Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2017/02/07 23:15:45
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Whiteshield Conscript Trooper
|
Not sure which special weapon I should take with my Death Korps Infantry blobs. Grenade Launchers have range and superior strength but at the risk of the bad BS of the guardsmen. On the other hand, flamers have no range (basically) but negate BS.
Any ideas which one I should choose?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 01:06:27
Subject: Re:Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Douglas Bader
|
Melta or plasma. Flamers and grenade launchers both suck.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 01:06:49
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Veteran Knight Baron in a Crusader
|
I generally put Grenade Launchers on mine, it's fluffy and I like the range for when things approach my Aegis Defense Line.
But that said the Flamers would be more effective if my opponents want to charge my ADL.
So it depends on what you think you'll see.
|
3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 02:42:36
Subject: Re:Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Whiteshield Conscript Trooper
|
Even with the mediocre BS of guardsmen?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 02:56:05
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Reverent Tech-Adept
|
It really depends on what you already have and what you want your blob to do. If there goal is to absorb melee, then flamers might be a good way to go. If the goal is to generally kill stuff, plasma and melta are pretty good for that, especially if you expect your blob to take on vehicles.
Just my .02, and I'm not what you call an expert by any means.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 04:40:59
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Whiteshield Conscript Trooper
|
deltaKshatriya wrote:It really depends on what you already have and what you want your blob to do. If there goal is to absorb melee, then flamers might be a good way to go. If the goal is to generally kill stuff, plasma and melta are pretty good for that, especially if you expect your blob to take on vehicles.
Just my .02, and I'm not what you call an expert by any means.
Surely you'd use other things to handle vehicles? Like tanks and heavy weapon teams?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/08 08:12:42
Subject: Re:Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Douglas Bader
|
Yes. BS 3 applies equally to all weapons (except flamers), so it isn't a factor. Melta and plasma have a chance of doing something, grenade launchers are barely better than the lasgun they replace. And flamers get to shoot so rarely that they're arguably worse than the lasguns they replace.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/09 11:17:23
Subject: Re:Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Dakka Veteran
|
I tend to use flamers on my normal guardsmen since it gives them a little bonus when they are charged. The flamer is also nice against open-topped vehicles.
That being said. I rarely use the regular guardsmen but tend to go for small squads of Grenadiers (mix of melta/plasma) or Engineers (heavy flamer +melta being my favorite).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/09 17:17:48
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Hardened Veteran Guardsman
New York
|
IMO grenade launchers are best on most blobs. Flamers are only worth it close (duh) and other options are too expensive if you are outfitting a lot of squads. 3-4 Grenade launchers in a squad let your blob threaten MC and light vehicles.
|
He's been ferried through hell on a ship that's ten thousand years old to some godforsaken, war-torn rock; He is one of ten million men snatched from his home to fight a war he barely understands; He wages war against devouring hiveminds, ravenous demons and hordes of hyper-advanced aliens with strange technologies and sorceries he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold lightyears from home.
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no millennia-old genetic engineering, no prophetic leader, no miracles of faith. He has his lasgun, his orders, and those beside him. He is the Imperial Guard.
And he will hold the line.
Ferox 1st Calvary Regiment 2500pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/10 09:42:57
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Douglas Bader
|
Dalek Sec wrote:3-4 Grenade launchers in a squad let your blob threaten MC and light vehicles.
No they don't. Four BS 3 grenade launchers against a T6/3+ MC is 0.3333 wounds per turn. Four BS 3 grenade launchers against AV 10 is 1 HP per turn, less if they have cover/jink (as light vehicles often do). A blob with grenade launchers scares nothing. You might as well keep the lasguns if you aren't going to bother to give your squads real weapons.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/10 16:06:25
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
|
Peregrine wrote: Dalek Sec wrote:3-4 Grenade launchers in a squad let your blob threaten MC and light vehicles.
No they don't. Four BS 3 grenade launchers against a T6/3+ MC is 0.3333 wounds per turn. Four BS 3 grenade launchers against AV 10 is 1 HP per turn, less if they have cover/jink (as light vehicles often do). A blob with grenade launchers scares nothing. You might as well keep the lasguns if you aren't going to bother to give your squads real weapons.
