Peregrine wrote:
Joey wrote:ITT - people who don't realise that Gets Hot! lowers the plasma gun's usefulness dramatically. For every three shots that a plasma gun fires, there's a 1/3 chance that the shooter will be dead. Getting an extra 2 shots in the first two turns isn't much use if the user is dead by turn 3, and therefore can't shoot turns 4, 5 and 6.
Who cares if the gunner is dead on the third turn from an overloading plasma gun when they're going to be dead on the third turn from bolter fire? Guardsmen aren't exactly known for their durability, so the threat of taking casualties in a unit that often only gets 1-2 rounds of shooting anyway isn't all that scary.
In a standard army of 5 boxes of troops plus 4 Russes (or 6 artillery). By turn 3 i would expect to lose maybe 2 or 3 boxes, and 1 or 2 squads. If all of your vets (and therefore troops) are dead by turn 3 then you're doing something horribly wrong. Hell one of the great things about mech guard is that your opponent can put a hell of a load of effort in to trashing your mechs, only for 6 BS4 meltaguns to run up to their deathstar and zap it to death.
In five shots, a plasma gun will more likely than not have killed himself. Within those shots he'll have gotten 3.3 hits, 2.7 wounds. So against uncovered
MEQ, he'll make his points back. Now factor in 5+ invul/cover, for 1.8 kills. Already against
MEQ, he'll not make his points back. That becomes even worse with 4+ cover or 3+ invulnerable.
tl;dr - a plasma gun vet is more likely to kill himself than get his points back against most enemies.