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![[Post New]](/s/i/i.gif) 2011/09/30 08:13:21
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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Sister Oh-So Repentia
South Africa
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I run a full infantry Jump Pack Blood Angels army, and I will probably never really ever have to face vehicles.
This ended up with me thinking about the difference between Metaguns and Infernus Pistols.
With Jump Infantry you have an effective damage dealing range of 18 Inches. You jump 12 and assault 6. All the ranged weapons used by jump infantry are 12 inches range maximum (The exception is the Plasmagun, but with it being rapid fire I can see this causing problems with assault) However, if you move your jump infantry and are further than 6 inches away for the assault, but less than 12, you are setting yourself up to be stomped. Yes you will get your ranged attacks off, but those will be negligible in the grand scheme of things and you can easily be charged next turn by the enemy.
Hence, the way I see it, if you are going for assault, which with jump infantry I assume you are, you ideally want weapons that are effective at 6 Inches. Now I remember reading in the thread about meltaguns that the main purpose of the Melta was not the 2-6d on penetration, but that it is a strength 8 AP 1 weapon. The 2-6d roll for penetration was seen as an added bonus.
Now a Metagun and an Infernus Pistol both have 6 inches of effective shooting at strength 8 AP 1. Both should instant death toughness 4 baddies and do a decent number on a walker. Thier difference though is that The Metagun would be better against the walker with its additional dive for penetration, but will have less attacks in assault. However, the Pistol will still allow an additional attack in assault. Another point to consider is the difference in cost, as Metaguns are 5 point cheaper.
So I ask, in regards to specifically attacking either walkers of infantry (mostly infantry) at 6inches before going into assault what is the communities opinion on this?
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Being a good bad guy is like being a photographer, you have to wait for the right moment. |
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![[Post New]](/s/i/i.gif) 2011/09/30 08:23:18
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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Wight Lord with the Sword of Kings
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Meltaguns, both are assault weapons, same strength and melta is cheaper.
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![[Post New]](/s/i/i.gif) 2011/09/30 11:42:48
Subject: Re:Inferus Pistol Vs Meltagun for Jump Infantry.
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Been Around the Block
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As you said, against Infantry the Infernus Pistol is clearly better. If you never ever face vehicles, go with the Infernus Pistol, if you can spare the 5 points.
But if you want a well-rounded all-jump pack DoA army, get the Meltaguns. There's vehicles everywhere.
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![[Post New]](/s/i/i.gif) 2011/09/30 12:11:41
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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Blood-Drenched Death Company Marine
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The only infp I take is on my Reclusiarch (as it looks cool) and sometimes I take one on my honourguard with power weapon. Otherwise its lightning claws and meltaguns for them!
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![[Post New]](/s/i/i.gif) 2011/09/30 12:23:26
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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Nasty Nob on Warbike with Klaw
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Take the meltaguns, save some points and do better vs any vehicles and MC's due to your better range now. The -1 attack you'll be getting on these guys shouldnt matter too terribly
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![[Post New]](/s/i/i.gif) 2011/09/30 12:56:57
Subject: Re:Inferus Pistol Vs Meltagun for Jump Infantry.
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Longtime Dakkanaut
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You are talking about 1 attack st4/5 attack so who cares.
Maybe with dante+guard take pistols.
Also some people do with razorbacks.
DC with pistols can be very useful.
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![[Post New]](/s/i/i.gif) 2011/09/30 14:45:23
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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Blood Angel Neophyte Undergoing Surgeries
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Meltagun. Period. Like others have said, losing a single attack for an extra 6" of range and an extra 3" of effective range is well worth it. Plus, you're saving 5 points.
There are many situations where you will want to shoot and not assault, or not be able to assault. When you deep strike, you can't assault, but you can shoot. Having that extra 3" of effective melta range is indispensable.
If you never face tanks, why are you taking so many melta weapons?
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![[Post New]](/s/i/i.gif) 2012/12/17 22:22:13
Subject: Re:Inferus Pistol Vs Meltagun for Jump Infantry.
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Fresh-Faced New User
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Infernus Pistol or Melta Gun,
Now Ive read everyones arguments, lets put this into context, you are using assault marines, you are going to be within assaulting range or elites/hordes and vehicals...
Melta Gun str 8, Ap 1 Special rules - Melta
Infernus Pistol str 8, Ap 1 Special rules - Melta, Pistol
What can pistols do? Rapid Fire. meaning you will get 2 shots from the infernus pistol so thats 2 str 8 AP 1 shots WITH the melta rule (str 8 + 2 D6 pen) per infernus pistol.
Yes there is a big down side to this, no assault that turn, however if your playing blood angels and you have 2 infernus pistols as well as bolt pistols all rapid firing, will there be anything left for you to assault? This is a good strategy if you want to drop pod into the game using a tele homer or DP locator cos you can land right behind a tank, and blow the hell out of it (even 14 armour isnt going to hold 4 melta hits).
After this you will probably be using you assault marines for their purpose - assault, HOWEVER im not entirely sure on this but once you blow up an enemy vehical, it stays on the table as terrain? So you blow it up from behind = terrain shield from enemy shooting next turn, THEN you can launch your 12" move, run (or not), assault on your next turn!
So for BA assault marines, infernus pistols are absolutely unbelievable if played well. You can eliminate a heavy threat with ease on the first turn and provide the squad with a terrain shield after they have shot, then assault next turn with full squad strength (power weapon on Sargent? )
The overall downside is that you cannot move, then rapid fire your IPs, then assault cos you cant assault after firing rapid fire, so on the move its just the one shot, however you still have the benefit of the +1 attack for having a pistol/CC wep.
So, looking at the bigger picture and being realistic. Infernus Pistols are better. It is a 5 point difference that is very much worth it if you play the squad well
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![[Post New]](/s/i/i.gif) 2012/12/17 22:33:16
Subject: Re:Inferus Pistol Vs Meltagun for Jump Infantry.
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Battleship Captain
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How on earth did you figure that?
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![[Post New]](/s/i/i.gif) 2012/12/17 22:39:36
Subject: Re:Inferus Pistol Vs Meltagun for Jump Infantry.
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Stone Bonkers Fabricator General
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althrash wrote:Infernus Pistol or Melta Gun,
Melta Gun str 8, Ap 1 Special rules - Melta
Infernus Pistol str 8, Ap 1 Special rules - Melta, Pistol
What can pistols do? Rapid Fire
So, looking at the bigger picture and being realistic. Infernus Pistols are better. It is a 5 point difference that is very much worth it if you play the squad well
First Pistols cannot rapid fire
Second Infernus Pistols have a 6" range, which means they only have a 3" melta range.
Thirdly you are not going to get within 6(3") of anything nasty in the game. You will get shot or assaulted long before that.
Fourth, if you did into melta range the resulting explosing is going to kill you.
Meltaguns are much much better.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/12/18 01:49:56
Subject: Inferus Pistol Vs Meltagun for Jump Infantry.
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[DCM]
Coastal Bliss in the Shadow of Sizewell
Suffolk, where the Aliens roam.
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Locked for Threadomancy.
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"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.
Two White Horses (Ipswich Town and Denver Broncos Supporter)
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