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Made in us
Been Around the Block





Our group is jumping into Horus Heresy. Unfortunately, after years of playing Xenos armies, these are the first marines I have ever assembled. Two of us split the Special Weapons box and the Heavy Weapons box.
I can handle missile launchers and heavy bolters, but am clueless on most of the special weapons. How many do I actually need? Do any top the cost/benefit ratio? Any advice for a HH newbie would be appreciated.
PS planning on doing Imperial Fists just so I can paint yellow.
   
Made in gb
Preparing the Invasion of Terra






Special Weapons can only be taken in Tactical Support or Legion Veteran units.
For Tactical Support units all members of the squad must be equipped with the same weapon i.e. Flamers, Meltaguns.
Veterans can take one for every 5 models.
There will be other units such as Breachers or Legion-specific units that can take some Special Weapons as well.
Everything will have a use, you just need to decide how you want to play your army.
   
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A garden grove on Citadel Station

Are any of the Tactical Support units worth taking with that particular weapon?


My instincts say "plasma guns! they kill the crap out of marines!" but that might be 40k speaking rather than how that actually works in 30k.

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Made in gb
Preparing the Invasion of Terra






Flamers and Volkite Chargers are free but are the short range all rounder.
Meltaguns are vehicle killers.
Plasma gets rending on a 4+.
Volkite Calivers are a heavier and longer range version of the Charger. Volkite in general are fun weapons.
Rotor Cannons have pinning which is actually useful now due to changes in the morale system.
   
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Quick side note melta are strength 8 so will insta death any termies or non EW characters so are extremely viable against elites in the new edition
   
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It's really situational - Rotor Cannons are amazing in a Night Lord army. Flamers of any type are amazing in a Salamander army. You rally have to figure out what role you need filled. Plasma guns can kill power armor and wound terminators. Melts guns wreck vehicles and heavy armor at short range. Volkite have high strength so they can ping light vehicles or put a lot of wounds on a unit forcing saves. Rotor cannons have a lot of shots at a low strength and high AP but cause pinning checks if someone dies (Night Lords can modify the enemy leadership if close enough). Flamers are great if you get up close, they are templates so they can get a lot of hits (Salamander flamers are S5 and can wall of death for D6 instead of D3 per model).

So if you do not have reliable AT, you will want Melta. If you need anti terminators, then you need plasma. If you need a lot of high shots at high strength, you want a volkite.

[/sarcasm] 
   
Made in us
Been Around the Block





I built one 5 man unit of missile launchers and one 5 man unit of heavy bolters using the Heavy weapons box (my half) and the Age of Darkness box. I have 10 SM still on sprue, rest have bolters. I am planning on Imperial Fists just so I can paint yellow.
Thinking maybe a veteran squad or command retinue.
   
 
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