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Infernus Pistols vs Meltaguns


Todrak

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Hey guys.

 

Ive been squabling with myself over wether or not my assault squad should be given infernus pistols or melta guns. I see a lot of people on the forums use meltaguns so I was wondering if there is any particular strategical advantage I'm missing. I know the pistol rules give my assault marines an extra attack, so that maybe warrants the extra 5 points and range deduction, but like I say, most people use meltaguns.

 

Any help here would be greatly appreciated :cry:

Thanks!

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Things to take into consideration :

 

We all know the rules on the gun vs. pistol, so i dont need to repeat that bit. ^_^

 

Deep striking : you can get very close to target, but most points not close enough to pop armour upon landing, with pistol.

 

Jumping : You can get close enough to hit the target and get the bonus, with either gun or pistol.

 

First thing when deep striking I tend to run my guys, so that they get out of pie plate range. Then jump them all nimbly-bimbly like to what i need them to go after. If its a vehicle , generally speaking, it is a bit of maneuvering to get that 3" span for the pistol to really be effective, where I can easily get the gun in the 2d6 range. IF you are going for armour/monster busting, the extra attack in hth really is not going to matter due to the strength. If you are concerned about an additional attack in hth go with a hand flamer or two, and go against infantry squads, not monsters/armour.

I would base you decision on one key factor.

How often do you find yourself more than 3” away from the target just before the assault?

 

I generally find my self not moving my full movement towards what assaulting. I am constantly stopping my models 1” away for my target, so form me the Infernus Pistol is the best choice.

I personally think we have so much expensive stuff already that I prefer to go with the cheaper option of flamers/meltaguns instead of infernus pistols/hand flamers. Plus when I used infernus pistols, I often found I was within 6 inches but not 3.

 

Unless the squad can't take meltas, or is planning to deep strike with Dante, go meltaguns over pistols.

I'm *still* surprised that they didn't make the hand versions of the weaponry the same points-cost as their bigger brothers. If they did then possibility of taking them might actually occur to me.

Melta Gun + Power Weapon = 1 Attack

Infernus Pistol + Power Weapon = 2 Attacks

 

at least from a design point of veiw.

Melta Gun + Power Weapon = 1 Attack

Infernus Pistol + Power Weapon = 2 Attacks

 

at least from a design point of veiw.

 

Of course, that's the problem with short-sited design. You create cookie-cutter pricing schemes that don't make actual sense. On a Veteran Sergeant that theory holds true. On a regular Assault Marine you're getting a single extra WS4, S4 hit attack that allows an Armor Save - definitely not the same value. When paired with a Power Fist you likewise get much less benefit, but that may at least be factored into the pricing of the Fist itself.

 

- Marty Lund

I'm *still* surprised that they didn't make the hand versions of the weaponry the same points-cost as their bigger brothers. If they did then possibility of taking them might actually occur to me.

Melta Gun + Power Weapon = 1 Attack

Infernus Pistol + Power Weapon = 2 Attacks

 

at least from a design point of veiw.

The shorter range, and in the case of the flamer reduced strength and AP, are equal to an attack in my opinion. The points hike was probly unwarranted.

I'd take the meltagun everytime, unless the squad in question can't have one ( ei. DC & Sang Guard ).

 

There's no room for error when taking an all-jump pack force, as I have to rely on each squad to perform both anti-troop & anti-tank roles.

 

Besides, I'd rather peform a "Death or Glory" roll with a meltagun.

 

:}

I would look at it this way,

 

If your looking at using the squad primarily for IC and/or Troops then go with the Infernus. Insta-kill shots before charging would be nice. Secondary armor busting.

 

If your looking at using them for armor first, then go with the meltaguns and then IC/infantry secondary. Not having to rely getting 3" half range for armor opens you up to nailing more armor easier. 6" half range will be easier to be in range of more armor then 3" half range.

Another ay to look at it is this. when i was putting my assault squad for anti infantry together i was wanting flamers. for the price of 2 hand flamers i instead could buy 2 flamer and still have enough points for a handflamer for the sarge. melta guns, well you arnt saving as much by the change, but still enough to buy the sarge a handflamer, or a few meltaboms forthe army. the extra attacks are rarely worth it. in my melta squad im usually attacking armour and never get the chance to use the extra attacks when the range can make the difference. and for infernus pistols you have to be between 1 inch and 3 inches away to ake use of the 2d6 rule, which is quite narow and you will kick your self if you miss.
I'm *still* surprised that they didn't make the hand versions of the weaponry the same points-cost as their bigger brothers. If they did then possibility of taking them might actually occur to me.

Melta Gun + Power Weapon = 1 Attack

Infernus Pistol + Power Weapon = 2 Attacks

 

at least from a design point of veiw.

The shorter range, and in the case of the flamer reduced strength and AP, are equal to an attack in my opinion. The points hike was probly unwarranted.

 

Frankly I'm a little glad GW made Infernus Pistols cost more than Meltaguns........if they costed the same I (and many others) would be far more tempted to take them over regular meltaguns, and the gun bit is SO difficult to come by...........

Frankly I'm a little glad GW made Infernus Pistols cost more than Meltaguns........if they costed the same I (and many others) would be far more tempted to take them over regular meltaguns, and the gun bit is SO difficult to come by...........

Which makes it more suprising that they didnt... would get gw more money...

Frankly I'm a little glad GW made Infernus Pistols cost more than Meltaguns........if they costed the same I (and many others) would be far more tempted to take them over regular meltaguns, and the gun bit is SO difficult to come by...........

 

I, for one, just cut meltaguns dowqn to size, it works pretty well. It's a simple conversion (at least, when you'r using the plastic ones) that can seriously boost some squads; I'm not wholly sold on the advantage of the pistol over the meltagun on regular Assault marines, but the pistol is definitely better on anyone with a power weapon.

Erasmus, do you have a pic of your conversion? I've thought about doing this with the full size guns too.

Yes, but I only have my webcam on hand, so it's not very good. You can see what I did, though: I just took the meltagun, cut off the tube (saved that, I've re-used weirder things), cut the barrel off and put it back on, and cut out the middle section of the fuel canister (and the associated section of the gun). I need to add gray stuff before I put it on a model, some of my cuts are visible on the actual piece. gallery_57129_5312_41237.png

If you take off the meltagun barrel, then they're almost exactly the same size. I'm waiting for a decent conclusion to come out of this thread vefore I decide whether or not to make more because I don't havethe ability to playtest where I am. (In case you're wondering, I'm at the corner of No and Where.)
I'm *still* surprised that they didn't make the hand versions of the weaponry the same points-cost as their bigger brothers. If they did then possibility of taking them might actually occur to me.

Melta Gun + Power Weapon = 1 Attack

Infernus Pistol + Power Weapon = 2 Attacks

 

at least from a design point of veiw.

The shorter range, and in the case of the flamer reduced strength and AP, are equal to an attack in my opinion. The points hike was probly unwarranted.

 

Frankly I'm a little glad GW made Infernus Pistols cost more than Meltaguns........if they costed the same I (and many others) would be far more tempted to take them over regular meltaguns, and the gun bit is SO difficult to come by...........

My point exactly. As it is, no one even considers giving them to models that can use meltaguns.

I've been tossing around the idea of getting a sanguinary guard unit together around Dante loaded down with infernus pistols. Use Dante's Precision Strike to put the team right behind the most expensive single model on your opponent's list. I don't care how tough it is, I'd like to see it survive six melta shots to the butt.

 

I've been calling it the "Sanguinary Cup Check" formation. :devil:

I'm sure it's not the smartest thing to do with an HQ squad, but it's certainly a fun idea to think about

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