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And by "mobile" I mean tac squads that dont want to engage the enemy in a close ranged assault, but just move and seek to capture objectives.

When you think about it, a single S4 AP5 shot that hits on a 3+ is worse than three S5 AP4 shots that hit on a 6+. All other heavy weapons are useless for mobile tac squads - the lascannon, multi-melta, plasma cannon and missile launcher perform worse on the move than the heavy bolter, and the heavy bolter outperforms a bolter at greater than 12" even on the move. Plus it can be fired out of Rhino fire points. So do we have a good use for HBs after all?

This message was edited 1 time. Last update was at 2014/01/27 20:33:55


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I agree with you, but there are a few points to consider.

Is it worth the points over running a non-heavy squad? Could the points spent on the HB be spent better elsewhere?

What are you going to do once you get where you are going? Sure, the HB fires well from the hip as you march across the table, but sometimes when you get to that forward objective, it would be nice to have that multimelta deployed midfield.

   
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Yeah, I guess looked at it that way, sure. Why not take the plasma gun?
   
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It is looking like a good choice for Imperial Fist. I am planing to build a pair of Tactical Squads with Combi-Plamsa, Plasma-Gun and Heavy Bolter just for Flanking [not out-flanking] in Rhinos.

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So this actually isn't true. A snap fired heavy bolter does 25% of the damage or would regularly do, same as lascannons and missile launchers shooting krak. If you plan to run a squad up dont use a heavy weapon. Or combat squad them keep the heavy back and run the special weapon.
   
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Five marines to man a single heavy weapon is quite poor, imo.
   
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Yah id say just dont run a heavy weapon. I prefer a melta gun, or like others said, a plasma gun.

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I run CSM and my troops run very similar in loadout options to SM to my knowledge. I run 10-man squads with a rhino and I like to equip either a PG and HB or MG and HB depending on what I'm fighting. The three shots are nice to have even when snap-shooting. The HB really depends on who you're fighting aswell, I really don't think it holds up well to fighting other SM or GK, for those I'd take another PG. I have been known from time to time to take the autocannon instead, only has 2 shots but it's strength 7 instead of 5. Great for light vehicles or MC. I would say that the Hb is something you either have work for you or not depending on your play style. For me I've gotten great mileage out of them.

On a sidenote I used to hate Plasma guns until I found a playstyle that works for me using them, having said that I still hold my breath every time I fire one.

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I can think of a few reasons not to.

1) You're bloating the cost of an already largely naff unit when its mechanised, that already kills light infantry best.
2) As you should never just take a random pick and mix selection with no true thought amongst your Tacticals, you'll be taking multiples of them. 10 points isn't much, but 30-40 can definitely be spent better elsewhere.
3) Its just all round mediocre. There's no real advantage to taking one, no true great gain at all. Meltaguns and plasma guns expand the range of targets you can throw last ditch specialixed firepower at and more consistently enhance the squad.
4) The special weapon is a far superior choice and there's little point in taking the full squad size. Combat squads are a joke, easy to kill in today's meta and naff in terms of killing power, and full Tactical squads are just bigger Taudar bait, crap at fighting them on their frontlines even against their infantry outside of double tap, which they will guarantee you will never reach.

This largely down to the fact that mechanised Tacticals are garbage, period, but If I had to play Space Marine Mech again I'd take 6-7 man special weapon/combi weapon squads.

This message was edited 3 times. Last update was at 2014/01/27 23:24:30


 
   
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 Mr.Omega wrote:
I can think of a few reasons not to.

1) You're bloating the cost of an already largely naff unit when its mechanised, that already kills light infantry best.
2) As you should never just take a random pick and mix selection with no true thought amongst your Tacticals, you'll be taking multiples of them. 10 points isn't much, but 30-40 can definitely be spent better elsewhere.
3) Its just all round mediocre. There's no real advantage to taking one, no true great gain at all.
4) The special weapon is a far superior choice and there's little point in taking the full squad size. Combat squads are a joke, easy to kill in today's meta and naff in terms of killing power, and full Tactical squads are just bigger Taudar bait, crap at fighting them on their frontlines even against their infantry outside of double tap, which they will guarantee you will never reach.


