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Made in us
Longtime Dakkanaut




Central California

Talking bikers here (white scars successor style).
In a previous edition I magnetized the weapons on my bikers so have options between Plasma and Grav guns. I have one unit now with 2 plasma gunners. I have the option for a second to have either.

Does plasma just completely destroy grav now? Assume I will not have the re-roll 1's aura most of the time (my Khan will be off playing smash the enemy). I still see a purpose for Grav, but worry the lower strength hurts it too much in comparison. Anyone have some thoughts on this?

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Plasma Guns are better than Gravguns against most targets, I believe. Especially if you overcharge.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Pious Palatine




Do whatever. Using bikers is more of a bottleneck than either plasma or grav.


 
   
Made in us
Longtime Dakkanaut




Central California

I didn't realize bikers were so poor. I've had some good luck with them. I am not saying they are the end all, but with the new rules combined with their shooting and the cost reduction of an attack bike they seem a decent combination of speed, medium shooting and wounds.

For about 120 points (3 bikes +attack bike) I can have 10 wounds with 16 bolter shots with a realistic 36" range (move plus gun)(sometimes at -1 AP), 3 hvy bolter shots (at -1 unless I use something), 4 PLASM?GRAV shots, A charge range of 12" +2d6 (plus 6" if I use the 1 CP strat) for three attacks each (chainsword plus marine ability) and whatever I give the sgt. Sure no invuln or anything, but movement in objective based games is massive so hard to rate that.
This ignores whatever traits I might have (in my case I'm trying Fall back and Charge, and 6's become 2 hits in CC)

I haven't seen a SM army in a Local tournament in a while. What are people using for speed now?

Of course, this isn't helping me with grav vs plasma though...

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Bike are one of the better places for grav IMHO.

Grav has a narrower range of targets. S5 is great for hunting infantry, but the S7/8 on the plasma makes it more of a threat to vehicles. Even non-overcharged plasma still has an edge here

Plasma has more range. Less of an issue for bikes

Both are AP -3

Damage is where it gets interesting. Basic plasma is 1, grav is D3 (vs most things you care about) and overcharged plasma is D2. If you are not overcharging, the grav is a clear winner. Even if running hot, it’s still roughly equal.

Grav is safe, no chance to kill yourself.

Against single wound models, plasma
Against vehicles, plasma
Shooting at things 9-12” or 18-24” away, plasma
Have something to mitigate Gets Hot! so you can overcharge all the time? Plasma.
List is one point over, need to shave a single point off? Grav
Killing primaris (or other MEQ with 2+ wounds) in the backfield? Grav
Shooting at things with -ToHit, Grav (probably)

I’m not sure how the math looks for shooting at higher T targets with grav. Does the D3 wounds help offset plasma’s ability to wound easier? My instinct is that for T5 it might be close, but going after T6+ targets plasma is going to pull ahead.

It’s inferior to overcharged plasma in every way, barring the safety and being a point cheaper. But better then normal plasma vs. it’s niche. That niche is killing T4 3+ save multiwound models while outside support from re-rolls. Luckily, there is a lot of that out there. And bikes operating as backfield harassers probably are not going to reliably have a captain hanging out with them.

Plasma is still very flexible. The fact that it can mulch the same stuff as grav almost as good in it’s niche, while also threatening vehicles is very nice. The only problem is the risk of getting hot. Most people talking about plasma always assume overcharge. But without re-rolls, or when shooting at things with penelties to hit, the risk actually becomes and issue. I can’t say plasma is high risk/high reward. It’s moderate risk/high reward. Where grav is just no risk/low reward.

Should you use plasma on bikes? Probably. It’s just that good. Can grav work on bikes? Absolutely! It might not be min/max mathhammer most efficient, but it’s effective at it’s job, and that job is big enough that you aren’t just pissing points away.

   
Made in us
Longtime Dakkanaut




Central California

Thanks Nevelon, good info and I appreciate it. Pretty much what I was looking at. Plasma is so dominant this edition, but the risk on bikers is painful. They really should have bumped Grav's strength 1 point.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
 
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