoring regular armor...totally worth it.
But I'm used to an expensive army with BA.
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![[Post New]](/s/i/i.gif) 2010/01/05 23:29:40
Subject: Plasma pistols
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Pyromaniac Hellhound Pilot
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For IG they're debatable to take. Some people always take them, some people never take them. They're only really effective with IG in numbers (due to their lousy Toughness and BS3), but at SV5+, you're taking your chances of blowing a few points just from trying to use your own weapons.
Considering the investment, which I don't really feel considers "Get's Hot," I would say drop that rule or change it to another 1/6 chance. Just my opinion.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2010/01/05 23:34:04
Subject: Plasma pistols
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Tough Tyrant Guard
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Plasma pistol, guns, cannons are just fine the way they are.... its the down side of running with them... I still take them no matter what( half the time Im surprised they make it thur the game). The change i would do is make Melta guns Get hot instead( make more since).
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![[Post New]](/s/i/i.gif) 2010/01/05 23:42:56
Subject: Plasma pistols
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Pyromaniac Hellhound Pilot
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Yeah, Melta guns could really do with a downside. On a roll of one, roll a d6, on a 4, 5, and 6, unit survives, on a 1, 2, and 3, the unit dies.
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Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." |
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![[Post New]](/s/i/i.gif) 2010/01/05 23:55:56
Subject: Plasma pistols
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Automated Rubric Marine of Tzeentch
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5pts. with Get Hot.
They don't suck, it's just that they are NOT worth 15 pts.
Ever.
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![[Post New]](/s/i/i.gif) 2010/01/06 12:34:09
Subject: Plasma pistols
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Courageous Questing Knight
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they cost 15 pts with gets hot, and removing it looses purpose, just take the gets hot roll, it's a 1/6 chance of a wound with at least a 1/2 chance of sucsessful defence.
don't be stupid, dude. :(
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/01/06 13:18:58
Subject: Plasma pistols
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Bryan Ansell
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Gotta go with keep them as they are. Its all part of the fun (since 3rd ed anyways) Ill take the chance of my guardsmen frying just so i can have a crack at power armour and Terminator Eq's
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![[Post New]](/s/i/i.gif) 2010/01/06 13:22:57
Subject: Plasma pistols
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Rotting Sorcerer of Nurgle
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I think the plasma pistol needs work. Everything else is decent though.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/01/07 17:11:31
Subject: Plasma pistols
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Courageous Questing Knight
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Plasma pistols are just fine.
the only thing they could stand for is weakened strength.
A 15 point S6 AP2 "gets hot!" pistol is better then a 0 point S4 AP 5 pistol.
it's worth it to go the extra mile, especially for CC.
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DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? |
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![[Post New]](/s/i/i.gif) 2010/01/07 21:13:05
Subject: Plasma pistols
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Rotting Sorcerer of Nurgle
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Really? No problem with pistols?
Look at the CSM entry.
The joes have access to plasma pistols and meltas.
Which would you take?
Meltas have better strength, AP, melta rule, and is cheaper, same range as the plasma pistol.
THe plasma pistol...has nothing to trump it.
Both retain their +1 attack for 2 close combat weapons.
The only thing meltas actually lose is the bolter... not a bad trade for meltas...again, better stats alround and cheaper...
There is a problem there.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/01/07 22:32:25
Subject: Plasma pistols
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Ork Boy Hangin' off a Trukk
Wired into a deffdread
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Eh, I could do without the "Gets Hot" rule altogether. Rather than wound the user, how about the gun just breaks and can't be fired again? Works for me. As an ork player, I'm never going to bother with a kustom mega-blaster since I only hit 2-in-6 and hit MYSELF 1-in-6.
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~4500 pts |
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![[Post New]](/s/i/i.gif) 2010/01/08 05:05:41
Subject: Re:Plasma pistols
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Longtime Dakkanaut
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"Gets hot!" is a silly rule, but in game terms, it makes things more interesting.
IMO, there's no question between plasma weapons and melta weapons for me. I'll have one less shot from a melta gun, vs. a plasma gun, better AP, melta rule, etc, for half the cost any day of the week. There's just no incentive to take it.
Plasma pistols, though, could be a lot of fun. I'd like to see Plasma pistols reduced to 5 or 10 pts ea. and retain the "Gets hot!" rule. It's not worth nearly doubling the cost of a Marine to stick a Plasma pistol on him, at the moment. It's 1 shot, from an assaulty fellow who will probably only fire it once all game. But at 10 points, if you could run 2 on the troopers and something else on Sarge, maybe it could be more useful.
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![[Post New]](/s/i/i.gif) 2010/01/08 14:13:21
Subject: Plasma pistols
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Daemonic Dreadnought
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I always take a few plasma pistosl and it's very rare that i lose a model to Gets Hot.
IMHO the chance of a lowly marine taking out a tank/monstrous creature or IC is worth 15 points.
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![[Post New]](/s/i/i.gif) 2010/01/08 14:29:52
Subject: Plasma pistols
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Unteroffizier
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I think plasma guns are fine the way they are. Plasma pistols are fine as well. For me, the possibility of taking down a monstrous creature or termies with my guard gunline is totally worth it, the guys are expendable anyway. I do agree that meltas probably need a Gets Hot rule as well. Didn't they used to have that or am I making things up again?
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![[Post New]](/s/i/i.gif) 2010/01/09 06:06:36
Subject: Re:Plasma pistols
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Hungry Ork Hunta Lying in Wait
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I once had a SM sergeant decked out with a plasma pistol, power sword, and a teleport homer. Him and his squad were mounted in a rhino. The idea was to get the 10 man Marine squad stuck into combat as soon as possible so that a squad of terminator squad including Marneus Calgar could land safely next to my combat line, allowing me to turn the tide of the battle. I'm sure you can guess that it didn't quite work out that way, the marine and sergeant fired their pistols ready to charge, the sergeant rolled a 1 and failed his armor save. Killing him and losing my teleport homer. The marines charged regardless and the next turn my deep striking terminators with Calgar arrived, just on schedule. However when they landed they scattered into enemy models and rolled a 2 on mishap, killing the entire, 400 point squad, in a 1500 point game. Which, needless to say, I lost horribly. Though I admit it was more a fault of my own for not thinking this would happen.
Despite this tragedy, I still believe that plasma pistols are fine the way they are and should not be changed.
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Welcome to my world, where we do things...my way.
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Orks-2500 W:6/T:0/L:1
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![[Post New]](/s/i/i.gif) 2010/01/09 06:31:37
Subject: Plasma pistols
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Dakka Veteran
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Plasma pistols are terribad on characters or squad leaders You really don't want to take the risk of an over heat killing your high cost leader who most likely has better leadership and likely a power fist or power wepaon.
Also as mentioned don't take a plasma pistol if melta guns are available as an upgrade because its just plain better
Plasma pistols should cost less then a melta gun so 5 pts.
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