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Plasma Pistols: Do you use them?


Wolf Lord Karulfr

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The topic really poses the question I want to ask but I'll elaborate...

 

A lot of our units and characters have the option to take plasma pistols. Do you use them, and if so, where?

 

I don't think they're worth it in Blood Claws (due to their BS of 3) but I'm not sure about Grey Hunters or on characters. Certainly in lower point games, they're a bit pricey (being the same pts as an additional grey hunter).

 

Does the introduction of the new 'Nids change your opinion on the importance of plasma pistols (or plasma in general)?

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Wolf Priests always get given a Plasma Pistol for me, just the extra punch added is nice if I want to knock out a light transport before killing it's contents.

 

Grey Hunters get equipped with them as well so the pack can deal with those pesky terminators/mc's heading towards a pack that otherwise relies on strength 4 firepower.

 

Blood Claws for the same reason (but I only take Blood Claws at 2500+)

 

Ever since we got the new 'dex I was tooling things up with the plasma pistol, mainly because GH's get to keep their bolters now so I can choose.

 

I've not played the new nid's yet but they can expect to see some plasma pistols when they face off against me, just like every other army can.

well normaly i don't even take any plasma(i once had all my palsmas blowing up and i'm a suspecious player! indeed, once a dice rolls a 1 i put that one away:p ) but the new nid dex is having me consider it, on some packs. but i'll never take plasma on an IC . it would suck to lose a wound like that

c-wrex, I think that was a bit blunt.

 

I only take them on troops and Scouts, for obvious reasons, but both my Grey Hunters roll with a Chanfist/Storm Bolter Termie Wolf Guard. Mainly for the firepower, but the chainfist is good against AV 14.

 

On your original answers, only take them with disposable units or models with BS 5+. On that note, if you're going to take Plasma on Blood Claws, I'd suggest doing what Mikal said, only taking them at 2500+ (maybe only 2000+) for the points cost.

No, wouldn't dream of it. Reason being the character that can be equipped with one is usually carrying a PF and the last thing I want is my only way to kill a dreadnought in CC to blow himself up.

 

And I wouldn't put them on IC because they will be in combat too often for it to get much use.

I am a firm believer in Plasma pistols. They will win games for you if you use them right. Some big bug in the way. Zap and he takes a wound. A transport full of guys and you can;t get to them. Zap and you're about to kick some butt in melee.

 

I also put them on models with power Weapons and power fists. Alot of people scream don't do it, but it has paid off for me in games going all the way back to 3rd edition.

 

Basicly you put a couple of things on a couple of models and you have alot of combat power even aftyer your down to 3 or 4 models.

So there is a 17% chance the Plasma pistol over heats. If it does, there is a 66% chance you will shrug it off. And only a 1 in 3 he will die it the plasma rolls a 1 in 6. So the odds are in your favor. That said I have lost power firsts to shooting them. But there is times you need to shoot them.

 

I have no problems gambling if it will put a would on a Carnifex or pop a skimmer. But I will not waste a plasma shot on a Tua troop choice. No point in risking the Power Weapon/Fist.

I have one on my WG that i attach to my scouts ,he has a pFist as well . I also run another in the scout squad , plus a melta .

when that squad pops up OBEL it always kills something . I don't expect my scouts to last more than a turn or 2 any way so I go for as big a hit as I can get with them . I usually bag a vehicle with them every game and do a bunch of damage b4 they get shot to bits . opponents hate that scout squad .

 

I was running them on my GH squads but have dropped them for the most part .

 

pretty much use them on scouts only now , but they do well for me in that unit .

I have one on my WG that i attach to my scouts ,he has a pFist as well . I also run another in the scout squad , plus a melta .

when that squad pops up OBEL it always kills something . I don't expect my scouts to last more than a turn or 2 any way so I go for as big a hit as I can get with them . I usually bag a vehicle with them every game and do a bunch of damage b4 they get shot to bits . opponents hate that scout squad .

 

I was running them on my GH squads but have dropped them for the most part .

 

pretty much use them on scouts only now , but they do well for me in that unit .

 

What do you think, would combi melta on that WG be more effective than PP, if scout squad has 2xPP and a Melta? That means 2x Melta shot and 2x PP VS. Melta and 3x PP. Later option would work long as those scouts are alive, but that may not be very long anyway.

I went for 5 plasma pistols in my drop podding wolf guard

plus a mix of storm bolters, bolt pistols and frost blades.

 

Makes a good high impact entry with 5 S7 shots,

Plus is equiped for most counter attacks.

plus the pod has a death storm.

 

seems to work so far.

 

Jim

What do you think, would combi melta on that WG be more effective than PP, if scout squad has 2xPP and a Melta? That means 2x Melta shot and 2x PP VS. Melta and 3x PP. Later option would work long as those scouts are alive, but that may not be very long anyway.

combi weapon would be cheaper , but it is still a bolter , and because of this if the WG fired a bolter even using the melta he would stop the rest of the scouts being able to charge . in the assault round .

at least that is the way i understand it . but if i am wrong , then yes that would be a more effective build as long as the squad can still charge after they fire at something .

i don't run a 2nd pp in the scout squad because i opted for a power weap instead . and it helps with wound allocation , to have different gear load outs .

 

anyone know if it is the case that firing a combi weapon prevents you from assaulting in the assault round ( because the base weapon is a bolter and rappid fire not assault )

@ Ikken if he fired the meltagun part of the combi weapon he would be able to assault as it is an assault weapon. only the bolter part of the weapon would prevent a charge as it is rapid fire.

 

@ the OP i dont take them normally because I am close to my pointslimits in most games and so can't justify dropping bits for a couple of unit upgrades. in larger games I would be tempted to take them on some units, but not things like BC or WG with other special weaponry

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