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![[Post New]](/s/i/i.gif) 2013/09/29 21:21:06
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Wicked Canoptek Wraith
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I tend to field an army with a lot of av13 and 14 vehicles, so I'm always worried about melta. However, I tend not to run into too much of it. I know it varies from place to place, but I was curious how much melta people tend to bring.
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This message was edited 2 times. Last update was at 2013/09/29 23:21:36
The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
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![[Post New]](/s/i/i.gif) 2013/09/29 21:31:36
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Their should be a 0 or none option, As dark eldar AV 14 has very little difference to me between lances and haywire.
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![[Post New]](/s/i/i.gif) 2013/09/29 21:34:39
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Hellish Haemonculus
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Depends on the points value of the game.
I run a minimum of two per tactical squad, and my default HQ is almost always mounted in a Landraider Crusader with a fifth mounted on that. That brings me in to the 1100 point range, and it only gets worse from there. Points permitting, I usually drop a sternguard squad with 8 more (combi-meltas) in, with the possibility of attack bike squadrons (always with multi-meltas) dual MM landspeeders, and a dreadnought with a multimelta. At games of 1500+ points, I usually have ten or more. (That's what I voted.) I know it isn't exactly what you asked, but since it's still relevant, I also take melta BOMBS on all my tac sergeants. (Not technically the melta rule, but still relevant to the question, I think.)
That being said, I'm a Salamanders player, so my armies get front-loaded with as many meltas and flamer weapons as I can take.  So my answer probably isn't typical.
As a side note, I also run AV 14 tanks, and can count on one hand the number of times I've lost one to the enemy in this edition. (Hell, I can count on a single finger the number of times that loss was due to melta weaponry.) I just don't see it that often. Certainly not within melta range of my tank. (Melta requires a short range commitment, and the tank is full of hammernators, which is a plunge most melta units aren't willing to take, I find.)
EDIT: Oh, yeah, none should be an option. Didn't even notice that.
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This message was edited 1 time. Last update was at 2013/09/29 21:35:17
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![[Post New]](/s/i/i.gif) 2013/09/29 21:46:44
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Sneaky Striking Scorpion
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I agree, none should be an option.
I tend to run meltas on my tac squads because of their versitility - equally good vs termies as land raiders. That said, I never take MM on tac squads, as a lascannon in this situation is usually much better, although that is personal preference. I also take meltabombs on all my squads, including dev squads, seeing as they are now more effective Vs MCs. I assume meltabombs are not counted in your melta weapon count.
I also tend to run a full 10 man squad of fire dragons in a 'serpent from time to time, but that is very rarely.
All in all, I prefer meltaguns over plasma guns, for added versitility and I take them on 1 in 2 tac squads
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...I reject your reality and substitute it with my own...
-----------------------------------------------------------------------
ThePrimordial wrote:
Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.
-----------------------------------------------------------------------
DS:90+S++G+++M++B+I+++Pw40k07#++D++A++/cWD341R+++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2013/09/29 21:47:30
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Blood Angel Terminator with Lightning Claws
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I'm planning on playing Salamanders, and all the 2k lists I've made have at least 12 Meltas if not more.
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GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" |
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![[Post New]](/s/i/i.gif) 2013/09/29 21:51:44
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Sister Vastly Superior
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Depends on the army ofcourse.
My orks have zero because they don't have any beyond a crappt psyker. My Sisters on the otherhand make it into double digits on a regular basis.
I also feel that only worrying about melta weapons being a threat to your AV tanks is a good way to get them killed.
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Double Fine Adventure, Wasteland 2, Nekro, Shadowrun Returns, Tropes vs. Women in Video Games, Planetary Annihilation, Project Eternity, Distance, Dreamfall Chapters, Torment: Tides of Numenera, Consortium, Divinity: Original Sin, Smart Guys, Raging Heroes - The Toughest Girls of the Galaxy, Armikrog, Massive Chalice, Satellite Reign, Cthulhu Wars, Warmachine: Tactics, Game Loading: Rise Of The Indies, Indie Statik, Awesomenauts: Starstorm, Cosmic Star Heroine, THE LONG DARK, The Mandate, Stasis, Hand of Fate, Upcycled Machined Dice, Legend of Grimrock: The Series, Unsung Story: Tale of the Guardians, Cyberpunk Soundtracks, Darkest Dungeon, Starcrawlers
I have a KickStarter problem. |
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![[Post New]](/s/i/i.gif) 2013/09/29 21:54:57
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Yellin' Yoof on a Scooter
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At 1750 I take nine with my salamanders drop pod army.