So what would be you're answer? Dual PG? Or just naked tactical squads to save the points for non-scoring but more killy units? I don't have any eldar or Tau in my games as both those players have switched to playing BA and GK respectively (both of which I don't take HB's against).

As objective holders I tend to get my CSM squad on or near objective then just shoot from there, the extra HB rang gives me extra target options too on a squad that may not have anything else to shoot at that round (not often is this true but it has happened enough for me to consider it here).
As a rule I try to kit my troops out to handle other infantry because I've got other units that take out the bigger stuff much more reliably (and at no threat to the safety of my SU). The HB seems like a good tool to take out infantry (flamers are great but in my tactics I'm seldom close enough to use them with my troop squads).

Keep in mind I mean this in no way to argue but rather to learn. My experiences may differ greatly from yours as I have never played a tournament and only do casual games with friends so I don't have the jaded personality towards making an ideal build like some people seem to have (again that's not an insult just an observation on how some people build their armies)

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Heavy Bolters do best in-mass most of the time or vs horde armies.
I have also been using them with my Scout Squads and they have proven to be useful.

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Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.

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 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.

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 Brother Sergeant Bob wrote:
Yah id say just dont run a heavy weapon. I prefer a melta gun, or like others said, a plasma gun.


My bad. I was, of course, referring to Crusader squads if BT chapter tactic players are thinking of running 5 man ranged bolter squads. Plasmagun + Heavy Bolter for example in a Rhino, have both shoot out, instead of using the traditional mindset of not taking HBs because you plan on moving your squad.

Also, what's with this 2 special weapon comments? Must be from CSM players because C:SM players dont have access to those.

This message was edited 2 times. Last update was at 2014/01/28 00:48:45


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 Inevitable_Faith wrote:
 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.


It's because if you move, you're not effectively using the heavy weapon that you paid extra points for. Sure, it's snap firing, so if you move you still get to shoot. If you move two turns in a row, you'll hit with one of those six shots that you spent extra points on. The alternative is to stay in place to actually effectively utilize that weapon, so you're slowed. It will never ever be so cut and dry as "run up to where you need to be, then shoot." Some turns you'll really need those 3 shots to actually hit something, and that might mean leaving yourself exposed. And even if it was that easy, every game, the point is that those extra points are being spent on a weapon with a specific purpose, and the tactic that you've suggested is not the most efficient purpose for that weapon. You can't count on it to effectively do anything if you've moved, and you're planning on moving it. If you play Imperial Fists, it helps a little, but it's still meh compared to being stationary

   
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 Awesomesauce wrote:
 Inevitable_Faith wrote:
 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.


It's because if you move, you're not effectively using the heavy weapon that you paid extra points for. Sure, it's snap firing, so if you move you still get to shoot. If you move two turns in a row, you'll hit with one of those six shots that you spent extra points on. The alternative is to stay in place to actually effectively utilize that weapon, so you're slowed. It will never ever be so cut and dry as "run up to where you need to be, then shoot." Some turns you'll really need those 3 shots to actually hit something, and that might mean leaving yourself exposed. And even if it was that easy, every game, the point is that those extra points are being spent on a weapon with a specific purpose, and the tactic that you've suggested is not the most efficient purpose for that weapon. You can't count on it to effectively do anything if you've moved, and you're planning on moving it. If you play Imperial Fists, it helps a little, but it's still meh compared to being stationary


You made your point very well I must say. So some alternatives then would be, a flamer which is half the cost but you may only use once or twice a fight as well unless you tailor your positioning for it or a PG which is more points but it'll hit those single targets harder. Of course there is melta available too if you want some decent anti-armour, albeit at a pretty short range. I can now see your point however and it does make sense. I still would throw in that depending on what your opponent fields YMMV, such as fighting GK vs fighting Tyranid gant swarms. In a catch-all army I could see dropping the HB in lieu of other options. TBH I wouldn't mind some cheap storm bolters for my basis CSM troops. As it stands I have still had good fortune with my HB but I may try swapping them out and trying new things to see where that takes me. It's a shame because IMO the HB is one of the cooler looking models on the field and I don't think I would use up a HS slot to field 4 of them when I have other great options in my dex for stronger anti-infantry.

Thank you for the clarification though.


