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![[Post New]](/s/i/i.gif) 2011/11/28 05:55:09
Subject: Marine Plasma Cannons
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Jealous that Horus is Warmaster
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So thinking about a Devastator Squad...I have 2 Plasma Cannons, a couple missle launchers, a ton of heavy bolters, and one or 2 lascannons.
Should I use the Plasma Cannons? I recently used them with my Chaos army (Dreadnought and Obliterator) and I think I hit the target twice out of 6 or 7 shots.
Are they even worth it now with the scatter dice rule?
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![[Post New]](/s/i/i.gif) 2011/11/28 06:00:53
Subject: Marine Plasma Cannons
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Dakka Veteran
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Assuming you are playing vanilla marines, devistator squads should really only be taken with 4 ML builds, the other weapons cost to much and it is generally not to mix ranges or anti-infiantry and anti vehicle.
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![[Post New]](/s/i/i.gif) 2011/11/28 06:15:22
Subject: Marine Plasma Cannons
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Death-Dealing Dark Angels Devastator
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Pony_law wrote:Assuming you are playing vanilla marines, devistator squads should really only be taken with 4 ML builds, the other weapons cost to much and it is generally not to mix ranges or anti-infiantry and anti vehicle.
"...is generally not"... advised? ... done? not trying to be a pain, but I'm not sure what you're trying to say here.
Why wouldn't one wish to mix heavy weapons in a devastator squad? What do you mean the other weapons cost too much? ML, MM and HB all cost 15 for vanilla marines, while the ML is actually more expensive for DA, the same price again (10 each) for BA, and for SW LF the HB is cheaper. In no case is the ML the (only) cheapest weapon for a devastator squad or its equivalent in the current rules set.
Those questions asked, back to the OP. I think they're worth the risk and gamble if you're looking at mobs of low-armor enemies, and have worked well for me the few times I've had the opportunity to test the theory.
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This message was edited 1 time. Last update was at 2011/11/28 06:16:53
The story of Chorus Lucia, a founding off of the Guardians of the Covenant (DA Codex), as well as the building of the army, ideas and babbling about the game: http://choruslucia.blogspot.com
4360 points largest playable list without Apoc and growing ~6600 points painted
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Would it be wrong to build a 'nids army and call it Hive Fleet Giger?
The only difference between me and a madman is that I'm not mad. - Salvador Dali
Blood for the blood god? Does that include slicing multiple fingers while working on one conversion? |
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![[Post New]](/s/i/i.gif) 2011/11/28 07:09:56
Subject: Marine Plasma Cannons
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Impassive Inquisitorial Interrogator
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I don't like mixing special weapons in squads. I want all the weapons to have the same target and be equally effective. I think missiles are the way to go generally. They're pretty good against almost any target (anything but 2+sv and AV13+).
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My 40k Blog: Rollin' 2d6 Deep
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![[Post New]](/s/i/i.gif) 2011/11/28 13:55:08
Subject: Re:Marine Plasma Cannons
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Hellacious Havoc
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The point of the 4 ML is that in the Vanilla Marines codex its a very cheap and versitile load out. 4 krak shots should produce something against most vehicles that arent landraiders or monoliths. 4 frag shots should put lots of hits in any given infantry squad and force a lot of saving throws if the AP wasnt enough. The 48" range means they can stay at safe distances and take pot shots at anything you need for a very affordable price.
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= 2000
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![[Post New]](/s/i/i.gif) 2011/11/28 15:55:42
Subject: Re:Marine Plasma Cannons
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Death-Dealing Devastator
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Plasma cannons are worth it for Marines, however IMO you should stick to giving them to Tac squads. it just gets too expensive in a Dev squad, and as others have said Dev squads are more efficient with all the same weapon (ML in most cases).
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Knights of Atlantis |
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![[Post New]](/s/i/i.gif) 2011/11/28 17:00:46
Subject: Marine Plasma Cannons
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Veteran Inquisitorial Tyranid Xenokiller
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One Plasma Cannon with 3 ML isn't a bad combo, just make sure to use the Signum on the plasma cannon to lower how much he scatters.
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![[Post New]](/s/i/i.gif) 2011/11/28 17:29:03
Subject: Re:Marine Plasma Cannons
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Fixture of Dakka
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Plasma Cannons are great, but in Tactical Squads.
Tac Squads kill infantry. Plasma Cannons are an infantry killing gun. It just makes them better at what they are already doing.
