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Plasma Cannon replaced the Missile Launcher


minigun762

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It would seem that the Plasma Cannon has become the mainstay weapon, especially in the new SM codex.

It used to be the Missile Launcher, as it was the main yardstick of flexibility, but the Plasma Cannon trades -1S for +1 AP power and always has the blast marker, helping it against horde. So does the S8 and 12" extra range of the Missile Launcher keep it competitive?

I value the S8 of the Missile Launcher more than the Blast of the PlasCan, simply because it insta-kills T4 critters/characters, which is a LOT of the 40K universe. Plus blowing someone's head off with a tank-busting shell is a lot of fun if you think in pictures like I do ;)

 

The AP2 thing does have a lot going for it though.

 

Viperion

I'll still take a devastator squad with 4 Missile Launchers. They make an extremely flexible and effective fire support team. Plasma Cannons are also very useful but I have a good deal of plasmaguns in my tactical squads so what I really need are S8+ for instant kiis or lots of templates for horde control.
I never saw the point of imperial missile launchers. One S8 shot is no good against a vehicle as it has only about 10% (don't quote me on that... just quick maths in my head) of doing serious damage to a tank, maybe less. Not good enough. In fact, nowhere near good enough. If you have to go tankhunting, go lascannon. If you want to take out hordes, go plasma cannon (the cannon gets both high strength and low AP in one shot, whereas it's either or for the missile launcher). And S4 AP6 is little short of worthless against anything (admittedly, I play mainly eldar and AP4 is a bit of a luxury, especially when twin-linked, but the point remains the same). My tactical squad has the (in)famous lascannon/plasmagun combo because a lascannon gets vehicles and causes far more reliable instakils on things, and the plasma gun is just a nice backup (especially when combined with a combi-plasma on the sergeant). I never understood the good of missile launchers...
I like MLs because they're cheap and flexible. While they don't offer the best anti-tank (meltas rule that category), the Instant Death on T4 is really nice. It's especially good for making a SM player think twice about soaking shots with his HQs. A Captain in power armor still gets the invulnerable save against either weapon, but if he eats the krak shot, that's a dead character. Also, I don't try and pop heavy armor with MLs, I focus on transports and those annoying paper armor skimmers that won't get within plasma range, but can't avoid MLs. For heavy armor I use mobile multimeltas and power fists.

Hmm, I like about a 50/50 mix. One missile launcher? Not so good. 3-4 of them..... ouch. Though in many cases it does seem redundant until you consider ONE thing.

 

A missile launcher is free. A Plasma Cannon is not. But then the Plascannon is cheap so if you have the points to spare *shrugs*

I like MLs because they're cheap and flexible. While they don't offer the best anti-tank (meltas rule that category), the Instant Death on T4 is really nice. It's especially good for making a SM player think twice about soaking shots with his HQs. A Captain in power armor still gets the invulnerable save against either weapon, but if he eats the krak shot, that's a dead character. Also, I don't try and pop heavy armor with MLs, I focus on transports and those annoying paper armor skimmers that won't get within plasma range, but can't avoid MLs. For heavy armor I use mobile multimeltas and power fists.

 

Exactly!

 

Even though I play Blood Angels I really, really like ML Devastator Squads. There are enough ways to get meltaguns mobile in a SM army already. Bikes for example are great for that. Missile Launchers though? Not really. One of them in a tactical squad is completely useless, but four of them in a Devastator squad can really stop pretty much anything. They are guaranteed to stop hordes and destroy transport/skimmers and have a good chance of hurting armor. Moreover, they are great against ICs or squads with them. You can buy 4 MLs for almost the price of 2 Lascannons. They also have 48" range which means you can hit A LOT of things with them, and staying out of their range is really not an option if you place them well.

 

This thread reminds me I need the Tactical ML bits to make a 4th ML for my devastator squad. :unsure:

I like the missile launcher for the flexibility it offers;

 

- it has considerably greater range

- it can instant-death t4 stuff

- it is more then capable of popping light vehicles such as transports, skimmers

- it's free

- it doesn't overheat

 

The plasma cannon is great, but I'd rather put a plasma cannon on a dreadnought, so it can both move around and shoot, and not suffer from overheating. Devastators also make excellent plasma cannon platforms. It just doesn't fit the tacs so well because my tacs are usually on the move, thus they get little chance to use their heavy weapons.

Never did like the PlasCannon, it's sweet when it works but with scatter (now even with BS modified scatter) and Gets Hot it's always been a little too hit & miss for my tastes. The Missile Launcher is a good jack of all trades, master of none that certainly has its' place as it's reliable in what it does.

 

These days the Multimelta has grown on me. With 24" S8, AP1 it's a good anti-MC weapon and has that handy +1 on the Vehicle Damage chart & 2d6 Pen <12" that's made a big difference in my games with it. The fact that it's 5-10 pts cheaper than Plas/Las with a Tac Squad (free) or Sternguard & 10-20 pts cheaper than Plas/Las in a Dev Squad makes it worthwhile to consider as well.

