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Made in us
Infiltrating Hawwa'





Through the looking glass

Greetings all. In my quest to determine what I need to model before I can stop and move on (truth be told there is no end, but having goals is a good thing), I've decided that with my IG I want to have 15 of all special weapons at least. That way whenever I feel like getting my experimentation on I'll have some extra units to fiddle with.

So, how many special weapon models do you have modeled (painted status doesn't matter)? This works better for Imperial armies more so than xenos.

So far for my IG

8 Flamers
12 meltas
2 sniper rifles
3 plasma guns
6 grenade launchers

This message was edited 1 time. Last update was at 2012/12/08 03:13:37


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Made in gb
Ichor-Dripping Talos Monstrosity






The simplest option, is magnets!
have 15 sets of arms, and 1 of each model to hold it.

It's what I do.

   
Made in us
Infiltrating Hawwa'





Through the looking glass

I've thought about that at the beginning. Eventually I just decided to not worry about it for infantry sized units. I mean, you buy enough box of cadians, you're going to end up with a few extra bodies. As I sat there fiddling with the magnets, I looked over at my 70 or so guardsmen with lasguns, and thought to myself "this is pointless". With marines I can see the use of that, but with so many guardsmen, I just decided to model them that way. Besides, as a firm support of only using super glue, the units are more or less magnetized. It just takes an accidental drop, a careful yank, or a vat of degreaser to detatch them lol.

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Made in us
Douglas Bader






Total for my IG:

3x flamer
1x heavy flamer
3x demo charge
4x melta
6x plasma
1x autocannon
1x heavy stubber (Harker)

Enough to arm my CCS and three veteran squads (usually counting the flamers as more plasma), and nothing more. Why spend time painting infantry when you can have tanks instead?


Also, why would you ever want to spend time and money on snipers or grenade launchers? There's no scenario where you ever want to take those weapons, so making them is pretty pointless.

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Insect-Infested Nurgle Chaos Lord





Oregon, USA

Define special weapon, as i play orks...

Big shootas - 20 or so.

Snazzgunz - 30

Rokkit boyz - 50

Burnas - 45

etc..

My DE are more reasonable - One special and one heavy per warrior squad, two Liquifiers per wrack squad,...

You're right. It does really only work properly for IOM armies

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Made in us
Infiltrating Hawwa'





Through the looking glass

 Peregrine wrote:
Also, why would you ever want to spend time and money on snipers or grenade launchers? There's no scenario where you ever want to take those weapons, so making them is pretty pointless.


Mandatory simple response - Because I wanted to and that's all that matters.

However, a more well complex explanation - When I started playing warhammer, Some of the first models I bought was the blister with two medal catachan snipers. Thought they were cool, still do, that's how I ended up with them. As for the grenade launchers, funny story of sorts. Started warhammer and was convinced they sucked. Played a little bit longer and thought "hey these guys are decent for sticking in my PCS and plinking away tough targets with krak grenades". To their credit, they proved pretty effective and caused quite a bit of damage when I needed it. As I gained more experience, I began to practice with meltas more. While grenade launchers are pretty damn cheap, for a few points more you get a short ranged death beam. I know many on these forums thing grenade launchers are the worst things since cancer, but I think they're decent weapons that can actually hurt most things for relatively low cost. It's just that with everything else I've begin to incorporate into my lists, I just don't have much room for them anymore. In other words I Don't think they're bad, I just find other stuff better.

I also field sentinels because I love their design. I even ended up with 2 sentinels from each type ever made. So yeah, even got two of those goofy eggs with legs variants. They aren't cutting edge tech that needs to be in every list, but I like the idea and design of them, and that's what matters to me.

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Nasty Nob on Warbike with Klaw




Stephens City, VA

think there's like 12 Plasma guns, 6 flamers, 12 Meltaguns

Go go IG

   
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Sinewy Scourge






In my eyes, every weapon is special.
No weapon left behind.

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Emboldened Warlock




Duncan, B.C

Not nearly enough. I only have like 1 melta gun, 2 plasma guns, 1 flamer and 1 heavy bolter for my CSM. I've been thinking of getting some melta guns and plasma guns and a pack of guys and making an entire 10 man squad of just special weapons. That way I'll always have enough of either. I also would like more plasma guns for my plague marines. enough to have 4 squads of 5 with 2 plasmas each.