Mixing Plasma Cannons and Missiles in Devastators just means losing a whole weapon when you want to shoot a vehicle.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2011/11/28 17:41:18
Subject: Marine Plasma Cannons
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Jealous that Horus is Warmaster
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This helps, I am only running with 1 Tac Squad, then 25 scouts - 1 sniper team with an ML, 1 BP+CCW with 2 snipers divided into combat squad, and then a 10 man Telion squad with HB and bolters.
I only have the 2 ML's so I couldn't do a 4 man. So maybe 2 ML and 2 Plasma.
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![[Post New]](/s/i/i.gif) 2011/11/28 18:12:48
Subject: Marine Plasma Cannons
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Pestilent Plague Marine with Blight Grenade
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I LOOOOVE the plasma. Instant Death for so many different troop types. If it doesn't instant death? BAM AP 2 lol.
I go all out with plasma, if you are asking me, roll with four plasma cannons and laugh maniacally.
BTW scatter isn't so bad, do the math, it's better then rolling a 1-2 and missing completely.
FRAG Missile Launchers are over rated IMO. S4 AP 6...woooo NOPE.
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![[Post New]](/s/i/i.gif) 2011/11/28 18:29:49
Subject: Marine Plasma Cannons
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Boosting Space Marine Biker
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I like plasma canons. My current list boast 5 of those, distributed in 1 Tactical Squad and two Sternguards. My vehicles (two laser-backs and two auto-las predators) do the transport killing job and then the multiple small blasts of the Plasma canon do the rest.
It may not be the most efficient way to play marines, but I like it a lot! Plus plasma canons looks awesome!
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Praise the emperor, bless your weapon and pass the ammo!
Armies played: |
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![[Post New]](/s/i/i.gif) 2011/11/28 19:05:23
Subject: Marine Plasma Cannons
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Jealous that Horus is Warmaster
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Well there is a major Deathwatch contingent in my army so for heavy weapons my thoughts are:
Cyclone/Assault Cannon Terminators
HB Razorback for my Chapter Master Pedro (thunderhammer champion)
Tac squad with Plasma cannon and gun
Sternguard (DW) with 2 heavy bolters
Venerable dread with Plasma (considering using TLLC)
Scouts - 1 ML and 1 HB
Landspeeder - HB and MM
Devastator Squad - 2 Plasma Cannons, and 2 Lascannons or ML's
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![[Post New]](/s/i/i.gif) 2011/11/28 22:08:46
Subject: Marine Plasma Cannons
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Lone Wolf Sentinel Pilot
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theQuanz wrote:This helps, I am only running with 1 Tac Squad, then 25 scouts - 1 sniper team with an ML, 1 BP+CCW with 2 snipers divided into combat squad, and then a 10 man Telion squad with HB and bolters.
I only have the 2 ML's so I couldn't do a 4 man. So maybe 2 ML and 2 Plasma.
Run Telion with a 10 man squad of snipers with a missile launcher. That way all of the weapons (including his) are heavy, so they all sit still. Plus, he can guide that krak missile when you really need it, or snipe nobz and commisars.
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![[Post New]](/s/i/i.gif) 2011/11/28 23:43:26
Subject: Marine Plasma Cannons
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Jealous that Horus is Warmaster
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I love that idea!
Didn't even think of that
Thanks!
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![[Post New]](/s/i/i.gif) 2011/11/29 00:58:35
Subject: Marine Plasma Cannons
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Devastating Dark Reaper
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One of the important things to keep in mind with your Devastator Squads is that in general you want the ranges on all of your weapons to match up. Two Missile Launchers and 2 Heavy Bolters sort of leash your squad, as you'll sometimes be torn between firing at something within 36", or seeing targets at 48"... but wasting the Heavy Bolters in firing on them.
3 Heavy Bolters and a Plasma Cannon, or 3 Missile Launchers and a Lascannon are my two favorite builds for Dev squads. The ranges on all the weapons match up, and in general they are meant for the same sort of targets, but the odd weapon out doesn't utterly lock you into one sort of target. Like the HB and PC squad, it throws out enough shots to put big dents in horde units, while the plasma cannon mixed in increases it's ability to engaged heavy infantry. The ML and LC squad is primarily an AT squad, with the Krak Missiles plus the Lascannon mixed in to make sure that even Armor 13-14 can be engaged with a decent possibility of affect... while it can also switch to anti-infantry in a pinch and lay down 3 frag templates.
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This message was edited 1 time. Last update was at 2011/11/29 00:59:30
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