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6000pts Hive Fleet Levi
3600pts Speed Freeks
6000pts 3rd Coy
2500pts 12st Valhallan Super Heavy Sqn
3000pts Salamanders 1st Coy
2000pts Lizardmen
400pts Brittian |
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![[Post New]](/s/i/i.gif) 2013/09/29 22:00:34
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Regular Dakkanaut
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I recently played a triple landraider DA list against an Ultramarine player and he podded down no less than 20 combi/meltas in my face on the first turn. We were playing Big Guns and needless to say I lost the game
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This message was edited 1 time. Last update was at 2013/09/29 22:00:51
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![[Post New]](/s/i/i.gif) 2013/09/29 22:14:30
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Lord of the Fleet
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My 1500 Chaos list has 2 Raptors with Meltaguns, 3x Obliterators who can have either TL Meltaguns or single Multi-Meltas, 2x Chaos Marines with Meltaguns who accompany Abaddon, and a couple thrown in the allied Guard Squads. So far I've had no trouble cracking heavy armour with that number.
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![[Post New]](/s/i/i.gif) 2013/09/29 22:45:30
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Powerful Phoenix Lord
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I bring 0-1: The Avatar of Khaine. Most of my AT is massed Bright Lances.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/09/29 22:48:14
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Big Mek in Kustom Dragster with Soopa-Gun
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Well, as an Ork player...none since the only Melta in my entire codex is a weirdboy power lol (granted thats easily the most powerful melta in the game....36" auto hit S10 AP2) so naturally i never use it since i never use weirdboyz except in a joke where i want more WAAAAGH!'s for my dakkajets lol
As Tau, usually 3-6...depending on how many riptides i have. I always have a unit of crisis suits with 2 dual plasmas and 1 dual fusions...that unit has won me so many games it isnt funny..but sometimes i run 2 of those instead of duo riptides (and i always have fusions on the riptides unless im being different and running a Heavy Burst Cannon instead of Ion Accelerator on them). Tau really have no other answer to heavy armor since the Railside got nerfed out of its job and Hammerheads are a joke for the cost (really should be twinlinked for that cost on a single shot) so im forced to bring them. Rather not since i rarely get a chance to paste T4 models with it (riptide does that first lol) and they shoot less than plasma, but Tau plasma cant pen armor for squad.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/09/29 23:12:11
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Jovial Plaguebearer of Nurgle
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Nids, and im just finally painting up my first hive guard. I've been using my mc's for tank busting since i have very little armor in my locals. So 0 =)
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![[Post New]](/s/i/i.gif) 2013/09/29 23:34:49
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Drakhun
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I always bring at least 2 PM squads with meltas, you never can be too careful. Otherwise I load them up on bike squads.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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![[Post New]](/s/i/i.gif) 2013/09/29 23:55:34
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
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I have ridiculously terrible luck with plasmas gets hot, so ive been sticking with meltas for the time being.
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17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2013/09/30 00:07:35
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Human Auxiliary to the Empire
Michigan, United States
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Well, considering the Tau codex has all of one weapon option that has melta (fusion blaster), it can only go on so many things. Gets equipped on Riptides some of the time, and there's usually a few crisis suits wandering around with fusion blasters.
But it competes with our railgun (S10 AP1) for the anti-AV14 role, so there tends to be more meltas when there are no hammerheads cruising about, less when there are. A no tank list for me might have as many as 14 melta weapons (twin-linked on two riptides, two squads of 3 crisis suits, each with dual fusions)
When I run two hammerheads, that's usually reduced to around 6-8 (twin-linked on two riptides, a squad with 2 dual fusions, or a full squad of 3 dual fusions)
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1250 pts Tau
"Shoot them again!"
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![[Post New]](/s/i/i.gif) 2013/09/30 02:26:33
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Plummeting Black Templar Thunderhawk Pilot
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Playing sisters i tend to use 2 per squad of sisters, 2 per dominion squad of 5, 4 if I run as groups of 10. so around 10+ a game,
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2013/09/30 02:58:15
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Sybarite Swinging an Agonizer
Charleston, SC
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My Dark Eldar take a couple of heat lances, but they will shoot at anything really. Armor value above twelve is a non-issue all around.
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![[Post New]](/s/i/i.gif) 2013/09/30 08:16:58
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Unrelenting Rubric Terminator of Tzeentch
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conker249 wrote:Playing sisters i tend to use 2 per squad of sisters, 2 per dominion squad of 5, 4 if I run as groups of 10. so around 10+ a game,
Madcat87 wrote:Depends on the army ofcourse.
My orks have zero because they don't have any beyond a crappt psyker. My Sisters on the otherhand make it into double digits on a regular basis.