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Victoria B.C.

Total for my sw.
15 ml
8 lsc
8 hb
7 melta guns
7 plasma guns
8 flamers
10 storm bolters if that counts on wg.

personally 15 flamers may be slightly over kill i don't think more than 10 will be needed unles you wanted to make orcs nids and de very sad.

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Made in ca
Confessor Of Sins





Well, for my Sisters, I've got 5 flamers, 5 stormbolters, and 4 meltaguns.

No idea about my IG or Marines. Can't even fathom a guess. Not because the number's huge, just because I don't really keep track of these things.

For my Sisters, I know because I bought 5 of the boxed squads (1 flamer and 1 stormbolter in each) and then later I bought meltaguns for 4 squads, and also stuck a heavy flamer or multi-melta in each of those 4 squads.

Oh, and 2 pairs of hand flamers on my Seraphim.
   
Made in us
Fresh-Faced New User




Motor City, U.S.A.

I enjoy the modeling and painting process, so I ended up doing a lot of special weapons guys for my Codex Marines. I don't know if I'll ever use them all, but I had fun putting them together out of odds and ends. The eventual goal is to have a guy for each of the special weapons for each of my 4 tactical squads (I have three squads right now, and I'm starting a 4th).

I say if you like putting it together and painting it, then there's no need to limit yourself. It's a hobby, enjoy it.
   
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Battleship Captain





NYC

Foot Guard Special Weapons:

-4xFlamer (PCS)

-4xPlasmagun
-4xLascannon

-3xMeltagun

-1xAutocannon

-2xSabre Lascannons

If this doesn't get the job done, the job can't be done.

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Confessor Of Sins






My Sisters have:
17 meltaguns
6 multi-meltas
7 heavy flamers
12 flamers
4 stormbolters

If you just mean generic troopers with special weapons. More if you count my Seraphim and/or sergeants. Most of my squads have 2-3 sergeant with different weapon loadouts

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Battleship Captain





NYC

 Necroshea wrote:
I know many on these forums thing grenade launchers are the worst things since cancer, but I think they're decent weapons that can actually hurt most things for relatively low cost.


It's not that Grenade launchers are list-breakingly bad.

It's that Guard has such cheap special weapon carriers, and such cheap special weapons that you can afford to splurge on the better weapon. If you can't afford it, you need to find those points.

Not to mention, Guard tend to lean toward definite killyness this edition. Our autocannons are largely swapping over to lascannons; Meltavets turning into plasmavets, and not a missile launcher in sight. Guard lists work better when you know what you're shooting is going to die. That's why we can take vehicle squadrons. We like to fire at something, then next turn fire at something else (because the previous is dead).

Grenade launchers are less of an ensured kill, and moreso a "oh man, hope he fails those saves!" might do something good, might not weapon.

This message was edited 1 time. Last update was at 2012/12/11 17:49:17


Dakka member since 2012/01/09 16:44:06

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Kid_Kyoto






Probably work

I have 3 grenade launchers, 4 flamers, 6 veteran meltaguns, 4 infantry (pewter one-piece) meltaguns, 7 veteran plasmaguns (with the intent of making more), 4 infantry (pewter) plasmaguns, a couple sergeants with power swords, one CCS with a power sword, a missile launcher (I'm working on a few more), three autocannons, and soon to be three lascannons.

I need more heavy weapons, and about three more veteran plasmaguns.

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In the Ring of Debris Around Uranus

Pathetically, I have a ton for each army I own. It wasn't until the last year I really got into magnets and making guys that could switch out...

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Shas'o Commanding the Hunter Kadre





Richmond, VA

3 CSM melta guns
3 CSM plasma guns
4 CSM missile launchers
4 CSM flamers
1 marine melta gun
2 marine flamers
1 scout missile launcher
2 marine missile launcher
5 marine lascannons

Wow that is all I own.

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Pyromaniac Hellhound Pilot





For my IG I have:
- 27 Plasma Guns
- 21 Melta Guns
- 14 Flamers
- 9 Demolition Charges
- 8 Heavy Flamers
- 6 Sniper Rifles
- 3 Catachan guardswomen with unknown weapon (supposed to be Grenade Launcher I think?)

