Is one STR 6 shot better than two STR 3 shots?
A Krak Grenade round vs. a rapid-firing lasgun:
Let's start at 12"1 S6 shot v.
MEQ: 1 * 1/2 * 5/6 * 1/3 = 5/36 = .139 dead
MEQs2 S3 shots v.
MEQ: 2 * 1/2 * 1/3 * 1/3 = 1/9 = .111 dead
MEQsEffectiveness: Grenade Launcher wins by 25%How about a Krak Grenade round vs. a regular Lasgun:
Now at 24"1 S6 shot v.
MEQ: 1 * 1/2 * 5/6 * 1/3 = 5/36 = .139 dead
MEQs1 S3 shot v.
MEQ: 1 * 1/2 * 1/3 * 1/3 = 1/18 = .056 dead
MEQsEffectiveness: Grenade Launcher wins by 148%The Grenade Launcher's single S6 shot beats the rapid-firing Lasgun at every range, although it fails to win by a large margin, perhaps justifying its cost increase of 133%, until it hits the range of 12+".Is rapid fire better than a blast template?
That, of course, depends entirely upon how careful your opponents play. Thankfully, the frag template and the Lasgun have the same strength, so we don't need to worry about wounding. Against a good opponent, while not in cover, you would presumably score 1 full and 1 partial hit, netting 1.5 hits. Against a lesser opponent, you might score 1 full and 2 partial hits, netting 2 hits. This scenario leaves you with an effectiveness equal to a rapid-firing lasgun, but with half the original opportunities to hit. If you hit the first time, then you have the chance to score the second hit with the grenade launcher. A rapid-firing lasgun gives you 2 chances to hit from the get-go, so you're not completely out of luck if you first die misses. Thus, from 1-12", even against an opponent who will give you 1 full and 2 partials (theoretically not top-tier players), the lasgun is the better pick. From 12+" the grenade launcher again comes out on top. The real question is how much of your fighting takes place within 12".
Furthermore, the proponderance of cover (at least in theory) in 4th Ed means that generals may opt to get their models closer together so that the squad can benefit from cover saves against all that nasty AP2 which every list (save Necrons, Nids, and possibly Tau) seems to be packing these days. Because one is more likely to see cover this edition, one is more likely to come up against squads packed more closely together within the cover, increasing the chances of netting 2, perhaps even the unthinkable 2.5, hits from the blast template.
When the Grenade Launcher faces off against the rapid-firing lasgun, it still loses, except against enemies in cover packed so tightly that you can get 1 full and 3 partial hits.A grenade launcher in each squad, or an equivalent number of lasguns points-wise?
A guardsman with a grenade launcher is 14 pts, but the Grenade launcher itself costs 8 pts. For that 8 pts, you can (sort of) buy 1.33 Lasguns at 6 pts each. So 1 Grenade Launcher vs. 1.33 Lasguns? No! 1 Grenade Launcher vs. 2.33 Lasguns. Why? By not buying the Grenade Launcher, you allow the guardsman who was going to use it to use his lasgun instead.
0"-12"1 S6 shot v.
MEQ: 1 * 1/2 * 5/6 * 1/3 = 5/36 = .139 dead
MEQs14/3 S3 shots v.
MEQ: 14/3 * 1/2 * 1/3 * 1/3 = 14/54 = .260 dead
MEQs2.33 rapid-firing Lasguns win by 87%12+"-24"1 S6 shot v.
MEQ: 1 * 1/2 * 5/6 * 1/3 = 5/36 = .139 dead
MEQs7/3 S3 shots v.
MEQ: 7/3 * 1/2 * 1/3 * 1/3 = 7/54 = .130 dead
MEQs1 Grenade Launcher krak round wins by 6.9%From 0"-12" the Lasguns are substantially more effective. From 12"+ the Grenade Launcher is nominally more effective.In addition, it must be added that Grenade Launchers give you a S6 shot with which you can threaten light vehicles from 24". Unfortunately, with the dawn of 4th edition and the relative dearth of light vehicles (transports), you're looking at the ability to hit Rhinos (Sisters, possibly
SW), Falcons, and Devilfish. Unfortunately, the chance of a Grenade Launcher krak round glancing AV12, a Falcon or Devilfish (front), is 8.3%. The round can't even penetrate. Assuming the Grenade Launcher magically gets a chance to fire at 6 different AV12 targets all game (and against a good player it probably won't), it has a 50% or so chance of actually glancing something. And that's if it fires all 6 times. Against a Rhino, you're looking at twice the effectiveness, more if the vehicle doesn't deploy smoke launchers. (But who isn't going to launch smoke when your Grenade Launcher, and presumably your obligatory Lascannon, are staring right at it?)
But in the real world, grenade launchers won't be taking shots at vehicles all game. They probably won't be able to see vehicles all game. You probably won't want to shoot vehicles all game because at some point you will probably find a nasty looking squad asking to be rapid-fired to death. The Grenade Launcher gives the
IG player a chance to threaten vehicles, but the vehicles against which it could actually prove effective are paltry at best. Rhinos will pop smoke, deliver their cargo of sisters or
SWs, and then proceed to be 58 pts of moving cover for the rest of the game. Devilfish, if you even see them (they can take the
SMS now), will have either A) dumped their pathfinder cargo, never to load it again or B) dumped their
FWs to execute a Fish of fury on you, in which case you'll be hurting very soon (though you'll probably get a side [AV11] if you survive the onslaught and choose to shoot the fish.) Falcons are so damned fast that they won't be exposing themselves to much fire they don't want. Translation: it'll wipe whatever squad threatens it most, so you won't have as much chance of recourse from your static line.
As far as the Grenade Launcher's use as an assault weapon is concerned, the use is actually quite close to nil. If you move and shoot, the grenade launcher has an effective range of 30". Unfortunately, that makes every other gun in the squad useless, as the extra 6" you moved to hit that target 30" away negates your infinitely superior Lascannon, reducing it a heavy tube to carry around, and turns your 24" flashlights to 12" flashlights that still aren't going to hit.
Also, something must be said for the fact that each grenade launcher you field takes away 1.33 more potential bodies from your line; however, those bodies would have formed a new squad to field a potential lascannon, so it's not as if you could have added another 1.33 bodies to one of your squads of 10 to keep them from losing their Lascannon, breaking more quickly, or what not.
In sum, it depends where your shooting takes place. I honestly don't see enough light vehicles coming out to play, both into lists and within 24" of the squad, to solidify the grenade launcher's place as a vehicle threat. Thus, the question really comes down to the effectiveness of the weapon against infantry. From 0"-12" the equivalent number of Lasguns is far more effective. From 12"-24" the grenade launcher is nominally more effective.
The verdict: don't bother with Grenade Launchers.
EDIT: Edited to reflect the fact that Grenade Launchers only have a range of 24" and are assault weapons.