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Made in ch
Legendary Dogfighter





RNAS Rockall

Yaho

I've gotten hold of enough John Woo pattern combi-plasma to outfit two full drop pods of sternguard, and 20 plasma cannons from back when folks were charging £5 for single grav cannons and had a surplus from the dev kit with £1~ a heavy weapon.

The points-per-wound on average rolls factoring in the signum and rapid fire is close enough for it not to be a clear cut option, and that's before adding in the conscript kill (for whatever good that does now) of going full John Woo and opening up on non overcharged plasma with bolters at the same time (1 unit, 20/20 plasma/bolters).

10 Combi Plasma Sternguard in a DPod totals 395 in chapter approved, with 10 plasma cannons spread out between 3 dev squads hitting 405 before further upgrades.

Obviously there's no functional reason not to use both and I probably will at some point, but conceptually, which one is better in general - and thus should be done first?

For the Sternguard:
Move & shoot, bonus combi weapon damage, reliability, drop advantage, deep strike protection

For the Devs
Range, Potentially higher maximum damage, overkill protection

Any thoughts?

Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in us
Decrepit Dakkanaut




Plasma Cannons are bad because of the random number of shots. If you wanted something similar to that, you can use Hellblasters. So I'd say Sternguard would be a better use.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut






Consider inceptors

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