Thats 1 more HP then you would have had anyways if you were equipped with flamers, and you will do a likely number of wounds as a flamer if you are firing small blasts from 24 inches away. If that squad had nothing better to fire at anyways you now have done something that would not have happened with flamers
As for the OP, are you using the DKoK rules or regular guard rules? Obviously if you are using DKoK rules they can only use flamers or grenade launchers, and I have had a lot more positive experience with grenade launchers. 75% of the time when I use flamers they go unused because of range and the fact that my guardsman are dying in droves. grenade launchers give them a little more punch in both the range and power department. With the GL you can threaten light vehicles if you had nothing better to shoot at and even have a better chance to wound higher T models that are running around these days
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/10 16:50:18
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Auspicious Daemonic Herald
|
You'd be better off saving points by not buying grenade launchers and useing those points towards mure useful options like artillery
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/10 17:27:49
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
|
CrownAxe wrote:You'd be better off saving points by not buying grenade launchers and useing those points towards mure useful options like artillery
On that note I have had a great deal of success (esp running the Emperors Shield) with running 10 man naked Guardsman Squads armed only with a melta bomb on the Sgt. It gives lots of targets that can still potentially wreck vehicles or hurt MCs for a very small price
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/10 17:40:39
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Towering Hierophant Bio-Titan
|
I'd agree with crownaxe.
It's pointless throwing all these points into a unit as upgrades when they have minimal effect anyway.
Take meltabombs on the Sgt as a precaution.
Throw the saved points into armour and artillery instead.
You will have far more effect from this.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/11 09:57:30
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Douglas Bader
|
Why are we comparing everything to flamers? The correct comparison is with the good weapons, melta and plasma. And the good weapons deal vastly more damage for a moderate increase in price, especially considered as a percentage of the whole unit's cost. A 60-point infantry squad with a melta gun is far scarier than a 55-point infantry squad with a grenade launcher.
and you will do a likely number of wounds as a flamer if you are firing small blasts from 24 inches away.
Only if your opponent sucks at the game and bunches up their models into perfect template formation instead of using the full 2" coherency distance. Against spaced-out models a 3" blast will only ever hit a single model with a direct hit, and two models with the right scatter. Frag grenades are almost always worse than keeping the lasgun, and you have to pay points to get them!
Obviously if you are using DKoK rules they can only use flamers or grenade launchers
Uh, no. Both the IA12 assault brigade and IA:Vraks siege army have the ability to take flame/grenade launcher/melta/plasma just like codex IG infantry squads.
|
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/11 10:11:37
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Whiteshield Conscript Trooper
|
generalchaos34 wrote: Peregrine wrote: Dalek Sec wrote:3-4 Grenade launchers in a squad let your blob threaten MC and light vehicles.
No they don't. Four BS 3 grenade launchers against a T6/3+ MC is 0.3333 wounds per turn. Four BS 3 grenade launchers against AV 10 is 1 HP per turn, less if they have cover/jink (as light vehicles often do). A blob with grenade launchers scares nothing. You might as well keep the lasguns if you aren't going to bother to give your squads real weapons.
Thats 1 more HP then you would have had anyways if you were equipped with flamers, and you will do a likely number of wounds as a flamer if you are firing small blasts from 24 inches away. If that squad had nothing better to fire at anyways you now have done something that would not have happened with flamers
As for the OP, are you using the DKoK rules or regular guard rules? Obviously if you are using DKoK rules they can only use flamers or grenade launchers, and I have had a lot more positive experience with grenade launchers. 75% of the time when I use flamers they go unused because of range and the fact that my guardsman are dying in droves. grenade launchers give them a little more punch in both the range and power department. With the GL you can threaten light vehicles if you had nothing better to shoot at and even have a better chance to wound higher T models that are running around these days
I'm using DKoK rules from IA:12 and IA:5 2nd Ed. Automatically Appended Next Post: Peregrine wrote:
Why are we comparing everything to flamers? The correct comparison is with the good weapons, melta and plasma. And the good weapons deal vastly more damage for a moderate increase in price, especially considered as a percentage of the whole unit's cost. A 60-point infantry squad with a melta gun is far scarier than a 55-point infantry squad with a grenade launcher.
and you will do a likely number of wounds as a flamer if you are firing small blasts from 24 inches away.
Only if your opponent sucks at the game and bunches up their models into perfect template formation instead of using the full 2" coherency distance. Against spaced-out models a 3" blast will only ever hit a single model with a direct hit, and two models with the right scatter. Frag grenades are almost always worse than keeping the lasgun, and you have to pay points to get them!
Obviously if you are using DKoK rules they can only use flamers or grenade launchers
Uh, no. Both the IA12 assault brigade and IA:Vraks siege army have the ability to take flame/grenade launcher/melta/plasma just like codex IG infantry squads.
You say melta or plasma is the best but which one? Plasma is good because of range but costs a bit and you can lose a guy because of shooting it. Also, their AP ability isn't the best. Melta is great for insta-deathing T4 things and for anti-vehicle capabilities but their range isn't too good. Any ideas?
|
This message was edited 1 time. Last update was at 2017/02/11 10:18:06
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/11 11:00:24
Subject: Death Korps of Krieg: Grenade Launcher or Flamer?
|
 |
Dakka Veteran
|
It's a big question for unending host lists also.
|
|
 |
 |
|