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Made in us
Lieutenant General





Florence, KY

First of all, before anyone says anything about plasma guns, this thread is not about them.  I know that the mathematicians say that they're a better special weapon, but my accountants say otherwise.  Please don't bring them into this conversation.  Thank you.

Now to the topic at hand.  Is the +8 points for a grenade launcher worth it versus a lasgun?  Is one STR 6 shot better than two STR 3 shots?  Is rapid fire better than a blast template?  Which one wins out in this case?  A grenade launcher in each squad, or an equivalent number of lasguns points-wise?


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Longtime Dakkanaut




Los Angeles

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 MEQs
2 S3 shots v. MEQ: 2 * 1/2 * 1/3 * 1/3 = 1/9 = .111 dead MEQs
Effectiveness: 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 MEQs
1 S3 shot v. MEQ: 1 * 1/2 * 1/3 * 1/3 = 1/18 = .056 dead MEQs
Effectiveness: 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 MEQs
14/3 S3 shots v. MEQ: 14/3 * 1/2 * 1/3 * 1/3 = 14/54 = .260 dead MEQs
2.33 rapid-firing Lasguns win by 87%

12+"-24"
1 S6 shot v. MEQ: 1 * 1/2 * 5/6 * 1/3 = 5/36 = .139 dead MEQs
7/3 S3 shots v. MEQ: 7/3 * 1/2 * 1/3 * 1/3 = 7/54 = .130 dead MEQs
1 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.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Dakka Veteran




NJ

Wow, nothing else to say except plasma guns... Sorry, I couldn't resist.
   
Made in se
Rough Rider with Boomstick





Swerike

If you somehow do a lot of shooting from 24"-36" then you can go ahead and take Grenade Launchers.  Otherwise, don't bother.


36" ? But the GL only has 24" range. Is it the +6" move+shoot your talking about ?

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in us
Longtime Dakkanaut




Los Angeles

36" ? But the GL only has 24" range. Is it the +6" move+shoot your talking about ?


Doh. Sorry, I haven't played a game of 40k since August. I was sure they had 36" range. Whatever. That doesn't really change anything important. In fact, it only strengthens the case not to take them.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Longtime Dakkanaut





One thing to note...If you play against Nids/Tau/Eldar alot-the AP4 of the Grenade launcher packs a punch-

Lasgun against Stealer: .083 kills
RF Lasgun vs stealer: .167 Kills
Krak vs stealer: .417 kills

Lasgun vs Aspect warrior/Firewarrior: .125 kills
RF Lasgun vs same: .250 kills
Krak vs same: .417 kills

You gain the ability to damage speeders/dreads/Chimeras/Rhinos/side armor on most things and also the ability to move and shoot (if needed).
   
Made in us
Dakka Veteran





IG squads troops aren't purchased to fire lasguns, they're purchased to get heavy weapons, with special weapons thrown in as an extra. Obviously a great deal will depend on what kind of squads you're looking at, what other heavy/special weapons they have, and what you're trying to accomplish with the unit.

The grenade launcher has moderate range, and has the strength to threaten light-medium armor, while being able to wound just about anything on the board. Sure, it might not a have great chance against any of the above, but at least it has a chance. Especially with skimmers and such zipping around the battlefield, it's important to have weapons strong enough to threaten things scattered throughout your army.

What other choices are there, especially for line platoon squads (which I assume you're most concerned about)? Flamers and melta guns have terrible range, and your IG squad will probably be sitting still, so I'd rule them out. Plasma is already out. That leaves grenade launcher and nothing. Assuming you have, say, 6 squads, that's 48 points for 6 strength 6 shots scattered throughout 6 units. Not a bad deal. The biggest probelm is they don't match up well with any heavy weapons. Lascannons and missiles have such high strength that they may spend several turns shooting at vehicles, autocannons too to some extent. Heavy bolters would match fairly well, except you force yourself to potentially waste the HBs firing if you want to target something AV12 in the area.

Holy thread Necromancy Batman. We just might have a new record. - Jayden63 commenting after someone responds to one of my battlereports from 27 months ago 
   
Made in us
Fresh-Faced New User



Bay1 + n, NJ

I think this comes down to a points issue as well, essentially, would you like 1 more guy, or a nade' launcher... Also, I really am an accountant, and I'll say plasma all the way (I'm sorry, it's just that I don't want accountants getting bad names for supporting lesser wpns).

"Troops, who needs troops?"
-Hoj 
   
Made in us
Fixture of Dakka





Moore, Ok.

"I think this comes down to a points issue as well, essentially"

i agree. but i finally decided it was worth the 2 more points(over a flamer) to get the 'nade launcher
for my "sacraficial" line squads. they get to reach out 24" while they're waiting to die, instead of roasting
marshmallows!

in the "normal" line squads, plasma all the way!

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Longtime Dakkanaut




Los Angeles

they get to reach out 24" while they're waiting to die, instead of roasting marshmallows!


Lasguns also have a reach of 24." They're just less effective until the enemy comes within 12". And they don't cost anything extra.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Fixture of Dakka





Moore, Ok.

"IG squads troops aren't purchased to fire lasguns, they're purchased to get heavy weapons, with special weapons thrown in as an extra. "

i tend to follow this line of thinking, also. but your point is well taken. especially since they're sacrificial squads!

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Longtime Dakkanaut





Silverdale, WA

bigchris1313's breakdown is very well done. I usually never see anyone using battlefield analysis. Usually people just rely on base line statistics which can fool people into believing that certain weapons are awesome or the oposite.

To throw in my 2 cents: I typically use grenade launchers in my line squads. I rarely field heavy weapons in my line squads either. I'm a different kind of guard player than most... or all. I go light infantry and use my vehicles for mobile base of fire. Around here, the stand and shoot armies just don't stand a chance against the fast moving, terrain hugging, skimming armies. Since each static Lascannon got off an average of 1 shot per game I decided to change tactics and go all mobile. I will make an exeption for BS4 models, but usually not.

The point is that if you are playing a standard guard list it's probably just better to stick with the standard tactics as far as weapon choice. In lists that use different tactics the weapon choices should compliment the tactics.

 
   
 
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