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Made in de
Stalwart Space Marine





Which would be the best choice of anti tank weapon for an ig infantry unit ?

have a look at http://www.wargamesgazette.com
my Blog about everything wargaming 
   
Made in gb
Lord of the Fleet






London

Lascannon.
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Lascannon. There’s not much else to say.

Hypothetically, Tallarns are maybe a “suitable” fit for Meltagun, but other Factions can take multiple MG in their units and we don’t see that spamming the game.

OC Plasma is generally considered a better “meltagun”. If you can reroll 1’s like Catachans with Harker, for example, all the better.

But Lascannons is the right answer 95% of the time.
   
Made in de
Stalwart Space Marine





So you would want a heavy weapons squad along a normal squad for that anti tank capability then. Or is there a possibility to give the normal inf. squad a anti tank possibility on their own?

have a look at http://www.wargamesgazette.com
my Blog about everything wargaming 
   
Made in fi
Locked in the Tower of Amareo





ordoteutonicus wrote:
So you would want a heavy weapons squad along a normal squad for that anti tank capability then. Or is there a possibility to give the normal inf. squad a anti tank possibility on their own?


Put the lascannon into infantry squad. Never never never into separate squad.

Autocannons btw are also good option against dark eldar/harlequin/necron vehicles

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




Yeah, las cannons if you want the correct answer, but autocannons are a damn good second option if you want a multi roll option that is a little more reliable and useful vs multi wound low toughness targets.

I run autocannons on almost everything i can because i like the idea of mortars firing and autocannons pounding away at a target. But i play 50% for theme.
   
Made in ca
Junior Officer with Laspistol





London, Ontario

To clarify, you can replace two “lasgunners” in an Infantry Squad with a single Heavy Weapon Team... equipped with a Lascannon.

There is also a unit called a Heavy Weapon Squad, that is composed of three Heavy Weapon Teams. In general, the best loadout there is 3x Mortars, as they can hide out of LOS and fire away. The other options require LOS and because 3x HWT are very fragile with lots of damage potential, opponents tend to eliminate them as a priority.

Which is why Infantry Squads, with 8 ish wound markers are better places for Lascannons, because someone has to kill the whole squad before they kill the LC.
   
Made in de
Stalwart Space Marine





thanks for the info!

have a look at http://www.wargamesgazette.com
my Blog about everything wargaming 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Any time, welcome to the Guard!
   
Made in fi
Stalwart Veteran Guard Sergeant




[Expunged from Imperial records] =][=

Lascannons.

Meltaguns are good but that means you need more than one at the range... which means you need to be able to deliver them.

Lascannons can be in their separate squads because they have range.

"Be like General Tarsus of yore, bulletproof and free of fear!" 
   
Made in fi
Locked in the Tower of Amareo





If they are in separate squads they die. They need los means enemy has los and then they die. Enemy pretty much literally need to just say "boo"

2024 painted/bought: 109/109 
   
Made in ru
!!Goffik Rocker!!






Lazguns are probably your best antitank option in 8th. Statystically, a lazgun with frfsrf will deal around 3.5 times less damage than an equal amount of points in plazma. However, you're loosing out on frfsrf in favor of re-rolls to make your guyz overheat less often and this extea damage levels out simewhat. You're also bringing 2 less guards that add extra bodies.
I'd not bother and just get more basic dudes. They also become more effective if enemy has invul or hit modifiers.

This message was edited 2 times. Last update was at 2018/09/20 11:30:20


 
   
Made in pl
Regular Dakkanaut




and what about lascannons "hidden" in veterans or command squads?

It costs more per guardsman but on the other hand you are getting BS 3+ and with single shot weapon it can make a difference.

Also veterans could take up to 3 grenade launchers for kraks as little more AT oompfh.
   
Made in gb
Longtime Dakkanaut



Glasgow

Lascanons used to be my answer because the high AP makes them better vs a lot of vehicles

Bur missile launchers now are better as due to amount of 5++ missiles are just as good as las cannons vs things like knight and are better in that game you come up against a horde.
   
Made in us
Loyal Necron Lychguard





A missile launcher isn't just as good as a lascannon against a knight. The missile launcher is -1 to wound, that's a pretty big deal.
   
Made in gb
Longtime Dakkanaut



Glasgow

0.58 damage per missile launcher

Vs

0.78 per lascannon

Fairly similar
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

U02dah4 wrote:
0.58 damage per missile launcher

Vs

0.78 per lascannon

Fairly similar


Around a 25% difference. Fairly significant.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in jp
Been Around the Block




Gnollu wrote:
and what about lascannons "hidden" in veterans or command squads?

It costs more per guardsman but on the other hand you are getting BS 3+ and with single shot weapon it can make a difference.

Also veterans could take up to 3 grenade launchers for kraks as little more AT oompfh.


A command Squad with a lascannon and the rest sniper rifles can be a pretty good distraction unit. Great for making characters move in stupid ways, and good for shooting at tanks.

 ChargerIIC wrote:


A bolter fires and a Necron succumbs. His corpse rises up as a poxwalker much to the horror of his comrades. Then, to everyone's surprise his corpse rises again as a fully functionality necron. The necron and the poxwalker stare at each other, both wondering which of them is the clone.
 
   
Made in gb
Longtime Dakkanaut



Glasgow

 JNAProductions wrote:
U02dah4 wrote:
0.58 damage per missile launcher

Vs

0.78 per lascannon

Fairly similar


Around a 25% difference. Fairly significant.


Not on those damage outputs you would need 5 lascannons vs 5 missile launchers to get an expectancy of 1 damage per turn difference vs knights and that difference dissapears completely vs a t7 5++ say an armiger.

25% increase on 20 Dam per turn is a big increase its not a big increase on 1 dam a turn. Essentialy ratios are not important output is - its why reroll 1's are more effective on a spacemarine than a guarrdsman with the same weapon.

This message was edited 2 times. Last update was at 2018/09/22 15:54:08


 
   
 
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