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![[Post New]](/s/i/i.gif) 2012/10/19 06:42:13
Subject: Plasma Vets, too unpredictable?
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Decrepit Dakkanaut
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Firstly, I've got to emphasize this:
Peregrine wrote:Plus, who cares if you lose a plasma gunner here and there? You kill way more than you lose, which is the whole point of plasma. If you can't deal with your models dying, don't play IG.
... because, seriously.
Take a cold look at it all. A plasma gun costs 15 points, and a veteran costs 7. You just have to roll the price of the lost model into the overall cost of the gun. Of course, it's a little more tricky because luck is involved, but you get my point.
The question, then, is if plasma guns are worth the roughly vaguely kind of 20 points it costs once you factor in the price of the carrier who may or may not be killed by his own weapon. Generally, the answer to this question is yes. Against most targets, it's a meltagun, except it fires twice as many shots. Therefore, it should cost twice as much.
Of course, if you're really unlucky with plasma guns (and I mean actually unlucky with plasma guns, like myself. Confirmation bias aside, I can provide actual numbers for how bad my luck is with plasma), well, then yeah, you're kind of screwed. Every time I take plasma, I'm reminded of why I, idiosyncratically, can't take plasma. If you're one such person, then just take a meltagun and an autocannon for basically the same price instead...
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![[Post New]](/s/i/i.gif) 2012/10/19 17:32:45
Subject: Plasma Vets, too unpredictable?
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Hurr! Ogryn Bone 'Ead!
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Omegus wrote:One thing mentioned in this thread that's interesting is the idea of a sarge with 2 pistols to get two shots. While I would probably not do this on a line sarge (losing him is far more detrimental than just a line grunt, and it costs 20 points for the pistols, and you can't fire them beyond 12"), but on a CCS equipped with plasma, I can definitely see some potential (they can now put out 8 plasma shots while still being able to squeeze in a medic).
Or not a CCS, maybe a unit that can deep strike with and hit on rear armor if needed or fry anything in the back field. Say....storm troopers? That is my thought right now. A ST sgt can exchange both rifle and pistol for plasma pistols iirc. This would give the squad 6 plasma shots instead of the 4. And in reality, you are not going to be dropping the squad farther than 12" away from your target with airbourne mission special rule. The ST also does not suffer from the problem I see the CCS having, that is getting those 20 points of extra plasma in range. They are also already an expensive unit and on the priority of most opponents.
Also, even giving them one of the options to infilitrate/outflank would work well. Especially if you are playing with a squad of 10.
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![[Post New]](/s/i/i.gif) 2012/10/19 18:00:34
Subject: Plasma Vets, too unpredictable?
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Junior Officer with Laspistol
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10 storm troopers with 2 plasma guns and 2 plasma pistols: 215 points 10 Grey Hunters with 2 plasma guns, 1 plasma pistol and a drop pod: 210 points Both have advantages and disadvantages for example ap:3 on hot shot lasguns, or being a scoring unit to mention the two most important ones. This is my problem with storm troopers. There's just no reason to take them for a job allies can do just as well, whilst also being able to score. Storm Troopers are just too darn expensive. I'd love to see hot-shot lasguns as: Range: 24", Str:4, Ap:3, Gets Hot! This would really sway me towards storm troopers. Nice idea UMGuy, but plasma vets will be my go to unit, or if I need deep striking plasma, I'll rely on allies.
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This message was edited 1 time. Last update was at 2012/10/19 18:02:43
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2012/10/19 22:16:41
Subject: Plasma Vets, too unpredictable?
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Fixture of Dakka
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Griddlelol wrote:10 storm troopers with 2 plasma guns and 2 plasma pistols: 215 points
10 Grey Hunters with 2 plasma guns, 1 plasma pistol and a drop pod: 210 points
Both have advantages and disadvantages for example ap:3 on hot shot lasguns, or being a scoring unit to mention the two most important ones.
This is my problem with storm troopers. There's just no reason to take them for a job allies can do just as well, whilst also being able to score. Storm Troopers are just too darn expensive. I'd love to see hot-shot lasguns as: Range: 24", Str:4, Ap:3, Gets Hot! This would really sway me towards storm troopers.
Nice idea UMGuy, but plasma vets will be my go to unit, or if I need deep striking plasma, I'll rely on allies.
But you don't have to take 10 Stormtroopers! Drop the other 5. The ST sqd. is supposed to be a suicide drop sqd.
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This message was edited 1 time. Last update was at 2012/10/20 01:29:07
"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
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![[Post New]](/s/i/i.gif) 2012/10/20 00:57:17
Subject: Plasma Vets, too unpredictable?
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Hurr! Ogryn Bone 'Ead!
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I was thinking on a 5 man squad. Upping it to 6 shots means you have the potential to completely take out a 5 man squad of terminators. Potentially is the key word here.
I do not like the idea of the full 10 man squads of ST's, around 6-7 ST's is good imo. It was just a thought, and I might be trying this out in the next few games I play.
But you are correct, 215 is a ton of points haha
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