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Made in au
Boom! Leman Russ Commander





Brisbane, Australia

In the Space Army book at least.

They were rapid fire, right?

Anyway, for my opinion on this, this is a negative. Guard never wants to charge, so them being assault is not a good thing. Basically you just lost one shot at 12", making the almost useless S6AP4 shot that is surpassed by basically every other weapon the guard have available in the special weapon slot even less useful.

 
   
Made in us
Rough Rider with Boomstick





They've always been assault 1. I wish they were rapid fire. I think the Astartes ones on scout bikes are/were rapid fire.
   
Made in ca
Trustworthy Shas'vre




IIRC SM grenade launchers were rapid fire, but IG ones were assault. Big strong marines can deal with the recoil better (and have them built into their bikes).

This message was edited 1 time. Last update was at 2014/04/25 13:52:36


Tau and Space Wolves since 5th Edition. 
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Biophysical wrote:
They've always been assault 1. I wish they were rapid fire. I think the Astartes ones on scout bikes are/were rapid fire.


The biker ones are, yes.

So you're right. I'm not sure whether to be annoyed or depressed.

This message was edited 1 time. Last update was at 2014/04/25 13:51:56


 
   
Made in hu
Pyromaniac Hellhound Pilot





 Scipio Africanus wrote:
Biophysical wrote:
They've always been assault 1. I wish they were rapid fire. I think the Astartes ones on scout bikes are/were rapid fire.


The biker ones are, yes.

So you're right. I'm not sure whether to be annoyed or depressed.


Neither, The grenade launcher has been a sh*tty weapon since the beginning of time. So absolutely nothing changed, there is no reason to feel bad.

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Made in ru
!!Goffik Rocker!!






 Scipio Africanus wrote:

Guard never wants to charge, so them being assault is not a good thing.


That's not true at all. Ig is quite potent in assault. Especially if you add inquisitor with grenades. Actually, guardsmen are so good in assault that all monstrous creatures that are not 2++ rerollable get steamrolled. Krak nades, inquisitors with nades, priests and divination do wonders. I've lost count on how many Be'Lakors got killed before striking in mellee by krak nades. Even bikers don't help. Now when ig gets access to cheap hatred and fearless, they're quite brutal in mellee. Power axes alwayz pay off if you get to use them even once.

Another question is if you really want that grenade launcher in there. It's been assault 1 in previous dex btw, you're probably confusing it with scout grenade launcher on scout bikers in C: SM. Personally i'd spend those 5 pts elsewhere. On power weapons, more krak grenades or meltabombs.

This message was edited 1 time. Last update was at 2014/04/25 15:08:30


 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

They aren't that bad, If i have a blob or small squad of lascannon or autocannon babysitters I will throw one in there (or a flamer) since its a relatively cheap points sink that can potentially hurt light vehicles and is more reliable in wound high T models at 24"

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Made in us
Hoary Long Fang with Lascannon





Kalamazoo

They were always assault for IG. The issue is that they went from being one of the cheapest special weapons to being 2nd, with the 2 point sniper rifle in 1st place.

IG have always paid 5 pts for them. They are not worthless, they can give a squad, especially command squads, better range and firepower so you can be mobile and wound things on 2s, while not melting your self with plasma over heats and making your T3 5+ guys the number one priority target for every marine in the area.

They also compliment the IG weight of fire approach. Issue them to infantry squads with auto cannons for a somewhat complementary loadout of special and heavy weapons in the platoon.

Save your plasma/melta for SWS or storm trooper units that can get in and bring the full weight of fire to bear on the appropriate targets.
   
Made in fr
Graham McNeil




pep lec'h ha neplec'h

Durandal wrote:
They were always assault for IG. The issue is that they went from being one of the cheapest special weapons to being 2nd, with the 2 point sniper rifle in 1st place.

IG have always paid 5 pts for them. They are not worthless, they can give a squad, especially command squads, better range and firepower so you can be mobile and wound things on 2s, while not melting your self with plasma over heats and making your T3 5+ guys the number one priority target for every marine in the area.

They also compliment the IG weight of fire approach. Issue them to infantry squads with auto cannons for a somewhat complementary loadout of special and heavy weapons in the platoon.

Save your plasma/melta for SWS or storm trooper units that can get in and bring the full weight of fire to bear on the appropriate targets.


They were 8 points each in the 2003 codex, but then most things were way overpriced in that book.

I use GLs sometimes in foot PCSs, so they have something to do besides giving orders but they're not dangerous enough to jump up too high on the threat priority list. 99% of the time I prefer something with a better AP but if I've got some extra points lying around they're better than nothing.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

Huh, I think I was using DWV/Catachans back then. Flamers, GLs, and Autocannons everywhere!
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Durandal wrote:
They were always assault for IG. The issue is that they went from being one of the cheapest special weapons to being 2nd, with the 2 point sniper rifle in 1st place.

IG have always paid 5 pts for them. They are not worthless, they can give a squad, especially command squads, better range and firepower so you can be mobile and wound things on 2s, while not melting your self with plasma over heats and making your T3 5+ guys the number one priority target for every marine in the area.

They also compliment the IG weight of fire approach. Issue them to infantry squads with auto cannons for a somewhat complementary loadout of special and heavy weapons in the platoon.

Save your plasma/melta for SWS or storm trooper units that can get in and bring the full weight of fire to bear on the appropriate targets.


Why would one take a SWS over a vet squad?

 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

If you want some enhanced anti-infantry firepower I would just give your Sergeants a Boltgun instead. They're cheap and will probably end up doing you better than a GL overall. Plasma/Melta is, as always, the best special weapon to give your guys.

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 Scipio Africanus wrote:
Durandal wrote:
Why would one take a SWS over a vet squad?


Because they're a lot cheaper. Of course, I would never take anything but a sniper rifle on models that fragile in such a small quantity.
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Mavnas wrote:
 Scipio Africanus wrote:
Why would one take a SWS over a vet squad?


Because they're a lot cheaper. Of course, I would never take anything but a sniper rifle on models that fragile in such a small quantity.


Ah, but then you're just taking the SWS because they're cheap scoring. I meant why would one take SWS to fulfil a special weapon squad's intended role?

This message was edited 1 time. Last update was at 2014/04/27 05:56:23


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I might... MIGHT actually consider them if they were rapid fire.

Lobbing two krak grenades at 12"? Perhaps.



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Killer Klaivex




Oceanside, CA

 Ailaros wrote:
I might... MIGHT actually consider them if they were rapid fire.
Lobbing two krak grenades at 12"? Perhaps.

Welcome to the world of scout bikers.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
 
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