Jihallah wrote:DAaddict wrote:If we are talking Tactical combos:
Las + Plas Long ranged AP 2 fire.
ML + Plas best long-ranged multipurpose.
MM + Melta really only for Vulkan lists.
Any + Flamer Good multipurpose. Allows marines to deal with hordes.
This sums it up well, but the reason I mentioned the
MM is because some people like to use them in rhino's to move up the first turn to create some 24/12" bubbles. Of course, doing this Vulkan is a more effective way.
Also I'd change the bottom one to
ML+flamer. Good multipurpose, and both are free- where can you go wrong?
There's also equipping sarge. I usually put a fist on a melta squad, the rest get a powerweapon and maybe a meltabomb.
Quoted again for truth. I agree with Jihallah that the bottom one should be flamer+
ML. I sometimes run
Plas +
Plas Cannon, just because I have the models, but the fact that the
Plas Cannon doesn't fire when it overheats kind of kills the weapon for me. I've also experimented with melta in a
Tac Squad, but I find that getting into position to use it often gets the
Tac Squad into more trouble than they can deal with (and I don't run Vulkan).
As far as sarges go, it depends on what you want them to do. I usually run two bare bones
Tac Squads, so I leave the Sergeant with
BP/
CCW to keep it cheap. If you have more Tactical Squads in your army, they'll be doing some more heavy lifting, so I'd suggest either a
PF or a combi-weapon that complements the squad's role (aka a combi-flamer with a flamer, combi-melta with a melta, etc.).
Automatically Appended Next Post: Also, if you're just looking for the "top 3" weapon choices you should be bringing, I'm afraid it's a little more complicated than that. It's more about how the weapons and their platforms interact with each other than about bringing as many of X, Y and Z as you can. For example, meltaguns are the best anti-tank, but they're very short ranged, so you can't rely on them as your sole source of
AT. Call me old-fashioned, but I like a few lascannons with my eggs and toast in the morning. A lot of builds try to maximize the amount of meltaguns and missile launchers in the army, because
MLs can deal with most targets at range and meltaguns get the job done up close, especially against AV13-14. Heavy flamers are nice as anti-horde, because they auto-hit multiple models with a good Strength and decent
AP. Also, most mobile melta platforms can also take a
HF (aka
MM/
HF dreads,
MM/
HF speeders).
So, short answer: The holy triumvirate of meltaguns, missile launchers, heavy flamers - they're the Lee, Lifeson and Peart of
40K.
Automatically Appended Next Post: And now I'm liking that metaphor, so I need to flesh it out.
Missile launchers are the Geddy Lee of
40k. They're incredibly flexible, whether you need base, vocals, synths, anti-infantry or
AT. They can also hit at ranges most other weapons (or men with testicles) can't reach.
That statement in no way implies Geddy Lee lacks testicles, because he doesn't. He's got big, brass balls.
Meltaguns are the Neil Peart of
40k. They're both the best at their calling, whether it's drumming or popping Land Raiders. Neil Peart's drum solos are precisely engineered to melt minds, just as a focused beam of pure heat is engineered to melt adamantium.
Heavy flamers are the Alex Lifeson of
40k. They know what their job is, and they do it well. They may lack the
raw talent of the other two weapons, but they have their own niche, and nothing beats a lead guitar when it comes to spraying the whole audience with red-hot promethium-injected rock and roll awesomeness.