Deleted
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Post by Deleted on Jun 4, 2007 2:51:00 GMT -5
Hi again!
First, thanks for that fantastic response on my previous tread. It has been really interesting and helpful to read it, and I hope that I soon will be able to present my first suggestion for an army list. However, I have one question, probably one easy to answerer for you veterans. When a plasma gun overheat, do you take a wound or lose the model? More precise, will someone else pick up the gun and fire it the next turn, or is it lost for the game. Furthermore, say I rapid fire with my plasma. I roll 6 and then 1. Will the first shoot be fired before I get wounded? What if I roll 1 and then 6. Will the first shoot overheat, stopping me from firing the last shoot??
Furthermore, I am thinking of using 3 plasma guns and one medic with an bolter in my command squads. Could that be a good idea, preventing the first wound also in my shooting phase...
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Post by Goddess of Darkness on Jun 4, 2007 3:20:46 GMT -5
If the plasma gun over heats...it explodes, so unfortunately no-one else can pick it up.
I don't have my rule book handy and i don't use plasma much but....im pretty sure with rapid fire if you roll a 1 or a 2 than its goodnight. Not sure about the multi-wound models...someone else can grab that one...sorry
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Post by Warmaster Stabwhiskers on Jun 4, 2007 3:31:15 GMT -5
Dude, dont use plasmas too much...thats my advice, its the risk that really tenses you up during the game
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Post by majorjav on Jun 4, 2007 3:54:40 GMT -5
Hi mate, welcome again!!
When a plasma gun overheat, you lose the weapon and the guy....but the dice roll does not count. To roll a 1 and a 4 or vice versa, it will be the same, 1 hit and 1 armour save....
I do use 3 plasma and a medic in a command squad, I think it is a good choice. I also suggest to take carapace armour as a doctrine (better survivability for your men)
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Post by Turtleboy(AWOL) on Jun 4, 2007 4:17:53 GMT -5
I love plasma - (almost) can't get enough of it. with guard it's kill or be killed. if they reach you in melee you're day turns into a living nightmare most always, so who cares if you lose your plasmagunners if they take out some high point cost infantry with them on the way. they typically do it right before the whole unit dies anyway, so it's not really much of a loss for a squad with a plasma gun in it to lose the plasma guy to rapid firing 1 round before the squad is charged and wiped anyway. chances are the plasma gunner is gonna kill something which is a far sight better than any other single guardsman in melee (which is what you'd have if the plasmagunner was carrying something else and still alive) - a good trade if you ask me. does this make sense? it really boils down to the term kill or be killed. if that doesn't sum it up for you then the term 'fight with (intelligent) desparation' also applies to guard infantry combat tactics I like plasma because it can get the job done. that's what needs to happen. if a few guardsmen get burnt hands and have to retreat off the field to go see the medics who can bandage them up and let them heal and come back to the unit for the next fight then so be it - the enemy must die by the most expedient method possible. other armies have the luxury of having things in their infantry squads because 'they're nice' or 'they're characterful' - I'm not gonna bag on someone picking a weapon because it's fluffy - fluff is good, but with guard infantry more than any other army (and guard infantry is my specialization) you absolutely must make the leanest meanest fighting crew of scrappy-dog blood-hungry grunts you can manage if you want the infantry to pull its weight. for me this equates to alot of plasma (to the point where I have to take a few assorted other weapons just so I get to play with the other special weaps and have them represented somewhere in my army for realistic fluffiness. 1 meltagun, 1 flamer, a few grenade launchers, but mostly plasma guns. kill'em up good AND die trying. at least they die though. hope my opinionated self has stirred the mental pot a bit and got you thinkin
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Post by fatuous on Jun 4, 2007 5:42:59 GMT -5
Just a few points.
Roll your dice together, but if you have different guys with plasma, roll them seperately, or use different dice (i prefer rolling all together and use different coloured dice). The reason for this, is that u may get more than 1 over heat, and it helps to know if it is on the same guy or not. If both over heat u may loose em both, but if 1 over heats twice, u get ur plasma next turn too.
If ur guy over heats, but survives, as far as I know, the weapon is still functioning next turn. But I will check that. it may just explode, but seems more likely that u still get to use it.
As TB says, plasma is a great weapon, and ur guardsman won't survive that long anyway, so take the biggest meanest guns u can find. They are great guns and against marines for example, they really are needed.
