BrotherMoses Posted July 14, 2010 Share Posted July 14, 2010 I'm trying to decide which of these weapons to put on my captain. I would definitely go for the infernus if it wasn't for the decrease in range. The small chance of wounding myself is minimized by the presence of an honour guard. Why I've decided that I don't know since I have the worst luck ever with Mephiston's plasma pistol. I would just like to see breakdown comparison of these two faithful weapons. Also, if anyone has any experience with infernus pistols on the field let me know how you feel about them. I've yet to use them. I would also compare hand flamers, but they just look like they stink ON PAPER. Once again, if anyone has any experience with them on the field then let me know. Link to comment Share on other sites More sharing options...
thundrchickn Posted July 14, 2010 Share Posted July 14, 2010 they're almost the same. Your BS is gonna be the same for hits and against average everday troops your wounding on 1s for both. The only difference is range, melta effect, wounding yourself. I would think the infernus would be better because you could potentially pop a land raider without killing yourself on the roll to hit. as for hand flamers they beat out a regular pistol easily. The pistol is only 1 shot and he's gonna get his armor(I always compare against space marines as killing space marines will kill everything else). The hand flamer can potentially hit 10+ guys. If only a quarter wound your forcing your opponent to make multiple save which raises the probability of wounding. If your only firing your hand flamer at 1 guy or maybe 2 it'd be waste. Link to comment Share on other sites More sharing options...
JamesI Posted July 14, 2010 Share Posted July 14, 2010 I like Hand Flamers, though I don't think I'd stick one on a BS 5 character. Plasma pistols I don't care for. I'd rather have the +1 strength, better AP and melta despite the reduced range. and no chance to hurt myself. Link to comment Share on other sites More sharing options...
Rybnick Posted July 14, 2010 Share Posted July 14, 2010 Since they cost the same I'd rather have the infernus pistol. Usually if I'm giving a unit a special pistol it will have a jump pack as well, so the 6" range is less of an issue because if I'm outside that 6" I won't be assaulting that turn and if I'm not assaulting what in the world am I doing that close. Hand flamers I've had ok experiences with. Usually if I bring them they are on ASM Srg's to add just a hint of diversity to the unit. rolling up and popping off 2 melta shots and a weak flame template into a squad before an assault is pretty enjoyable (especially if it's into GEQ). Link to comment Share on other sites More sharing options...
BrotherMoses Posted July 14, 2010 Author Share Posted July 14, 2010 Hmmm I think I may stick a hand flamer on something. I'm planning to use this captain and honourguard as a mechanized waypoint to rally my army around. I think I may give him an infernus pistol because he should be getting pretty close usually. Link to comment Share on other sites More sharing options...
Bat33.1 Posted July 14, 2010 Share Posted July 14, 2010 How do melta bombs come out compared to an infernus pistol? I'm wondering about dropping an infernus pistol and adding melta bombs to one of my 5 man RAS squads... Link to comment Share on other sites More sharing options...
BrotherMoses Posted July 14, 2010 Author Share Posted July 14, 2010 Unless you really need the points I wouldn't. I wouldn't want to use an infernus to pop anything but a transport, but it'd be good in a pinch. If you do pop a transport with an infernus pistol you can then assault its contents which is fantastic! Link to comment Share on other sites More sharing options...
BOBMAKENZIE Posted July 14, 2010 Share Posted July 14, 2010 You'll find often times the Infernus will be beyond 3" but its still a great gun. 5/6 hits, 5/6 wounds = 25/36 Dead Anything T5 and under with no Invul (most Stuff) This is the same for both pistols. Vs. Armour 11, 5/6 hits, 1/6 glance, 1/2 Pen. so 2/3rds of the hits you will be doing damage with the Infernus Vs. 1/2 the hits with the Plasma Pistol. (About 16%Increase) Vs. Armour 12 Its about 1/3 of hits Plasma Vs. 1/2 of hits on Infernus. (About 16%Increase) Vs. Armour 13 Its about 1/6th of hits Plasma Vs. 1/3 of Hits on Infernus. (About 16%Increase) Vs. Armour 14 its Nothing from the Plasma, Vs. 1/6th of hits on Infernus. (About 16% increase) I could go into the damage charge too but thats alot more work. So essentially you're getting about 16% More rolls on a better damage charge with the infernus even at 6" Range. Link to comment Share on other sites More sharing options...
Somar Posted July 14, 2010 Share Posted July 14, 2010 the main advantage of a pistol vs a melta bomb is the fact that you could open up a transport with a IP and then charge the passengers, something that is impossible to do with melta bombs. i have an IP on a vet sarge in my RAS, the squad has 2 melta guns and the squad performs well for me. the 3 melta shots usually mean one wrecked something and a couple of times i was able to charge what came out with a whole RAS squad with sarge and SP with PWs. glorious... as for a captain, i think the IP is the way to go. melta, St8 for possible ID and no chance to get hurt is IMO better then 12", specially since 12" range means whatever you shoot at can charge you anyways. Link to comment Share on other sites More sharing options...
Drachnon Posted July 14, 2010 Share Posted July 14, 2010 I think that for jump packers inferno pistols are a good choice since they often have the movement to just jump within 1 inch of their target and blast away before a possible charge. At such a range the 6 or 12 inch no longer matters. Normal infantry has more difficulty with the inferno pistols so I'd take plasma for those. Link to comment Share on other sites More sharing options...
Brother Nathan Posted July 14, 2010 Share Posted July 14, 2010 as said inferno pistol instant kills marines, gets through armour, cant hurt self, can kill tanks, really easily at 3' range, ap 1 so even better against tanks. just shorter range and ifi cant shoot something with it i aint chargin it and am screwed anyway. on an normal model with lower bs i recomend a handflamer, i have on on one of my vet sarges and even though he rarely got to fire it when he did at a unit of khorn bezerkers that were tightly packed i managed to kill 2/3, and when the other 2 normal flamers opened out they did naught...sure you have slightly less range and only str 3 but you auto hit and wound on 5s which makes it wel worth the points if you can get near a weekish unit. only danger is wipingout the opponent in cc in your own turn and getting the full brunt of the opponents shooting.... Link to comment Share on other sites More sharing options...
Venerable Jazzman Posted July 14, 2010 Share Posted July 14, 2010 Thanks for all that, still putting tweaks into the last bits of the list, so it's been very useful. Link to comment Share on other sites More sharing options...
Redo Posted July 14, 2010 Share Posted July 14, 2010 Just another quicknote. I have virtually forgotten about plasma pistols since they have become 15 points. Too expensive for that one hit, they are simply overprices. Infernus Pistols on the other hand have so much more potental. That extra Strength means that it easier to put the hurt on MC, Dreads, vehicles and also deals out Instant Death to many Characters that stray from other units. Been using IPs in assault squad on the serg. and with Melta/ Flamer on the other marines. Potent mix. I have also given my DC occasionally 1 IP and one of the Reclusiarch. Been great to open up a transport/raider and crush the troops inside. Link to comment Share on other sites More sharing options...
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