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Post by Deleted on Jul 22, 2007 21:16:30 GMT -5
This is a question of Equipment Choise. I'm into the I.G. suicide squad. I'm build a drop army and it's one or the biggest strenghts the list has. I want to know if you all think it's worth the points to put a Plasma Pistol on a J.O. or Vet Sarg leading a suicide squad? I think the Vet might be a Good choice for the upgrd, but is the J.O.? Are these purely a situational use or would it be good for an All Comers list?
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Post by Deleted on Jul 23, 2007 8:46:34 GMT -5
Personally i think plasma is best used as a support wepon or a heavy infantry killer. That being said there can be a few pros and cons of each option.
If it is in the infantry squad it will last longer, seeing as you can remove 9 gurdsmen before the plasma pistol, but sometimes you could waste either the heavy infantry stomping power of the pistol (wasting it on simple basic infantry) or on the other hand, you may waste the mass number of light infantry stomping lasgun shots.
On a J.O there is a better chance of it dieing quick, seeing as you only have about 4 gurdsmen to remove before he goes, although with this you can focus him on either a more heavy infnatry squad (seeing as you could also put 4 plasma GUNS into the mix making it a very insane and scary squad to deal with) or you could even focus him on a character.
Both ways have there pros and cons just think of what you do when you play now, what happens to your J.O. or srg's now when you play, if they die qucik and die alot then maybe it's a waste, if they are on the board a while and already doing a number on the enemy, the pistol is probably a good idea.
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Post by Deleted on Jul 24, 2007 6:42:27 GMT -5
Command squads usually die pretty easily so its good to get some punch out of them before they are KIA. In other words, max out on plasma and a medic.
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Post by majorjav on Jul 24, 2007 9:48:57 GMT -5
Plasma pistol on vet sergent and junior officers is a good option in my opinion. You must have a plasma in the squad to maximize the effect... The best option is to have a CS with medic, JO with both plasma pistols and 3 plasma guns. The other one is a vet squad with 3 plasma guns and plasma pistol or ST with plasma guns and pistol. If added to a carapace armour, you have a better survivibility....
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Post by twerd on Jul 25, 2007 1:28:46 GMT -5
Dont tool up Comand squads the basic infantry squad is where it at.
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Post by lordcastellenjon on Jul 25, 2007 3:49:21 GMT -5
actuley I found I get more chance of winning with a overley tooled up CS and trust me I made a very tooled up CS to lead my sniper platoon that reminds me I realy must get around to getting those dam ratlings wait no just going to have to stick with the dam speacal weap ones as I cant afford the doctrain point for the rat heads
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Post by Deleted on Jul 30, 2007 17:22:22 GMT -5
dont waste points on the vet. you can buy the pistol for the lt. without having to pay for upgrade points. if yer gonna drop, 4 plasma+pistol is scary. even when facing light infantry, you just put 9 shots of strength 7 into the rear of a tank . then i wouldn't mind if they got killed, or kill themselves. they already shot up the worth of their points, possibly more. + whatever you field, it's guard, so expect them to die. buying the plasmapistol just makes that your gonna take someone with you, and that's good, since you normally outnumber the enemy. if you go 1:1, it's a definite win
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Post by Turtleboy(AWOL) on Aug 9, 2007 14:12:50 GMT -5
drop infantry never seem to survive, so using suicide weapons with them plays to their inevitabilities - a good choice. that being said, you're paying a pretty steep price for 1 die which will be rolled once in a whole battle. on the officer, I'd say 'do it' because it's a straight wargear cost, but with the veteran sergeant I'd say 'skip it' since you have to pay to upgrade him to a veteran first and then pay for the plasma pistol - it's 160% of the cost of the officers handcannon which to me just seems inefficient (never a good thing).
I've tried out a veteran sergeant with plasma pistol and have always shelved the model because he's too expensive and I don't want him dying and dropping the squads leadership/extra attack from being a vet. with your scenario he's more tempting because you don't care about longevity, you're just going for drop and pop (I made that up!).
I'd go for the officers but not the sergeants, but you should definately playtest it and see what works best for you - if nothing else just roll a bunch of dice to simulate a decent drop and unloading into something - then decide if it's for you or not to use plasma in your squads.
kinda sounds fun in your case though!
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Post by Deleted on Oct 5, 2007 16:52:17 GMT -5
just trow a medic in there and plazma problems are over.
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Post by Turtleboy(AWOL) on Oct 5, 2007 18:15:28 GMT -5
another reason to give it to the officers but not the line squads is cuz command squads can take a ton of special weapons to kill a tank. line squads get 1 special and then the handcannon on the sergeant. this is not enough dice to roll to justify dropping a squad to kill a tank (in the case of a line squad). the only thing worth dropping your troops to take on face to face is armored targets. they are juicy enough that 1 die can do the trick and kill a vehicle making back enough points to justify sacrificing the squad. command squads can have a ton of meltas and adding the plasma pistol in is just icing on the cake. they can also drop into tighter spots due to size.
I'd consider stormtrooper squads, remnant squads, special weapon squads, and command squads for drop troop duty.
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Post by knight (M.I.A) on Oct 6, 2007 4:22:44 GMT -5
SWS can't take Plasmas and Remnants can't have a vet sarge
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Post by Turtleboy(AWOL) on Oct 6, 2007 14:27:29 GMT -5
there we go then! knight strikes again!
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Post by knight (M.I.A) on Oct 6, 2007 14:37:21 GMT -5
"Episode V: The Knight Strikes Back" Long, long time ago on a message board far away. There has been another rules discussion about plasma weapons in the tactics threat and it was turning to the evil modissar Turtleboy's favour. But the the mighty Knight started an assault and denied all of the Turtleboys hopes...
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