I stick with my suggestion in your other post. From a starting point for learning the rules and collecting an army, the easiest and most cost effective way to start is get the inf box sets, and try out nade launchers.
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Post by Turtleboy(AWOL) on Jun 5, 2007 4:17:54 GMT -5
grenade launchers are solid weapons - I use them and plasma guns as my 'standard issue.'
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Post by twerd on Jul 21, 2007 22:58:24 GMT -5
hey ahsford the comand squad going to rock tough as a genral rule don't tool them up too muchyou will need pionts for all the other units.
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Post by Cadian 117 on Jul 22, 2007 19:04:56 GMT -5
I use a decent amount of plasma. Really good against marines and light vehicles,really depends on how you fight.
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Post by Woz on Jul 23, 2007 15:20:50 GMT -5
I don't like Plasma (nasty unstable hot stuff) unless it's mounted on a Demol' (no over heating).
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Deleted
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Post by Deleted on Jul 24, 2007 3:46:08 GMT -5
Like Cadian117 said plasma is mainly only usefull if you play an assualt type IG army.
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Post by majorjav on Jul 24, 2007 9:32:10 GMT -5
Plasma guns and pistols are a good investment...They can kill nearly everything including termies and light to medium vehicules...The drawback is its overheating capacity.... I think it worth it especially with drop troops and mechanised armies as you want to rapid fire. So you kill your ennemies or get killed....Loosing a guardsman due to overheating is worth when you manage to roast a terminator!!!
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Post by twerd on Jul 25, 2007 3:46:53 GMT -5
lol yeah especialy when you rock up with 10+ plasma guns agianst the deathwing
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Post by Mabus on Jul 27, 2007 7:09:00 GMT -5
Plasma guns are a must for any army. A plasma gun is one of the only weapons you know will kill marines and terminators for sure.
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Post by Cadian 117 on Jul 28, 2007 1:48:16 GMT -5
HEHE! I just played a game against nids today with my marines! Plasma killed a CARNIFEX!!! The armor piercing value saved my life! I had shot it with everything that could hurt it then i realised i had a stray Plasma Pistol and BOOM! hehe I luv plasma!
(P.S. Can we type like armour piercing values and weapon strength or not?)
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Post by Mabus on Jul 28, 2007 3:43:12 GMT -5
Nope, I don't think so.
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Post by Cadian 117 on Jul 28, 2007 23:34:26 GMT -5
ok thanks for clearing that up!
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Post by Deleted on Aug 21, 2007 6:06:02 GMT -5
bit jokes really innit! you'd think GW make enough moolah to let us talk points and AP values on a friggin message board!!!!!!!!!
hope im not attracting the attention of the inquisition with this heretical talk ;-)
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Post by Cadian 117 on Aug 21, 2007 12:10:31 GMT -5
Ok sorry to burst your bubble but first,You just performed necromancy(AKA you talked on a thread that hasnt been talked on for a month or two) Second kinda off topic. But yea I kinda agree kinda dont but its ok.
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Deleted
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Post by Deleted on Sept 4, 2007 10:39:10 GMT -5
Example of what you're sugguesting might happen:
Bob has a plasma gun. Bob shoots a space marine on rapid fire. Bob rolls a 1 and a 4 (all shots are assumed to be made at the same time). the 1 misses and causes an over-heat. The 4 hits the space marine. Roll a 2+ to wound and kill the space marine. Now, roll an armour save for bob. If he rolls a 5+, he, and the plasma gun are safe and live for another turn. If he fails, he, and the plasmagun are a smear on the battlefield.
Hope i helped.
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Post by Deleted on Oct 13, 2007 3:20:38 GMT -5
Plasma- Good for stand-back and shoot armies
Melta- The only weapon you need coupled with Alternate Organization- Drop Troops.
Flamer- Bahahahahahaaaaa! Conscripts only.
Grenade Launcher- Stand-back and shoot armies
Sniper Rifle- Anti-'Nids, about it.
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Post by Zealot on Nov 5, 2007 17:07:06 GMT -5
i have at least 120 men and in each squad the spec heapon is plasma gun and the sarge carries one.... in fact every one that can carries one. its ggod if ur surronded or about to die just take ur luck and fire 6 shotsso u have to rool 6 under then it is just ur arour save. i did that to abbadon once. abbodon dead now and the guy who shot his earnt a coersion and he's now a guy with duel Plasma pistols
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