For my SM:
- 9 Plasma Guns
- 8 Melta Guns
- 3 Flamers
- Heavy Flamer

For CSM:
- 20 Plasma Guns (playing Chosen army with all-plasmas)
- 3 Melta Guns
- 1 Flamer
- 9 Obliterators (guess these guys count too)

My armies:
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Fixture of Dakka





Zero. Both Necrons and Eldar don't allow them.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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 DarknessEternal wrote:
Zero. Both Necrons and Eldar don't allow them.

Eldar do. Storm Guardians, Bikes, and such get them.
And I'm sure I saw some Necron units get options...

As for me... too many.
Every single one of my Tau suits are magnetised and have roughly 6-8 weapons each, there's about 40-50 Dark Eldar ones, and maybe a dozen CSM ones.

This message was edited 1 time. Last update was at 2012/12/11 18:25:48


   
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Possessed Khorne Marine Covered in Spikes






New Hampshire

Orks
3 Rokkits
4 Big shootas (3 extra on the BW)
and a few Power Klaws here and there

Eldar- None except Sunrifle, Tempest Launcher, and Fire Pike

Space Marines
2 Missile Launchers
1 Flamer

WAAAGH!!!

 
   
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The Marine Standing Behind Marneus Calgar





Upstate, New York

Ultramarines:
5 flamers
3 meltaguns
2 plasmaguns

8 ML
1 MM
4 HB
4 LC
4 PC

I've got another tac squad with ML/F on my to-do list, and some extra weapons in my bits box.

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

DarknessEternal wrote:Zero. Both Necrons and Eldar don't allow them.

:(

I suppose you could add tyranid and to a lesser extent dark eldar as well.

Anyways, for my guard army, I have:

19 meltagunners
8 flamers
4 grenade launchers
3 plasma guns
2 sniper rifles

If we want to throw heavy weapons into the mix, I have

12 lascannoners
9 mortars
9 autocannons
6 missile launchers
3 heavy bolters




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Fireknife Shas'el





For my PA DA
7 Plasma guns
3 Meltaguns
2 flamers
4 Missile launchers
9 Plasma Cannons
4 Lascannons
2 Heavy Bolters
1 Multimelta

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Anti-Armour Swiss Guard






Newcastle, OZ

For my marines
6 Plasma gunners
5 melta gunners
3 heavy flamers
8 flamers

8 Missile launchers
5 Plasma cannons
4 Lascannons
6 Heavy Bolters
4 Multimeltas

Not counting the MM, HB and PC servitors (4 of each).

All this for a company of marines.

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The Beach

All of my Space Marines are posed for Special Weapons swaps so they all count as any kind of weapon. I have a bunch of old one-piece metal guys, but they aren't 31mm, so they look like midgets and don't count.

My Guard, on the other hand, are principally old school figures. Almost entirely one piece metal options. Which is good and bad. Good because the old metal models were some of the best looking figures ever made for IGuard. Bad because, well, I can't really do a ton of converting with them, which is a bummer. The other bad is that the metal lines didn't have comprehensive options. Each line had like 2 or 3 options, and that was it. Never quite figured that one out, why they didn't commission sculpts for more variety.


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Norn Queen






 Ailaros wrote:
I suppose you could add tyranid and to a lesser extent dark eldar as well.


Tyranids need extensive magnetising otherwise you end up with legions of monstrous creatures. Buy 3 Tyrannofexes or magnetise 1, for example. However, outside of monstrous creatures, there's a few weapon upgrades scattered around. Scything talons for genestealers, every weapon option for Tyranid Warriors and Shrikes, Tyrant Guard options, etc. There's a lot of weapon upgrades for Tyranids scattered around the book. Even, if you want to count them for comedy reasons, Termagants stranglewebs and spikerifles.
   
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Hardened Veteran Guardsman





Catachan

3missiles (used to be 5 till recently)
2MM
2PC
2LC
4HB (2of them gun servitors)
1meltagun
1plasmagun
1flamer

who says BT dont have devastator marines?

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