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Blood angel Tactical sergeant with pistol and lightning claw or power sword?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut



England

On my sergeant on my blood Angels tactical squad what load out? Heavy flamer and flamer in the squad already and they will be in a drop pod. Bolt pistol and LC for re roll to wound or PS for the extra attack. Both same strength and ap so what should I equip?
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

I reckon re-rolling to wound does you more favours than one extra attack.
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

Neither. Melee weapons are overpriced for 1W models. In an average game, you'll do more damage with a combiweapon.
   
Made in us
Locked in the Tower of Amareo




Mine get a combi-weapon and a meltabomb sometimes.
   
Made in no
Regular Dakkanaut




Combi weapon wins, but if your going with a cc weapon it's kinda close math wise, whatever looks cooler.
   
Made in us
Longtime Dakkanaut





combi flamer and lightning claw
   
Made in gb
Pious Palatine






Personally I'd avoid so many upgrades on a tac sgt. Atmost combo weapon and melta bombs.

If going for the rule of cool, I'd go Lightening Claw.

D
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

The claw will look cooler, but a pistol and sword will get more attacks. The sword from the Tactical Squad kit looks pretty nice too.

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Made in gb
Regular Dakkanaut



England

Which combi weapon should I go for then. Already got a heavy flamer and flamer in squad so a combi flamer may be overkill. Combi melta perhaps?
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

munnster wrote:
Which combi weapon should I go for then. Already got a heavy flamer and flamer in squad so a combi flamer may be overkill. Combi melta perhaps?


With a c-melta you run into the problem of the rest of the squad sitting around doing nothing, while the sarge takes his one shot. Not the best use of their time. I’d go for more flamers.

There is not such thing as overkill. Only “open fire” and “reload”.

   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

munnster wrote:
Which combi weapon should I go for then. Already got a heavy flamer and flamer in squad so a combi flamer may be overkill. Combi melta perhaps?
Combi-Flamer does have some nice synergy, though. Certainly will make someone think twice about assaulting your squad. Combi-Melta will give you a shot to bust a tank so you can incinerate its troop contents. Flamer and Melta are assault weapons so they will synergize with your pseudo-assault tactical squad (if you are in flamer range you might as well fire bolt pistols with the rest of them and abuse that Furious Charge).

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Made in gb
Longtime Dakkanaut





UK

I'd suggest two Hand Flamers as you can fire both due to being pistols (which will confer +1 attack in combat for two CC weapons) over a combi-flamer.

Combi-melta or grav would be viable though and perfect for combat squads (Sergeant and four regular marines + flamer, heavy flamer and three regular marines).

YMDC = nightmare 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Frozocrone wrote:
I'd suggest two Hand Flamers as you can fire both due to being pistols (which will confer +1 attack in combat for two CC weapons) over a combi-flamer.

Combi-melta or grav would be viable though and perfect for combat squads (Sergeant and four regular marines + flamer, heavy flamer and three regular marines).
I like laying down templates as much as the next guy, but the STR3 AP6 of the Hand Flamer makes them kinda gak, even if it does afford you an additional attack in CC. You are going to need to roll 5s to really do much of anything. I had modeled my Sergeant with two Hand Flamers, but opted to switch to the Combi-Flamer for a points reduction and increased killing ability.

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Deathwatch: 1500 pts
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Made in gb
Longtime Dakkanaut





UK

 casvalremdeikun wrote:
 Frozocrone wrote:
I'd suggest two Hand Flamers as you can fire both due to being pistols (which will confer +1 attack in combat for two CC weapons) over a combi-flamer.

Combi-melta or grav would be viable though and perfect for combat squads (Sergeant and four regular marines + flamer, heavy flamer and three regular marines).
I like laying down templates as much as the next guy, but the STR3 AP6 of the Hand Flamer makes them kinda gak, even if it does afford you an additional attack in CC. You are going to need to roll 5s to really do much of anything. I had modeled my Sergeant with two Hand Flamers, but opted to switch to the Combi-Flamer for a points reduction and increased killing ability.


Huh, always thought they were S4...I shall have to reassess my BA army

YMDC = nightmare 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Frozocrone wrote:
 casvalremdeikun wrote:
 Frozocrone wrote:
I'd suggest two Hand Flamers as you can fire both due to being pistols (which will confer +1 attack in combat for two CC weapons) over a combi-flamer.

Combi-melta or grav would be viable though and perfect for combat squads (Sergeant and four regular marines + flamer, heavy flamer and three regular marines).
I like laying down templates as much as the next guy, but the STR3 AP6 of the Hand Flamer makes them kinda gak, even if it does afford you an additional attack in CC. You are going to need to roll 5s to really do much of anything. I had modeled my Sergeant with two Hand Flamers, but opted to switch to the Combi-Flamer for a points reduction and increased killing ability.


Huh, always thought they were S4...I shall have to reassess my BA army
Nope, Str3 AP6. Str4 would put them too close to the regular Flamer.

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