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Made in us
Sneaky Lictor





like the name says, Bolter, Lasgun, Fleshborer, etc.

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Pulse Rifle hands down. Too bad the guys shooting are the worst troops in the game.

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Easily the Pulse Rifle.

The Gauss weapons and GK Stormbolter are contenders, but they're standard for elites (20+points).

This message was edited 3 times. Last update was at 2012/03/19 01:58:03


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Made in us
Sneaky Lictor





What's the stats for a pulse rifle? Tyranid Warriors come with the devourer which is 18" s4 ap - assault 3.

This message was edited 1 time. Last update was at 2012/03/19 01:47:24


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broodstar wrote:What's the stats for a pulse rifle? Tyranid Warriors come with the devourer which is 18" s4 ap - assault 3.


30" s5 ap5 Rapid Fire

you can also take the carbine version which is the same thing only 18" range and is pinning!

devourer doesn't have enough range to make it viable when compared to others.

This message was edited 1 time. Last update was at 2012/03/19 01:51:03


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bmoleski wrote:
broodstar wrote:What's the stats for a pulse rifle? Tyranid Warriors come with the devourer which is 18" s4 ap - assault 3.


30" s5 ap5 Rapid Fire

you can also take the carbine version which is the same thing only 18" range and is pinning!

devourer doesn't have enough range to make it viable when compared to others.


The Carbine is also an assault weapon.

The Devourer has the same range as the Carbine, which you appear to like. So complaining about its range is odd. Range isn't a huge factor though when you can throw 20 Termagants with Devourers in a pod, drop them behind the enemy and unload 60 S4 shots into a vulnerable backline unit.

This message was edited 2 times. Last update was at 2012/03/19 01:58:57


 
   
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Going based off of the fluff, I would have to say lasgun. Sure, it doesn't really pack a punch, but it's really reliable. If you run out of ammo, just throw your ammo pouch in the fire and BAM! More ammo!


 
   
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bmoleski wrote:Pulse Rifle hands down. Too bad the guys shooting are the worst troops in the game.


Well hell if the weapon is that good what are Tau complaining about, you're guys are BS 3? With a rifle like that at BS 4 why would people SM? It would take SM 2 turns to begin opening up on you, and you glance their Rhino on a 6. The reason Tau are BS 3 is a balance issue. People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.

This message was edited 2 times. Last update was at 2012/03/19 02:21:42


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the best gun in our world is considered the ak47... because its immortal, never jams, and easily mastered and mass produced and has decent accuracy and still packs enough of a punch.

The 40k equivalent is the lasgun. its like an ak47 with infinite ammo.

The most powerful infantry weapon is the pulse rifle. That doesnt mean it's the best.
   
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Agreed.


 
   
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broodstar wrote:
bmoleski wrote:Pulse Rifle hands down. Too bad the guys shooting are the worst troops in the game.


Well hell if the weapon is that good what are Tau complaining about, you're guys are BS 3? With a rifle like that at BS 4 why would people SM? It would take SM 2 turns to begin opening up on you, and you glance their Rhino on a 6. The reason Tau are BS 3 is a balance issue. People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.


Their weapon is great, sure, but it doesn't make up for the Fire Warriors short comings. And as a fellow nid player, I agree that t6 and w6 more than makes up for no EW.

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Pulse. Though I am kinda biased.
   
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OK, what leads you to believe that Fire Warriors are broken?

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I never said they were broken.
   
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Does "warp fire" count as a weapon? 18' s4, ap4, assault 3

+ Thought of the day + Not even in death does duty end.


 
   
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That was toward bmoleski, sorry you relied before me.


Automatically Appended Next Post:
sudojoe wrote:Does "warp fire" count as a weapon? 18' s4, ap4, assault 3


That's a psychic power, right? No, we're talking standard issue troop rifles.

This message was edited 1 time. Last update was at 2012/03/19 02:34:46


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They have zero survivability, meaning objective games are a pain. Their amazing rifles are useless if you mechanize your army unless you waste movements getting in and out of your fish, they can't stand up to anything outside of grots in melee, and they cost too much IMO. I used to play Tau. It was my favorite army, but they just don't cut it in 5th edition.

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broodstar wrote:People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.


People take a lot of heavy weapons anyway to deal with mechanised armies. If you're not bringing enough heavy firepower to kill a T6, 6W, 3+ save monstrous creature in one turn, you really are doing it wrong. All of the Tyranid MC's can be downed in a single turn due to this, with the exception of the Tyrannofex, which mostly just escapes missile spam with its 2+ save. That's not even considering JoTWW and Grey Knight massed force weapons.

If you think your monstrous creatures are in any way survivable against a halfway decent list, you're not playing people with halfway decent lists.

This message was edited 1 time. Last update was at 2012/03/19 02:46:44


 
   
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Game: Pulse Rifle
Fluff: Lasgun


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bmoleski wrote:They have zero survivability, meaning objective games are a pain. Their amazing rifles are useless if you mechanize your army unless you waste movements getting in and out of your fish, they can't stand up to anything outside of grots in melee, and they cost too much IMO. I used to play Tau. It was my favorite army, but they just don't cut it in 5th edition.


Tau IMO is the perfect army for a "Gun Tower," pick a building and load it up with as many Broadsides, Crisis Suits, Fire Warriors, Pathfinders, and Stealth Suits as possible (maybe a fish or 2 to reach out and grab objectives after you've broken the enemies back). I'll tell you from exp. Tau and Tyranid make an awesome team for 2v2, one is strong where one is weak.

