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![[Post New]](/s/i/i.gif) 2013/02/03 14:35:30
Subject: Plasma guns for space wolves - worth it 6th?
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Horrific Howling Banshee
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Hi guys, historically I have stayed well clear of plasma guns, favouring melta mainly so I don't kill off my own men.
I am new to 6th and still learning the rules. Can someone explain why plasma guns appear to be so popular now please?
Cheers
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13th of 300 Blood Bowl GT '08
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![[Post New]](/s/i/i.gif) 2013/02/03 14:48:27
Subject: Plasma guns for space wolves - worth it 6th?
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Sure Space Wolves Land Raider Pilot
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Low ap is rare and with that follows that 2+ armour is hard to deal with. Plasma guns gives you two shots rather than one or one shot at range.
Most often it doesnt matter if you are strength 8 or 7 as long as you penetrate armour
and gets hot isnt so dangerous on marines its like 5% chance of dying.
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![[Post New]](/s/i/i.gif) 2013/02/03 15:30:30
Subject: Re:Plasma guns for space wolves - worth it 6th?
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Sure Space Wolves Land Raider Pilot
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Rapid Fire guns can shoot 24" long range once, even if you move.
Overwatch allows 1 in 6 chance of hitting/killing of a terminator, marine, etc. Even turns into 1 in 3 chance if you use Wolf Standard, which allows 1's re-rolls even in Overwatch.
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![[Post New]](/s/i/i.gif) 2013/02/03 16:56:20
Subject: Plasma guns for space wolves - worth it 6th?
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Speedy Swiftclaw Biker
NJ
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Assuming wolf standard deployed.
A single plasma gun shot has a 0.13 chance to kill a tactical terminator on overwatch.
A single flamer hit has a 0.10 chance to kill a tactical terminator on overwatch.
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Two rapid fire plasma gun shots on overwatch have a 0.24 chance to score at least 1 kill vs a tactical terminator.
Two flamer hits on overwatch have a 0.18 chance to score at least 1 kill vs a tactical terminator.
Three flamer hits on overwatch have a 0.26 chance to score at least 1 kill vs a tactical terminator.
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So the conclusions I would draw from those numbers are:
On overwatch, with a Wolf Standard, the flamer goes toe to toe with the plasma gun. A tactical terminator is the absolute worst matchup for a flamer when compared to a plasma gun, and even then it's still almost equivalent. Add a storm shield to the terminator and suddenly the flamer is a clear winner. Further, reduce the armor or toughness of your opponent and the flamer begins to gain distance on the plasma gun.
Since the Wolf Standard allows you to re-roll 1s that means its very unlikely you'll roll a 1 for the number of flamer hits (0.89 chance to roll a two or a three with the wolf standard).
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Other benefits of the flamer over the plasma gun:
Assault weapons have better synergy with power armored models since you can assault after firing the flamer. You can either shoot the plasma gun OR launch an assault due to the rapid fire rule, so the flamer is more of a swiss army knife when it comes to tactical decision making.
The downside of the flamer is that it has no power vs vehicles, where as a plasma gun inside of 12" is roughly equivalent to a missile launcher. With that said, if you're going to be within 12" of a vehicle and actually shooting at said vehicle, then meltaguns are better for two reasons: 1) the meltagun will have better results than a rapid fire plasma gun most of the time and 2) the meltagun is an assault weapon, so you can choose to fire the meltagun AND assault the vehicle if necessary. I don't know about anyone else's experience in this edition, but personally I've found Krak Grenades to be my most deadly anti-tank weapon, which is why I generally don't fret when it comes to equipping a flamer over a plasma gun / meltagun.
The only scenario where I really see plasma being better than the flamer is in the 13"-24" band. But I think if your Grey Hunters are in that band range for more than a turn then something isn't going right.
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This message was edited 1 time. Last update was at 2013/02/03 16:59:29
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![[Post New]](/s/i/i.gif) 2013/02/03 22:52:06
Subject: Re:Plasma guns for space wolves - worth it 6th?
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Devestating Grey Knight Dreadknight
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Plasma guns are popular because of the buff to 2+ armor and the addition of hull points to vehicles. Str 7 can glance 13 and pen 12, and that covers most tanks that are commonly encountered (side armor at least). You get more shots and range, so it's a more versatile weapon.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/02/05 00:47:55
Subject: Re:Plasma guns for space wolves - worth it 6th?
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Dark Angels Librarian with Book of Secrets
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Wolf priests and rule priests let you reroll 1's in shooting.
This means you don't fry your own guy.
To give some numbers. Normally you have a 1/18 chance of dying from overheating with your SW.
With either perferred enemy or twin-linked weapons, your chances of overheating drop to 1/108. Ok, so its a little higher if you have the rune priest buff on you, but not by much.
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This message was edited 1 time. Last update was at 2013/02/05 00:50:05
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![[Post New]](/s/i/i.gif) 2013/02/05 00:50:18
Subject: Plasma guns for space wolves - worth it 6th?
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Dour Wolf Priest with Iron Wolf Amulet
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I avoided Plasma weapons on my Wolves for a long time as well, but the greater emphasis on shooting has made me reconsider them.
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![[Post New]](/s/i/i.gif) 2013/02/05 00:58:32
Subject: Re:Plasma guns for space wolves - worth it 6th?
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Sure Space Wolves Land Raider Pilot
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Considering the buy one get one free deal GH get, why not? Good luck dealing with terminators or a dreadknight without them... I run combudsman plasma on all of my SW terminators and on my GHs... I even load up long fangs with plasma cannons... As stated above, str 7 ap 2 is the way to go in 6th... Plus, having a guy die from gets hit will make your opponent feel better while all of the plasma death is raining down on him...
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