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![[Post New]](/s/i/i.gif) 2011/05/17 21:33:06
Subject: GK Plasma.
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Stealthy Grot Snipa
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I play the Inquisition side and Im hoping too play a 1500P and 1750P for both ToS each year so Im wondering how best take plasma? For the purpose of the experiment I would like you too discount mind lock. Anyway Im wondering whats the best way too take it on henchmen. The options are.
Combo-Plasma 14P
Plasma Gun 14P
Plasma Cannon 20P
So Im weighing up my options. A plasma cannon could get 5 hits or none. Whereas a Plasma Gun will always hit once according too mathhammer. Combo-Plasma I also weighed up because it makes Gets-hot happen less and gives you some ok AI even though the Plasma does better. So i ask dakka whats the best?
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![[Post New]](/s/i/i.gif) 2011/05/17 21:48:53
Subject: Re:GK Plasma.
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Longtime Dakkanaut
Getting my broom incase there is shenanigans.
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Remember that servo skulls subtract 1d6 from scatter, so if you have some near by a plasma cannon shot it will only scatter 1d6" -3" for the shooters BS.
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![[Post New]](/s/i/i.gif) 2011/05/17 22:38:00
Subject: GK Plasma.
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Member of a Lodge? I Can't Say
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+1 for Blackmoor!
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![[Post New]](/s/i/i.gif) 2011/05/18 00:53:24
Subject: Re:GK Plasma.
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Willing Inquisitorial Excruciator
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The servo skull has a limited range of influence.
It have to be within 12' of something, but more than 6" away from it as well.
I think that you will have at best 1 turn of less scatter from your skulls.
Combi-plas is not really worth it, Especially since it is the same cost as the Plasma gun.
I am not a fan of the Servotors or of plasma cannons in general.
Also think about MC's. A cannon will onyl ever get one hit against them, where the Plasma gun CAN (but not always) get 2 hits against them.
I would go for plasma guns.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/05/18 00:55:54
Subject: Re:GK Plasma.
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Twisted Trueborn with Blaster
Sydney, Australia
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I prefer cannons. the sheer amount they can put out, especially if your playing a shooty army, i think far outweighs the benefits of a gun.
also remeber that plasma guns have 2 chances to get hot, while cannons only have 1.
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Heamonculus army - almost 500 points (more in the mail). none painted.
Wych army - in the mail
DT:90S++G++MB+IPw40k056D+A++/areWD337 R+++T(T)DM+
On Scarabs: "Cry Havoc and let slip the Evil Roombas of Death!" - Philld77
On Landraiders: "Not really a transport though so much as it is a tank with a chauffeur's license" - Nictolopy |
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![[Post New]](/s/i/i.gif) 2011/05/18 00:59:14
Subject: Re:GK Plasma.
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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Blackmoor wrote:Remember that servo skulls subtract 1d6 from scatter, so if you have some near by a plasma cannon shot it will only scatter 1d6" -3" for the shooters BS.
As said above, there is a 6" ring of effectiveness for servo skulls. You will get zero or one rounds of accurate shooting out of them in most cases, only more if your opponent decides to walk up to them and sit down.
InquisitorVaron wrote:So Im weighing up my options. A plasma cannon could get 5 hits or none. Whereas a Plasma Gun will always hit once according too mathhammer.
Math doesn't really work that way. That said I would go with plasma guns for normal units, or plasma cannon servitors for small shooting units or larger units with an inquisitor.
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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