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![[Post New]](/s/i/i.gif) 2015/03/02 17:51:56
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Regular Dakkanaut
Shoreline
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After playing against the atrocious Decurion formation, it got me thinking if plasma rifles would be better than missile pods. My only Ap3 or better weapons are from an Iontide, some FB-Suits, and seeker missiles. My train of thought in regards to my initial list with limited numbers of good APs was to just drown the enemy with wounds but after going against a Decurion list it had me thinking. Is it worth taking plasma rifles over missile pods on crisis suits? I do have plenty of S7 through the missilesides. What does the dakka community thinks?
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![[Post New]](/s/i/i.gif) 2015/03/02 17:54:41
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Legendary Master of the Chapter
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What in the die cure eon list would you need ap 3 or better anyway? The honest best way to deal with a lot of that nonsense is to dump as many wounds onto them as possible or straight double them down to weaken there RP Pods give you the best range and number of shots giving you the opportunity to JSJ around there 24" range.
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This message was edited 1 time. Last update was at 2015/03/02 17:55:47
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2015/03/02 17:58:20
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Shas'la with Pulse Carbine
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Yeah I would agree, roll with dual mp's. Keeps good range and more fire. Weight of fire will drop them eventually.
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Down with Allies, Solo 2016! |
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![[Post New]](/s/i/i.gif) 2015/03/02 18:04:06
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Regular Dakkanaut
Shoreline
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He was running the Destroyer cult and 3 squads of tomb blades. Those tomb blades are annoying >_< hahaha
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![[Post New]](/s/i/i.gif) 2015/03/02 18:09:10
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Legendary Master of the Chapter
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You have the best chance to deal with tomb blades.
They have 4+ save at T5 so the MP is straight the best agaisnt that. Just marker light em up and focus fire them out.
The destroyers IIRC have the 3+ armor save right?
Those cannot ignore cover so use that to your advantage, its going to be a JSJ fight between the both of you.
IIRC the math is very similar between plasma and mp since MP wounds on 2+ and the plasma on a 3+ against T5
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2015/03/02 18:18:25
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Regular Dakkanaut
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Tomb Blades have a very cheap upgrade for 3+ armor, they will take it.
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![[Post New]](/s/i/i.gif) 2015/03/02 18:21:44
Subject: Plasma Rifles or Missile Pods on Crisis Suits?
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Big Mek in Kustom Dragster with Soopa-Gun
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With how common AP2/3 weapons are these days ive found myself shifting entirely over to MP. I havent even brought a fusion bomb in awhile (crisis with fusions deepstrike and blow a vehicle up) because at that range they either die to rate of fire or the random short ranged low AP gun every army seems to have. The range alone makes MP so good to me. I run a MP crisis suit team as both a long range heavy hitter squad + marker light squad every game. I slap buffmander in there to make them more durable + more killy. That unit is scary good as the 12 MP even without markerlight support tend to wreck whatever i shoot at, and the 6 BS5 with rerolled failed hits markerlights ensure something else dies later lol.
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This message was edited 1 time. Last update was at 2015/03/02 18:22:07
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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