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		<title><![CDATA[Latest posts for the thread "Space Marine Plasmaguns and Plasma Pistols"]]></title>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ I have been working on Sternguard conversions.  I have some of the Mk. I and II Space Marine vets and many of them have plasma pistols.  I also had a couple of combi-plasma and extra plasmaguns.   Is anyone using these weapons?  Plasmaguns seem ridiculous to take compared to meltaguns or flamers considering they cost more and "get hot". Is there ever a reasonable case to take a 15pt plasma pistol?  <br /> <br /> The only cases that can be made for them is against 2+ saves and light vehicle squadrons maybe, I would probably still rather have a meltagun since it won't fry me.<br /> <br /> I am inclined to leave the plasma weapons on my models because my guess is that when the next edition comes out the plasma pendulum will swing back again since no one is going to take them for the next few years.<br /> <br /> Just looking to see if anyone has found a use for these.]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 12:02:12]]> GMT</pubDate>
				<author><![CDATA[ ptlangley]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ I consistently fry at least one of my own marines every time I fire one of those things in a game.  So I'm just going to take flamers in my assault squads now, because my sergeants power fist can take care of most things.<br /> <br /> Plasmaguns and such are far less deadly to the user in 5th than was the case in 4th. At least now you only fry yourself on a 1, and not on a 1 or 2, when rapid-firing a plasmagun.<br /> <br /> I don't think there will be much, if any, of a pendulum swing that makes these better in the next edition.]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 16:18:17]]> GMT</pubDate>
				<author><![CDATA[ GrimTeef]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ It depends on the army I'm playing, my <span class="glossaryitem" onmouseover='gp(10);'>BA</span> I don't use them as I tend to use minimal upgrades to get as many marines on the table as possible, for my guard army I love to use plasma guns, because they need to make as many shots ignore armor as possible even with the off chance that they might fry themselves]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 16:21:26]]> GMT</pubDate>
				<author><![CDATA[ Commisar00]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ Plasmaguns are better than meltaguns because they can fire at twice the range or twice the rate.  They don't bust tanks as well but they are twice as good at killing terminators and similar high value targets.  Five points isn't really that much to spend for one over the other.]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 17:06:53]]> GMT</pubDate>
				<author><![CDATA[ ShumaGorath]]></author>
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				<title>Re:Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ I love plasma guns but i only make 1 in 6 saves when they over heat <br /> but i make 7 out of 10 wound saves one guy thought my dice where loaded untell i rolled the same die for his to wound save and my plasma save. <br />                                                                                                                                                                         <img src="/s/i/a/952e23cd79da52378121f005b5465fb7.gif" border="0">                          <img src="/s/i/a/e71aa962fff659e9080a67a88b63e356.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 18:35:17]]> GMT</pubDate>
				<author><![CDATA[ sonofruss]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[   Plasma guns are good against terminators and <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>.  They're anti-heavy infantry weapons.  Flamers are good against light infantry, and meltaguns are good against tanks.]]></description>
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				<pubDate><![CDATA[Wed, 12 Nov 2008 19:03:28]]> GMT</pubDate>
				<author><![CDATA[ Pariah Press]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ <blockquote><div><cite>ShumaGorath wrote:</cite>Plasmaguns are better than meltaguns because they can fire at twice the range or twice the rate.  They don't bust tanks as well but they are twice as good at killing terminators and similar high value targets.  Five points isn't really that much to spend for one over the other.</div></blockquote><br /> <br /> The effective maximum range of a meltagun is 18" since you can move and fire.<br /> <br /> If I knew I was going against a Deathwing or Ravenwing (any bike army) I guess I would consider it.<br /> <br /> It seems like plasmaguns have enough built in disadvantages (rapid-fire instead of assault, "gets hot") that the price should be more in line with the meltagun (or vice versa) and the plasma pistol should not be the same price as the plasma gun.]]></description>
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				<pubDate><![CDATA[Thu, 13 Nov 2008 00:46:34]]> GMT</pubDate>
				<author><![CDATA[ ptlangley]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ Melta guns are better options, unless you're doing something mean like getting 4 plasma guns with the intent of frying large amounts of marines/terminators in one shooting phase with rapid fire.<br /> <br /> The chance to fry yourself, the inability to charge with a plasmagun and the range restriction/cost of a plasma pistol puts them in a less useful category than a melta gun in my opinion. When plasma pistols were 10 points I think they were reasonable, but now that they cost another marine I don't think they are cost effective. <br /> <br /> And it sucks when all you have is plasma around and you need 8+<span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for a vehicle.]]></description>
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				<pubDate><![CDATA[Thu, 13 Nov 2008 04:29:59]]> GMT</pubDate>
				<author><![CDATA[ Defiler]]></author>
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				<title>Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ Keep in mind it can't fire 24" and move, but by that same token you can't move your meltagun and fire your squads bolters at 24" or your heavy weapons.  Being a rapid fire gun isn't a downside when its compared to a gun with half its possible fire rate and static range.  I would rather have a plasmagun in a gunline and a meltagun in an assault squad.  They have different uses.]]></description>
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				<pubDate><![CDATA[Thu, 13 Nov 2008 04:42:36]]> GMT</pubDate>
				<author><![CDATA[ ShumaGorath]]></author>
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				<title>Re:Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ I can't see myself using Plasma Guns much at all in my marine army. There's a few reasons:<br /> <br /> - Every special weapon slot gets filled with a Meltagun, since they're really the only good way to kill tanks now.<br /> <br /> - The new casualty removal rules mean plasma wounds get doubled up and wasted sometimes.<br /> <br /> - The new casualty removal rules, cover rules and Ork dominance make high weight of fire more important than a few high <span class="glossaryitem" onmouseover='gp(123);'>STR</span>, low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> shots.<br /> <br /> - They cost more than a Meltagun.]]></description>
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				<pubDate><![CDATA[Thu, 13 Nov 2008 05:00:12]]> GMT</pubDate>
				<author><![CDATA[ Neil]]></author>
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				<title>Re:Space Marine Plasmaguns and Plasma Pistols</title>
				<description><![CDATA[ Magnetize the weapons and hands so you can just swap them out and you will never worry about this again.]]></description>
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				<pubDate><![CDATA[Thu, 13 Nov 2008 17:17:05]]> GMT</pubDate>
				<author><![CDATA[ ChaosDave]]></author>
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