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Plasma pistol vs Infernus pistol


BrotherMoses

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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.

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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.

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).

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.

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!

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.

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.

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.

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....

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.

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