Automatically Appended Next Post:
 Sir Arun wrote:
 Brother Sergeant Bob wrote:
Yah id say just dont run a heavy weapon. I prefer a melta gun, or like others said, a plasma gun.


My bad. I was, of course, referring to Crusader squads if BT chapter tactic players are thinking of running 5 man ranged bolter squads. Plasmagun + Heavy Bolter for example in a Rhino, have both shoot out, instead of using the traditional mindset of not taking HBs because you plan on moving your squad.

Also, what's with this 2 special weapon comments? Must be from CSM players because C:SM players dont have access to those.


Yeah CSM squads can take PGx2 MGx2 Flamerx2

This message was edited 1 time. Last update was at 2014/01/28 02:07:39


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 Inevitable_Faith wrote:
 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.


Hey calm your hoarsies down there buddy, i dont claim to be the master of tac, I am just sharing a quick opinion on the topic.

But all and all, i feel for my play style that heavy weapons slow down my squad, now if you run tacs only as place holders for capturing objectives as you say, well sure they work for you and im all for that. Thats not my style though, if i take a heavy weapon i combat squad my tacs so that the heavy half doesnt move and can accurately fire. If i have a squad to run up and hold center ground well i like it to move and fire with full BS, so special weapons work better for me. The enemy is trying to kill my tacs too so if i can move them into better positions and not lose power then thats what i like. We are talking about SM here not orks, you cant get away with low BS cause you cant bring buckets o dice.

Not saying its the only way to run them, just tossing my two cents in.

Your right weapons are tools, but they also need to be properly used to pull the most bang for your buck out of them. You dont swing wildly with a hammer to hit one nail do you? Well unless your a mek or pain dok
If you need the right tool for the right job, why not take a ML? frag for horde/ Krak for light vehicles and MC. Your defense of the HB is most valient but this is dakka and we have heard it all before and the mathhammer crew has ran the numbers as to what options are statistically better, yeah they will ruin your dreams but its hard to argue with them sometimes.

*You are right though, the HB is awesome looking, and im not trying to be a not everyone is out to eat you on the forums so calm your role when someone has a simple opinion.

This message was edited 2 times. Last update was at 2014/01/28 05:53:44


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Someone mentioned talking Multi Melta to move them 18" aboard a Rhino to a midfield objective and then project a 12" 2D6 Armor Pen zone. If you take a 10 man squad and give the sarge a combi-flamer and a Tac marine a Plasmagun, I think you'd have the ideal take on all comers vanilla SM objective grabber.

MM to pop incoming vehicles, PG to aid in light vehicle and MC duty and at double-tap range also be dangerous to MEQ/TEQ, bolters for GEQ and combi-flamer in case youre about to get assaulted.

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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
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 Sir Arun wrote:
Someone mentioned talking Multi Melta to move them 18" aboard a Rhino to a midfield objective and then project a 12" 2D6 Armor Pen zone. If you take a 10 man squad and give the sarge a combi-flamer and a Tac marine a Plasmagun, I think you'd have the ideal take on all comers vanilla SM objective grabber.

MM to pop incoming vehicles, PG to aid in light vehicle and MC duty and at double-tap range also be dangerous to MEQ/TEQ, bolters for GEQ and combi-flamer in case youre about to get assaulted.


Not too bad, if your running BT you could do a five man crusader squad with a PG and a MM so they can fit into a razorback. This would allow you to take another 5+ man squad either set up the same or geared to fight more on the move.
Just a thought since i saw you use BT.

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Problem is Razorbacks are infinitely worse these days compared to previously.

Previously (read: old SM codex and 5th edition) they were cheaper, didnt have hull points, got a 4+ cover save when firing smoke launchers etc. making them pretty survivable.


Now all of that is gone; they are costlier, and their disadvantage of not having fire points still remains, so you'd have to have that 5 man squad disembark to fire its weapons, and disembarktion robs you of an additional turn's BS advantage of having been stationary - something you wont lose if your guys are aboard a Rhino and it doesnt move during the movement phase once it has reached its destination.

Of course, they still have to disembark to claim the objective, but they can choose to remain inside until the rhino is blown up just to ward off any small arms fire until then.

This message was edited 1 time. Last update was at 2014/01/28 19:46:53


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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
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GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
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If they were Assault 3 or Salvo 2/4 or something they'd be OK but as Heavy weapons they're fairly useless compared to your other options.