I'm a huge fan of the missile launcher because of the two fire modes, and the fact that it's free. I like my tactical squads, but want them as ceap as possible so I can buy more flavorful stuff like bikers and tanks. Tactical squads with flamer/ML are the salted pork of the Marine lunchbox. Filling, and will keep you alive, but hardly a pleasure for the tastebuds.
The only time I really use Missile Launchers anymore is in the Four-Missile-Launcher Devastator Squad. My usual firebase includes a Sternguard Squad with 2x Plasma Cannons (gives me a much stronger chance of wounding those heavily-armored big Tyranid bugs and keeps our Chaos player honest about what he does with his Terminators). I generally like Plasma cannons as being more flexible than Missile Launchers: frag missiles that scatter into another unit have a fair chance of being utterly useless, while krak missiles are completely hit-or-miss. Plasma gets the best of both worlds: anything that blast scatters into is going to eat some casualties.
I generally like Plasma cannons as being more flexible than Missile Launchers: frag missiles that scatter into another unit have a fair chance of being utterly useless, while krak missiles are completely hit-or-miss. Plasma gets the best of both worlds: anything that blast scatters into is going to eat some casualties.

 

Exactly my thought. And frankly the chance of dying from an overheat is pretty small.

Missiles Launchers are free, but then again so are Multi-Meltas and Heavy Bolters and both of those weapons do their respective jobs better than a Missile Launcher does.

MLs are great against hordes like orcs and 'Nids. The frag tears through what armor the troops have and the krak is great against nobs (instant death) and carnifexes (3+ save, unupgraded). I like taking 4 of them in devastator squads as well.
Exactly my thought. And frankly the chance of dying from an overheat is pretty small.

Missiles Launchers are free, but then again so are Multi-Meltas and Heavy Bolters and both of those weapons do their respective jobs better than a Missile Launcher does.

 

The extra range is nice when you combat squad the ML to camp an objective. Generally my tacticals are moving constantly, so that's the only way I end up firing the ML. A MM or PC would just spend too many turns idle for my taste. However, it should be noted that a lot of my meta doesn't take TEQs, so I can get away with AP3 krak shots.

1ML ruins most targets with T4 FNP.

2PC ruins any FNP.

1ML has 48".

2PC has 36".

1ML anti vehicle rolls for BS, I prefer more then 33% chance to hit.

2PC has a suerior blast killdeath.

1ML are cheaper blast with superior anti vehicle.

2PC are spendier with harsh chances working against you with hope of more luck.

 

PC's run with the category of terminator hunter in my head. In contrast, I would rather buy two plasma guns instead and get close. At most you will get about 2 termies with their large bases and coherency added. You can get just as many or more with higher changes at 12-24" less. I like to have the majority of the sides of the dice in my hand to be hit possibilities rather then random scatters when making a game changing shot.

1ML ruins most targets with T4 FNP.

2PC ruins any FNP.

1ML has 48".

2PC has 36".

1ML anti vehicle rolls for BS, I prefer more then 33% chance to hit.

2PC has a suerior blast killdeath.

1ML are cheaper blast with superior anti vehicle.

2PC are spendier with harsh chances working against you with hope of more luck.

 

PC's run with the category of terminator hunter in my head. In contrast, I would rather buy two plasma guns instead and get close. At most you will get about 2 termies with their large bases and coherency added. You can get just as many or more with higher changes at 12-24" less. I like to have the majority of the sides of the dice in my hand to be hit possibilities rather then random scatters when making a game changing shot.

 

I'd like to see the Mathhammer on a PC's ability to break a vehicle, though. A Rhino, for example.

ML hits 66% of the time. Then applies damage of any type to the Rhino 50% of that time.

The PC is far more complicated. You place the template over the Rhino, and roll scatter. Direct hit 33% of the time, scatter 66%. But, that scatter is reduced by 4", making your max deviation 8". An 8" deviation always misses the Rhino. In fact, a scatter of 2-4" may push the center hole off the top of the Rhino, halving your S on the shot, and rendring it useless. The chances of rolling 2-4" as scatter are just UNDER 50% or so. So, about a 33% chance to hit the Rhino, give or take some for direction of scatter. Then the PC only damages the Rhino on a 4+, which is 50%. So the PC really only has a 16% chance to cause any damage to the Rhino. You simply have to roll too many dice for PCs to be reliable at breaking a vehicle.

I actually found a Multi-Melta lying about in a forgotten Slamanaders Squad box today and assembled it. It will be primed and painted this weekend. I decided to change my 4 Missile Launcher Devastator Squad into 3 Missile Launchers + 1 Multi-Melta. I haven't done the math but I believe this will be the ultimate mix..
I actually found a Multi-Melta lying about in a forgotten Slamanaders Squad box today and assembled it. It will be primed and painted this weekend. I decided to change my 4 Missile Launcher Devastator Squad into 3 Missile Launchers + 1 Multi-Melta. I haven't done the math but I believe this will be the ultimate mix..

Don't really see how, the multi-melta will never get used and you get one less missile per turn.

I actually found a Multi-Melta lying about in a forgotten Slamanaders Squad box today and assembled it. It will be primed and painted this weekend. I decided to change my 4 Missile Launcher Devastator Squad into 3 Missile Launchers + 1 Multi-Melta. I haven't done the math but I believe this will be the ultimate mix..

Don't really see how, the multi-melta will never get used and you get one less missile per turn.

 

It won't be useful in the 24-48" range, I agree, but 3 Missile Launchers should probably be enough for that range. The Multi Melta is only 15 pts and I'm putting it in there to give the squad some solid protection in case someone tries to drop a dreadnought next to them or tries to tankshock them. That's what I thought anyway.. Maybe it was a dumb choice I don't know. Should I stick the Multi-Melta guy in a tactical squad instead?

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