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The quad plasma squad.


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I am wondering if a quad plasma gun squad is worth using.

 

The 265 point standard 10 marine, fist champ, IoCG, 2x plasma gun and rhino squad is nice as we all know, but suffers a bit from being fairly static in return for the plasma use and so a pair of meltas or melta and flamer are often considered better.

 

So, for 295 points you get the same squad as havocs with 4 plasma guns. The question is if its worth it? You lose a scoring unit and pay more, but 4 plasma guns works exponentially better as a static firing group than 2 does. And 8 plasma shots in rapidfire is insane (10 if you throw a combi on the champ). Its also nice because it is one of those nasty little things we can do that loyalists can't.

 

Alternatively this squad can be done as chosen and have a 5th plasma gun if you don't mind losing the fist champ and infiltrate for a few more points a model. The cost of the infiltrate is about the same as a rhino, and an infiltrating squad may not need it so in that case the cost is about the same.

 

So, would anyone do this? Why or why not?

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Havocs are a terrible idea. For 225 points you get a 6 wound, 2+ save (+5 INv) squad that can fire three twin linked Plasma guns, but can also run Plasma Cannons, lasers, Meltas and flamers. When you consider flexibility, survivability and the fact that normal marines only get a 3+ save vs overheats, the choice becomes obvious.

 

Chosen on the other hand aren't such a bad idea. 5 Rapid firing plasma guns with 5 rapid firing bolters is enough to whittle down some of the toughest and best armored units. This is grade a Termi-cide. The downside is that if your diece hate you, the unit melts into a puddle of goo. I've seen it happen to Sternguard. 4 Gets Hot rolls in one shooting phase followed by four botched saves. When the shooter suffers more casualties than the target, you've got problems. With chosen I like Meltas and combi meltas. They can melt a tank, termies or troops with no risk of melting your own squad.

I think with that squad, I'd drop the Champion and Power Fist. The LD bonus is not as significant because you already have IoCG. That frees up a fairly significant amount of points.

Don't think you have to just use them in Rapid Fire. Thats where they'll do the most damage, but at 24" they're going to be put 4 S7 shots as good as 2 AutoCannons not to mention the AP2 will pierce alot of things.

The nice thing is knowing that if you can get the Rapid Fire off on a Hive Tyrant or something, you'll put 3.5 wounds on it, not counting bolter fire, thats alot.

 

However I wanted to comment that maybe you're thinking of things in the wrong order.

 

The 265 point standard 10 marine, fist champ, IoCG, 2x plasma gun and rhino squad is nice as we all know, but suffers a bit from being fairly static in return for the plasma use and so a pair of meltas or melta and flamer are often considered better.

Great squad, especially for holding an objective. While the Melta and Flamer weapons are better at taking an objective, the extra range of the Plasmaguns is superior for holding it.

So why not flip your idea around.

Take a 10 CSM 2 Plasmagun IoCG Rhino Troop squad for 225. These guys are to hold the objectives once you take them and provide fire support.

Take 10 Havocks, 2 Flamers, 2 Meltaguns, Champion, Power Fist, IoCG Rhino Squad for 265. This unit is not scoring and so you can be more aggressive with it (its essentially expendable). The mixed Special Weapon loadout will make short work of whatever is holding an objective, be in Orks in cover or other Marines. The Power Fister then can handle any big MCs that might try to counter assault. In essence this unit is the shield to protect the fire support scoring unit.

I think with that squad, I'd drop the Champion and Power Fist. The LD bonus is not as significant because you already have IoCG. That frees up a fairly significant amount of points.

Don't think you have to just use them in Rapid Fire. Thats where they'll do the most damage, but at 24" they're going to be put 4 S7 shots as good as 2 AutoCannons not to mention the AP2 will pierce alot of things.

The nice thing is knowing that if you can get the Rapid Fire off on a Hive Tyrant or something, you'll put 3.5 wounds on it, not counting bolter fire, thats alot.

 

However I wanted to comment that maybe you're thinking of things in the wrong order.

 

The 265 point standard 10 marine, fist champ, IoCG, 2x plasma gun and rhino squad is nice as we all know, but suffers a bit from being fairly static in return for the plasma use and so a pair of meltas or melta and flamer are often considered better.

Great squad, especially for holding an objective. While the Melta and Flamer weapons are better at taking an objective, the extra range of the Plasmaguns is superior for holding it.

So why not flip your idea around.

Take a 10 CSM 2 Plasmagun IoCG Rhino Troop squad for 225. These guys are to hold the objectives once you take them and provide fire support.

Take 10 Havocks, 2 Flamers, 2 Meltaguns, Champion, Power Fist, IoCG Rhino Squad for 265. This unit is not scoring and so you can be more aggressive with it (its essentially expendable). The mixed Special Weapon loadout will make short work of whatever is holding an objective, be in Orks in cover or other Marines. The Power Fister then can handle any big MCs that might try to counter assault. In essence this unit is the shield to protect the fire support scoring unit.

 

that just makes so much sense heh

 

tht's my new plan cheers :lol:

something like this would be fun i think.........................

 

 

Chaos Lord - 180 pts

wings,MoZ, deathscreamer,

Plasma pistol(optional but added it just because my lord has one atm)

 

CSM squad 1 - 255 pts

9 csm, champ, 2x plasmaguns,

power weapon, IoCG, rhino

 

CSM squad 2 - 255 pts

9 csm, champ, 2x plasmaguns,

power weapon, IoCG, rhino

 

10x lesser daemons - 130 pts

 

10x lesser daemons - 130 pts

 

(i think daemons are fun) :P

 

Havoc Squad - 250 pts

8 havocs, champ, 2x flamers,

2x meltaguns, powerfist,

IoCG, rhino

 

2x Obliterators - 150 pts

 

2x Obliterators - 150 pts

 

TOTAL - 1500 pts bang on!

first time poster!

 

I just wanted to chime in that I've used a five man Chosen squad with 5 plasma guns and the Icon of Nurgle often. They never survive the game, but they always make it worthwhile in points cost or hilarity. Let's see, some examples... I've used them to disfigure three vindicators in an apocalypse game, and they've been effective in whittling down a Black Templar CC line in a 2000 pt game before being run down by a hail of close range fire. The key is setting them inside good front-line cover, and giving them a single job they can accomplish early; anything after that is icing on the cake. I've even used them effectively against terminators (until the new storm shields).

 

Regards,

Wombat T. Mad

I do use such a squad against many opponents, for fun. Though for seriousness, I use it against Nids. That Flyrant will have to think twice before coming up to me, and so will the Fexes. I usually one shot the big bugs with no issues.

 

THE KEY TO USING THIS UNIT!!:

 

Roll each gunner's shot(s) individually. If you don't, you may roll five overheats, and kill all of them, when in reality two could have had double overheats and one had one, losing only potentially three. Make sure you do this.

i used a squad of 8 Chosen/4 Plasma Guns a long time ago.

Today i am using a squad of 7 with 3 Plasmas and one Champ for my Demon. They really scare every enemy i meet. If i had more points in this army List i'd use more Plasmas. Those Heavy-Plasma-Squads are quite funny!

Personally, in my Night Lords army I run a unit of 5 with 5 plasma. I used to run 6 w/3. But I find the 5 w/5 a lot better. They outflank and one shot something. Hopefully they're in cover. I've been experimenting and they fit into my army. As the rest of my army is quite high threat.

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