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 Solosam47 wrote:
 Inevitable_Faith wrote:
 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.


Hey calm your hoarsies down there buddy, i dont claim to be the master of tac, I am just sharing a quick opinion on the topic.

But all and all, i feel for my play style that heavy weapons slow down my squad, now if you run tacs only as place holders for capturing objectives as you say, well sure they work for you and im all for that. Thats not my style though, if i take a heavy weapon i combat squad my tacs so that the heavy half doesnt move and can accurately fire. If i have a squad to run up and hold center ground well i like it to move and fire with full BS, so special weapons work better for me. The enemy is trying to kill my tacs too so if i can move them into better positions and not lose power then thats what i like. We are talking about SM here not orks, you cant get away with low BS cause you cant bring buckets o dice.

Not saying its the only way to run them, just tossing my two cents in.

Your right weapons are tools, but they also need to be properly used to pull the most bang for your buck out of them. You dont swing wildly with a hammer to hit one nail do you? Well unless your a mek or pain dok
If you need the right tool for the right job, why not take a ML? frag for horde/ Krak for light vehicles and MC. Your defense of the HB is most valient but this is dakka and we have heard it all before and the mathhammer crew has ran the numbers as to what options are statistically better, yeah they will ruin your dreams but its hard to argue with them sometimes.

*You are right though, the HB is awesome looking, and im not trying to be a not everyone is out to eat you on the forums so calm your role when someone has a simple opinion.


I'm very sorry my post here was taken as overly defensive or made as a personal attack in any way. I assure you that was not my intent. Of course that's always a problem with text is that the tone a writer wishes to convey is not always how a reader may take it. My questions and statements were meant to be genuine and sincere and again I apologize.

That aside I believe it was the user Awesomesauce who also has said what you said in your post above. You both made very strong points and as my other post above said I will be trying out your ideas aswell in my future games. Always a good time to experiment and try new things. And as a clarification: yes my squads do tend to find a good spot and hole up there around an objective for most of a game i think that may be why my mileage with the HB has been generally favourable.

Once again i'm sorry for any inferred hostility in my earlier post, it was not my intent.

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 NuggzTheNinja wrote:
If they were Assault 3 or Salvo 2/4 or something they'd be OK but as Heavy weapons they're fairly useless compared to your other options.


Not entirely true. If I take a Lascannon I'm wasting my squad's Bolters since they cant fire at anything else while the heavy weapon guy fires at the tank. If I want my Bolters to be firing at infantry, the HB ideally compliments them. Of course, it would be perfect if the weapon only costed 5 points.

This message was edited 1 time. Last update was at 2014/01/28 23:07:06


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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
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No. The heavy bolter is one of the worst weapon options in 40k, particularly in a dex that allows for multiple special weapons (which are far more mobile).

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North idaho/ Washington

 Inevitable_Faith wrote:
 Solosam47 wrote:
 Inevitable_Faith wrote:
 Solosam47 wrote:
Hmm well id say no aswell, heavy weapons just slow down tac squads. Stick with two special weapons.


Could you please explain how a heavy weapon slows down a tac squad? You get 6" movement with or without a heavy weapon, you can run with or without a heavy weapon. You can use dedicated transports with or without a heavy weapon. Sure to fire it at anything but BS 1 you have to stay still but really that depends on how you use your squads. I don't rely on my squads to be my primary source of offense in my army, they are objective holders plain and simple. They target enemy infantry and bring down the enemy SU, any tool that helps them do that is a bonus to me, given flamer range and how the rest of the options are Plasma guns and melta both great for vehicle or MC or tougher units. But against horde armies HB are a great tool. The thing I try to keep in mind is that the weapon options are tools. Like anything else in real life and otherwise it's important to have the right tool for the job. I don't claim the HB is the best tool for every job but it has it's place and uses depending on your opponent and your personal tactics.

Sorry I got off topic a bit but I would genuinely like to know why you think a HB will slow down a squad.


Hey calm your hoarsies down there buddy, i dont claim to be the master of tac, I am just sharing a quick opinion on the topic.

