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How many weapons with the Melta Special Rule do you bring in your Army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How many weapons with the Melta Special Rule do you bring in your army?
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Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Who needs melta when you can have gauss?

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 sing your life wrote:
 jeffersonian000 wrote:
My Grey Knights use Psycannons, no melta.

SJ


GK [mainly] don't get melta.

Land Raiders, Stormravens, Henchmen, etc.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 shamikebab wrote:
 sing your life wrote:
Who'd ever not bring a meltagun in their army?


Armies that don't need meltaguns...

As Eldar I don't take any, Fire Dragons aren't really needed and I rarely take an Avatar.


Like I said, 0-1, depending on if I take the Avatar. Even at 2000 pts if I'm adding in more HQs it's most likely going to be Farseers. I love my Ulthwe army.

Oh and as a Tyranid player, I don't get Melta weapons. Don't need them I just rip open the tanks with my bare claws and eat the meaty innards.

This message was edited 1 time. Last update was at 2013/10/01 19:45:56


Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Stalwart Strike Squad Grey Knight






snaggled wrote:
I recently played a triple landraider DA list against an Ultramarine player and he podded down no less than 20 combi/meltas in my face on the first turn. We were playing Big Guns and needless to say I lost the game


20 Combi-meltas in the first turn? That must be a serious point draw, Im not a DA player, but what was the total point cost for the Armies you ran here?
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Zero point zip.

Orks don't get melta options, and i dont often use wierdboyz.

Nurgle daemons dont get melta.

DE get Heat Lances, which are a bit meh. I generally run blasters or haywire instead.



The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in au
Sneaky Striking Scorpion






 Nevelon wrote:
 Timmy149 wrote:
 Nevelon wrote:
A MM/M tac squad is a staple in any 1,250+ point list

I run one c-melta with my sternguard.

I will frequently include a MM speeder.

One or two meltabombs are included in most lists.

So in an average 1,500 list, I'll have around 4-6.


I assume that you mean MM or M, not both. My local store has nobody who runs MM's on Tacs


Nope, I mean what I said. Multi-melta and a meltagun, sarge with a BP/chainsword, mostly in a rhino, although last game they rode down in a drop pod.

5th squad, 3rd company, Ultramarines. These guys:

[image removed to save space]

Along with a ML/F tac squad they have been the backbone of my army for a long time now. With the new codex I might be re-evaluateing them, but they have served me well. Sometimes you need forward deployed melta, and the tacs are heading there anyway. Sure, you are snap firing the turn you pile out of the rhino, but the new chapter tactics help mitigate that. And the turn after that, you fire at full. Or if you go second, and someone drop pods next to you, you can lean out the top hatch and vaporize someone.



I see. In that case, the phrasing should probably been "A MM/M tac squad is a staple in any of my 1,250+ point lists" to avoid confusion. Although I see your point, I dislike the multi-melta in a tac squad with a meltagun, unless the squad is Combat Squadded. Reason being that in order to get one into optimal firing range, the other must sacrifice it's potential. For instance, in order to get in melta range with the meltagun, you forfeit the maximum damage output of the multimelta. On the flipside, if you want to use the multimelta as a stand-and-shoot weapon, you generally sacrifice the meltagun. It's only a personal preference, not saying that it is a bad loadout.

...I reject your reality and substitute it with my own...
-----------------------------------------------------------------------
 ThePrimordial wrote:

Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.

-----------------------------------------------------------------------
DS:90+S++G+++M++B+I+++Pw40k07#++D++A++/cWD341R+++T(T)DM+ 
   
Made in jp
Cosmic Joe





I have two lists for my Sisters, a flammer heavy one and a melta heavy one.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Timmy149 wrote:
 Nevelon wrote:

Along with a ML/F tac squad they have been the backbone of my army for a long time now. With the new codex I might be re-evaluateing them, but they have served me well. Sometimes you need forward deployed melta, and the tacs are heading there anyway. Sure, you are snap firing the turn you pile out of the rhino, but the new chapter tactics help mitigate that. And the turn after that, you fire at full. Or if you go second, and someone drop pods next to you, you can lean out the top hatch and vaporize someone.



I see. In that case, the phrasing should probably been "A MM/M tac squad is a staple in any of my 1,250+ point lists" to avoid confusion. Although I see your point, I dislike the multi-melta in a tac squad with a meltagun, unless the squad is Combat Squadded. Reason being that in order to get one into optimal firing range, the other must sacrifice it's potential. For instance, in order to get in melta range with the meltagun, you forfeit the maximum damage output of the multimelta. On the flipside, if you want to use the multimelta as a stand-and-shoot weapon, you generally sacrifice the meltagun. It's only a personal preference, not saying that it is a bad loadout.


There was no point value in the OP, so I made some assumptions on points.

I like to keep my tac squads together to maximize bolter fire and durability. The (multi)melta is there for targets of opportunity. A forward deployed multimelta is more of a terrain feature. "Any tank that moves within 12" of this point dies" Embedding it in a full 10 man squad makes it more difficult to remove from the board. These days, movement is done on a per-model basis, so you can have the meltagunner move 6" + 6" of melta range, while the MM stands still and gets the 12" his gun gives him. Having two melta shots in the same unit mitigates the fact that you miss a third of the time.

Back when it was a free upgrade, I took it without thinking. It let the squad threaten both infantry with the bolters, and pop any tank that got close with the meltas. For a squad that was heading into the thick of it anyway, the range was not an issue. And as the squad tasked with seizing objectives, I wanted all the warm bodies I could get to try to last till the end, so combat squadding was not an option.

YMMV, of course. But it works for me, and my style of play.

   
Made in us
Calm Celestian




Florida, USA

Since SoB AS is one of my main armies, I pack 10+ Melta weapons in a list usually, points dependent of course.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

I only tend to bring about 2-4. Usually on Ravenwing bikes. I simply don't need that many because I have lots of power fist / chainfist / thunder hammer terminators + assault cannons and CMLs. Usually the meltas are on MM attack bikes or a melta or two in a bike squad. This number is probably going to increase soon as a lot more armor has been popping up recently.

Now if we are talking plasma then it's the total opposite. I usually have around 8-10. I love me some divination plasma spam

- VardenV2




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