I also feel that only worrying about melta weapons being a threat to your AV tanks is a good way to get them killed.
Lolz. Sisters.
 But for real, I miss my sisters.
As for a serious answer to the question, my most recent 1850 SM list includes:
6 melta
1 multi melta
4 combi melta
4 melta bomb
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2013/09/30 11:59:03
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Chalice-Wielding Sanguinary High Priest
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Can't really answer the poll without a points value. But my Blood Angels and Space Wolves will typically bring two at 1000 points, and I'll throw in lascannons closer towards the 2000 mark.
My other armies have different answers to the armour problem (haywire grenades, Wraithlord and D-cannons for Eldar - Princes for Daemons and CSM).
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/09/30 12:00:35
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Executing Exarch
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I bring 10 plus. Cos Eldar fire dragons...
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/09/30 15:49:40
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Dakka Veteran
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Generally none as deamons don't have any nor do nids my de don't need it (though they bring 13 or so lance/blasters) other wise it 2 on some raptors and 2 more if I use hellbrutes.
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![[Post New]](/s/i/i.gif) 2013/09/30 18:29:15
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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The Marine Standing Behind Marneus Calgar
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A MM/M tac squad is a staple in any 1,250+ point list
I run one c-melta with my sternguard.
I will frequently include a MM speeder.
One or two meltabombs are included in most lists.
So in an average 1,500 list, I'll have around 4-6.
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![[Post New]](/s/i/i.gif) 2013/09/30 18:38:02
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Brigadier General
The new Sick Man of Europe
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Who'd ever not bring a meltagun in their army?
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DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
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![[Post New]](/s/i/i.gif) 2013/09/30 18:38:36
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Locked in the Tower of Amareo
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If I had lots of grav, I'd consider it.
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![[Post New]](/s/i/i.gif) 2013/09/30 19:08:15
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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My Grey Knights use Psycannons, no melta.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2013/09/30 19:27:30
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Brigadier General
The new Sick Man of Europe
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GK [mainly] don't get melta.
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DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
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![[Post New]](/s/i/i.gif) 2013/09/30 20:17:58
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Hellish Haemonculus
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16 or so in a 2000 point list.
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![[Post New]](/s/i/i.gif) 2013/10/01 10:48:40
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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Sneaky Striking Scorpion
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Nevelon wrote:A MM/M tac squad is a staple in any 1,250+ point list
I run one c-melta with my sternguard.
I will frequently include a MM speeder.
One or two meltabombs are included in most lists.
So in an average 1,500 list, I'll have around 4-6.
I assume that you mean MM or M, not both. My local store has nobody who runs MM's on Tacs
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...I reject your reality and substitute it with my own...
-----------------------------------------------------------------------
ThePrimordial wrote:
Tervigon comes out of nowhere. Proceeds to beat the Emperor to a bloody pulp somehow.
That's actually what happened, Horus is secretly a Tervigon.
The inquisition doesn't want you to know.
-----------------------------------------------------------------------
DS:90+S++G+++M++B+I+++Pw40k07#++D++A++/cWD341R+++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2013/10/01 10:56:22
Subject: Re:How many weapons with the Melta Special Rule do you bring in your Army?
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Swift Swooping Hawk
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Armies that don't need meltaguns...
As Eldar I don't take any, Fire Dragons aren't really needed and I rarely take an Avatar.
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![[Post New]](/s/i/i.gif) 2013/10/01 12:08:04
Subject: How many weapons with the Melta Special Rule do you bring in your Army?
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The Marine Standing Behind Marneus Calgar
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Timmy149 wrote: Nevelon wrote:A MM/M tac squad is a staple in any 1,250+ point list
I run one c-melta with my sternguard.
I will frequently include a MM speeder.
One or two meltabombs are included in most lists.
So in an average 1,500 list, I'll have around 4-6.
I assume that you mean MM or M, not both. My local store has nobody who runs MM's on Tacs
Nope, I mean what I said. Multi-melta and a meltagun, sarge with a BP/chainsword, mostly in a rhino, although last game they rode down in a drop pod.
5th squad, 3rd company, Ultramarines. These guys:
Along with a ML/F tac squad they have been the backbone of my army for a long time now. With the new codex I might be re-evaluateing them, but they have served me well. Sometimes you need forward deployed melta, and the tacs are heading there anyway. Sure, you are snap firing the turn you pile out of the rhino, but the new chapter tactics help mitigate that. And the turn after that, you fire at full. Or if you go second, and someone drop pods next to you, you can lean out the top hatch and vaporize someone.
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