But all and all, i feel for my play style that heavy weapons slow down my squad, now if you run tacs only as place holders for capturing objectives as you say, well sure they work for you and im all for that. Thats not my style though, if i take a heavy weapon i combat squad my tacs so that the heavy half doesnt move and can accurately fire. If i have a squad to run up and hold center ground well i like it to move and fire with full BS, so special weapons work better for me. The enemy is trying to kill my tacs too so if i can move them into better positions and not lose power then thats what i like. We are talking about SM here not orks, you cant get away with low BS cause you cant bring buckets o dice.

Not saying its the only way to run them, just tossing my two cents in.

Your right weapons are tools, but they also need to be properly used to pull the most bang for your buck out of them. You dont swing wildly with a hammer to hit one nail do you? Well unless your a mek or pain dok
If you need the right tool for the right job, why not take a ML? frag for horde/ Krak for light vehicles and MC. Your defense of the HB is most valient but this is dakka and we have heard it all before and the mathhammer crew has ran the numbers as to what options are statistically better, yeah they will ruin your dreams but its hard to argue with them sometimes.

*You are right though, the HB is awesome looking, and im not trying to be a not everyone is out to eat you on the forums so calm your role when someone has a simple opinion.


I'm very sorry my post here was taken as overly defensive or made as a personal attack in any way. I assure you that was not my intent. Of course that's always a problem with text is that the tone a writer wishes to convey is not always how a reader may take it. My questions and statements were meant to be genuine and sincere and again I apologize.

That aside I believe it was the user Awesomesauce who also has said what you said in your post above. You both made very strong points and as my other post above said I will be trying out your ideas aswell in my future games. Always a good time to experiment and try new things. And as a clarification: yes my squads do tend to find a good spot and hole up there around an objective for most of a game i think that may be why my mileage with the HB has been generally favourable.

Once again i'm sorry for any inferred hostility in my earlier post, it was not my intent.


Hey no worries, your right though, it is sometimes hard to tell a persons intent. Sorry for taking it as an attack. Cheers to you all the same

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Oslo Norway

 Sir Arun wrote:
Someone mentioned talking Multi Melta to move them 18" aboard a Rhino to a midfield objective and then project a 12" 2D6 Armor Pen zone. If you take a 10 man squad and give the sarge a combi-flamer and a Tac marine a Plasmagun, I think you'd have the ideal take on all comers vanilla SM objective grabber.

MM to pop incoming vehicles, PG to aid in light vehicle and MC duty and at double-tap range also be dangerous to MEQ/TEQ, bolters for GEQ and combi-flamer in case youre about to get assaulted.


That is a very poor load-out. You are just taking tactical marines greatest weakness even further: they do nothing well.

Better similar load-outs would be: 5 marines, melta, c-melta, rhino or 5 marines, plasma, c-plasma, rhino or 5 marines, flamer, c-flamer, rhino. They are all at least remotely threatening against something and they are much cheaper, allowing you to spend more on the better units in the codex.

   
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Eye of Terror

I like plasma gun, combi-plasma and attach a tech marine with another combi-plasma,.. Hits hard coming down in a drop pod.

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It's kool to see so much plasma coming out nowadays as scary as it is to fire them. Flamers I think are much more viable than they used to be aswell.

I think the best return I've ever had on my HB investment was with my AS army. But I think that may have something to do with how easy their dex makes it to take mass HB. I believe one member posted above that HB are best taken en masse to increase effectiveness and I do believe that may be true. Having said that is there really anything that doesn't get more awesome to play if you have an obscene amount of it?

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Australia

Few thoughts

If your tacticals are less threatening then less experienced players will ignore them. The first job of the tactical is to survive, combat power is secondary.

Heavy bolters are reasobable (for infantry) at skimmers / light fliers / horde

Heavy bolters keep you focused on small arms targets

Also regarding razors, hiding most of the squad benind the vehicle with a body or 2 then heavy weapon is a pain in the backside for your opponent. Shoot at an empty light vehicle, probably in cover, or at the 2-3 infantry he can see? Meanwhile you have two heavy weapon platforms hitting back till he does deal with you. It's forcing the opponent to react to your deployment.

They do look great

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Ditch the heavies, put the points on a combi to match your special. Its as close as you can get to actually getting two specials as C:SM tacs.
   
 
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