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-Loki- wrote:
broodstar wrote:People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.


People take a lot of heavy weapons anyway to deal with mechanised armies. If you're not bringing enough heavy firepower to kill a T6, 6W, 3+ save monstrous creature in one turn, you really are doing it wrong. All of the Tyranid MC's can be downed in a single turn due to this, with the exception of the Tyrannofex, which mostly just escapes missile spam with its 2+ save. That's not even considering JoTWW and Grey Knight massed force weapons.

If you think your monstrous creatures are in any way survivable against a halfway decent list, you're not playing people with halfway decent lists.


That's why you gotta milk the cover saves. Yeah it's harder to get a monstrous creature into cover, but it's not THAT hard with 5th ed rules. My buddy started playing SW and of course he spammed Long Fangs with lascannons and Missile Launchers (he doesn't do that in casual games as much lol) and all I did was stick to cover. And if there isn't any, well that's why I field Venomthropes. GASP!!!! Yeah I field Venomthropes lol. But their cover save thing makes MC so much more survivable, plus you can use em to keep your 30 model horde of gaunts in cover too.

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bmoleski wrote:They have zero survivability, meaning objective games are a pain. Their amazing rifles are useless if you mechanize your army unless you waste movements getting in and out of your fish, they can't stand up to anything outside of grots in melee, and they cost too much IMO. I used to play Tau. It was my favorite army, but they just don't cut it in 5th edition.


They have 4+ saves on a T3 base, the only thing that's an issue with them is the fact that 5th edition heavily favors metal bawkses, and they just now need a points reduction.
   
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bmoleski wrote:
-Loki- wrote:
broodstar wrote:People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.


People take a lot of heavy weapons anyway to deal with mechanised armies. If you're not bringing enough heavy firepower to kill a T6, 6W, 3+ save monstrous creature in one turn, you really are doing it wrong. All of the Tyranid MC's can be downed in a single turn due to this, with the exception of the Tyrannofex, which mostly just escapes missile spam with its 2+ save. That's not even considering JoTWW and Grey Knight massed force weapons.

If you think your monstrous creatures are in any way survivable against a halfway decent list, you're not playing people with halfway decent lists.


That's why you gotta milk the cover saves. Yeah it's harder to get a monstrous creature into cover, but it's not THAT hard with 5th ed rules. My buddy started playing SW and of course he spammed Long Fangs with lascannons and Missile Launchers (he doesn't do that in casual games as much lol) and all I did was stick to cover. And if there isn't any, well that's why I field Venomthropes. GASP!!!! Yeah I field Venomthropes lol. But their cover save thing makes MC so much more survivable, plus you can use em to keep your 30 model horde of gaunts in cover too.


While I agree it's easy to get cover for Carnifexes and Hive Tyrants, good luck 50% obscuring Trygons, Tervigons and Tyrannofexes.

Venomthropes, while I love 'em, will get wasted turn 1 unless your opponent is an idiot. All it takes is 1 bored missile launcher.
   
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-Loki- wrote:
broodstar wrote:People talk like Tyranids are broke because we don't have EW anymore, We have 6 T 6 wounds! That is going to take a lot of heavy weapons to deal with.


People take a lot of heavy weapons anyway to deal with mechanised armies. If you're not bringing enough heavy firepower to kill a T6, 6W, 3+ save monstrous creature in one turn, you really are doing it wrong. All of the Tyranid MC's can be downed in a single turn due to this, with the exception of the Tyrannofex, which mostly just escapes missile spam with its 2+ save. That's not even considering JoTWW and Grey Knight massed force weapons.

If you think your monstrous creatures are in any way survivable against a halfway decent list, you're not playing people with halfway decent lists.


At my store there are: 2 Tyranid, 1 Ork, 2 Imperial Guard, 1 Tau, 1 Eldar (refuses to play me), 1 Space Wolf, 3 Grey Knights, 1 Blood Angel, 1 Black Templar, 1 Salamander (refuses to play me), 1 Ultra Marines, 1 Imperial fist, 1 Raven Guard, 3 Chaos Space Marines.

I've had a lot of practice in anti-space marine tactics, I know to go after heavy weapons teams first. The SW guy prefers to use living lightning over jaw and the GK, I've never really paid too much attention to their halberds as much as much as their s7 autocannons.


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In terms of Reliabilty I reckon the lasgun would be at the top of the list. but in terms of power I am stuck in a Decision of choosing either the Necron Gauss Flayer or the Pluse rifle
   
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If we include warpfire (horrors ftw. ), then I would say that.

Nothing is more reliable than a magic....whatever the hell a Horror is throwing fireballs from it's hands.

Otherwise, it's like everyone else has been saying, Fluff: Lasgun, TT: Pulse Rifle


 
   
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The storm bolter. Relatively the same range as the pulse rifle (24" + movement), fires two shots at all ranges, and can fire on the move. Though I guess it's not technically a rifle.

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Sneaky Lictor





That's a good one, is the Stormbolter a standard issue to any troops in any codex?

Well if we want to get technical, the wouldn't be a rifle as much as a CQB.

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broodstar wrote:That's a good one, is the Stormbolter a standard issue to any troops in any codex?


Grey Knights. Every Grey Knight squad has Storm Bolters standard. Henchmen units are obviously different, though.

This message was edited 2 times. Last update was at 2012/03/19 04:02:09


 
   
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