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![[Post New]](/s/i/i.gif) 2014/06/04 04:03:26
Subject: Assault marines flamers vs plasma pistols
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Black Templar Servitor Dragging Masonry
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This has been discussed before, but I'd like to get opinions since 7th ed. just dropped.
I'm going to build a 'Raptors chapter' army list and run them with Raven Guard chapter tactics. I think giving the scout skill to most of your army is advantageous with all the objectives now. I'm pretty sure all units except the ones with various degrees of 'bulky' will have "outflank"...
So,what do you think is better in an assault squad? 2 Flamers or 2 plasma pistols?
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“Mildly dislike the witch” |
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![[Post New]](/s/i/i.gif) 2014/06/04 04:07:34
Subject: Re:Assault marines flamers vs plasma pistols
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Hellish Haemonculus
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For running them out of a drop pod or with jump packs? Pods get flamers, jump packs get pistols. (At least, that's my vote.)
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![[Post New]](/s/i/i.gif) 2014/06/04 04:09:06
Subject: Assault marines flamers vs plasma pistols
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Black Templar Servitor Dragging Masonry
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I'd be sticking them on jump pack assault marines. Why do you say plasma pistols are better?
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This message was edited 1 time. Last update was at 2014/06/04 04:14:31
“Mildly dislike the witch” |
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![[Post New]](/s/i/i.gif) 2014/06/04 13:32:58
Subject: Assault marines flamers vs plasma pistols
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Warplord Titan Princeps of Tzeentch
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Because you need to get REALLY close for flamers, and the optimal target is one you are going to do a fair number on in assault anyway-so why would you risk killing too many and pushing them off assault range?
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/06/04 13:34:48
Subject: Assault marines flamers vs plasma pistols
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Resolute Ultramarine Honor Guard
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Flamers in pods, neither or flamers on jump pack ones. Neither because one is extremely close range/you probably have already charged, or the pistols costing 15pts knocks them out of the running.
Spend the 30pts on the two pistols on making the Sergeant a Veteran with a Power Maul and a Melta Bomb, instead. Or something.
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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. |
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![[Post New]](/s/i/i.gif) 2014/06/04 13:48:47
Subject: Assault marines flamers vs plasma pistols
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The Marine Standing Behind Marneus Calgar
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As long as plasma pistols remain 15 points a pop I can’t in good conscience ever recommend them. I want to like them, they are iconic and cool, but massively overpriced.
I don’t see any changes in 7th that would alter my 2xflamers, all the time philosophy.
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![[Post New]](/s/i/i.gif) 2014/06/04 14:15:30
Subject: Assault marines flamers vs plasma pistols
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Sister Vastly Superior
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Nevelon wrote:As long as plasma pistols remain 15 points a pop I can’t in good conscience ever recommend them. I want to like them, they are iconic and cool, but massively overpriced.
I don’t see any changes in 7th that would alter my 2xflamers, all the time philosophy.
I agree with this. I like the plasma pistol, but at 15ppm, it's far too much. I can buy a different squad a plasma gun for that.
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I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. |
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![[Post New]](/s/i/i.gif) 2014/06/04 14:30:19
Subject: Assault marines flamers vs plasma pistols
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Black Templar Servitor Dragging Masonry
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Raven guard chapter tactics let you use jump packs in the movement and assault phase, so I don't think getting to use the flamers or killing too many enemy and not being able to charge will be a problem. I'm leaning toward flamers. I think the P.Pistols should be ten points due to reduced range.
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“Mildly dislike the witch” |
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