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The infernus pistol and me.


traxter

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So my army is full of these things to keep the extra attack...after 2 games with them i realized why i should just lose the attacks and take the melta gun...3" ,elta range... really?? 3" inches really? i can't find anything to negate this anywhere so i play 3" for the 2d6 AP roll right per the melta rule? What ae your thoughts on the pistols vs the actual guns? I play 2k all assault marines with packs. Thanks
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Don't waste the range of normal meltaguns by swapping them for infernus-pistols. The extra attack in cc is not worth it, unless you equip characters with powerweapons with the IP, for example captains, reclusiarchs or sergeants which provide some nice and extra anti-tank/creature weapon.

 

The Infernus-pistol is the best new weapon in the codex, in my opinion. On Regular Assault Squads, however, meltaguns/flamers are the better way to go as their smaller equivalents are too expensive and are not that effective.

 

 

Snorri

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If a unit can buy melta guns then I take them. If not and I really feel that I need some extra melta weapons then I will buy the melta pistols. It has been my experience that the one extra attack is not a big deal versus getting that extra 6 inches of range.
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Everyone has already said it...if the squad can take the regular Melta gun. Take it! It is cheaper, more effective and worth losing the one extra attack. Perahps on an Independent Character it is worth taking the Infernus Pistol if you are short of melta power or on a mixed assault squad. ie one melta gun and one flamer.

 

Too many Infernus pistols add up quick and will drain a lot of points. Over all though way better option than the plasma pistol.

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The hand flamer, however, is another story....Its great!

 

So are you advocating taking hand flamers instead of flamers whenever possible or something? :D

If so, I must respectfully disagree. I'd much rather have all of my attacks at S4 than S3+1S4 CC attack. However, placing a hand flamer on your Sergeant or IC is occasionally quite handy either to reinforce their hoard killer mission (three template assault squad anyone?) or to provide a template weapon for a melta squad as a "just in case" option.

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The hand flamer, however, is another story....Its great!

 

So are you advocating taking hand flamers instead of flamers whenever possible or something? :D

If so, I must respectfully disagree. I'd much rather have all of my attacks at S4 than S3+1S4 CC attack. However, placing a hand flamer on your Sergeant or IC is occasionally quite handy either to reinforce their hoard killer mission (three template assault squad anyone?) or to provide a template weapon for a melta squad as a "just in case" option.

 

I am going to have to agree with you here. The Hand Flamer does not compare to its big brother whereas the Infernus pistol has the same affect, albeit with a range deficit.

When I have the points I make a mixed assault squad; Meltagun, Flamer and the serg. with the Infernus, though I kinda like the idea of the horde killer assault unit.

 

Back to the Hand flamer, I would never take it as an upgrade as it the benefits do not justify the points. In units such as VGV i still do not drop a Hand Flamer as they will be most likely HIing.

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Ya know the Handflamer would be a great weapon if it had burna rules.

 

Make it cost 20 points and count as a power weapon if it hasn't been fired that turn.

 

What possible justification could there be for that?

 

 

For what ?

 

When has GW needed justification to do something ?

 

Just a random idea to make a lack luster pice of wargear more interesting.

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I'd much rather have all of my attacks at S4 than S3+1S4 CC attack.

? What are you talking about here, i dont understand. Why would the hand flamer reduce the str of your close combat attacks?

 

Mudpuppet

 

It doesn't. The hand flamer itself is at S3, which is what Brother Xeones is saying. With the flamer, everything is S4, but with the hand flamer, only the CC attacks are S4--the hand flamer's template hits are at S3. I agree with his evaluation completely.

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I've posted in another similar thread that I never cared one bit for the Infernus Pistol even back when Dante was the only guy with it, and when I found out it was in the latest codex I didn't even bother taking it because frankly 6" range (3" melta) is just a big fat joke to me at its points. One of the few times I'd consider taking it is with, say, SG that come down with Dante so they can blast stuff, but even then I'm rather meh about them.

 

Hand Flamers on the other hand, even though I've never used them yet I can see a practical application to them. Sure, the S and AP is poor, but the sheer number of auto-hits should deal more damage to almost any infantry than a regular bolt pistol for a somewhat small amount of points. I probably won't go out and chop off all my bolt pistols though because sometimes you just don't have the spare points for something like that.

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in my flamy assault squad i give them 2 flamers and the sarge a handflamer. it is lethal, the handflamer killed 3 guys in power armour in its first shot!now compared to a regular pistol its far better, compared to a flamer...its meh. now if i could give the sarge a full flamer i might with the powerfists.

Also if they were the same points then the smaller versions might be valid for me on the squads, but when for the cost of 2 handflamers in a squad i could instead get 2 flamers and have enough left to give the sarge a handflamer.... for th stats difference hat to me is kinda shockin....

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I'd much rather have all of my attacks at S4 than S3+1S4 CC attack.

? What are you talking about here, i dont understand. Why would the hand flamer reduce the str of your close combat attacks?

 

Mudpuppet

 

It doesn't. The hand flamer itself is at S3, which is what Brother Xeones is saying. With the flamer, everything is S4, but with the hand flamer, only the CC attacks are S4--the hand flamer's template hits are at S3. I agree with his evaluation completely.

 

Yes indeed. I was saying that you gain one additional S4 attack in CC because the hand flamer is a pistol, but you reduce the strength of your pre-charge attacks to do so. Personally, I'd rather have my stronger attacks hit the enemy before they can even swing back than I would prefer to get one extra swing after I get stuck in. HOWEVER, that's only comparing a model equipped with a hand flamer/CCW to one equipped with a flamer.

 

When talking about Sergeants and ICs your considerations change since none of these characters can get full-sized flamers or meltas anyway. Now when you compare these new pistol weapons to their closest equivelent, (combi-weapons) they actually start to look more worthwhile. I'm not saying you should take them on every sergeant and IC, but they start looking a little more viable here.

 

Bottom line:

• IPs or HFs on regular guys? NEVER!

• IPs or HFs on Sergs, Vets, or ICs? SOMETIMES.

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I'm tossed up on this item as well. For captains it simply looks cool and stands a great chance of hitting. However, his place is in close combat and the squad he travels with should augment his weaknesses. The 15 point cost of this weapon also prohibits me from using it.

 

I do have an IP on each RAS sergeant though. I run melta/flamer squads so the sergeant carries that second melta weapon.

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ive always loved our special pistols, especially as they are a really blood angelly addition, i also love how they look! i will always give sergeants a pistol with any left over points. however, on normal guys, you just cant justify paying the same / more just to decrase the guns range / strength. with sergeants and ic's, you want to keep that extra attack, they are important. but on normal guys, where its just a standard attack that there losing, it doesnt really matter, there better off getting some better cooking equipment to play with :lol:
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in my flamy assault squad i give them 2 flamers and the sarge a handflamer. it is lethal, the handflamer killed 3 guys in power armour in its first shot!

 

I'd have to say that was a statistical fluke. 5+ to wound and 3+ save means you would need to hit 27 MEQ models with the template on average to achieve those 3 kills.

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Infernus Pistols seemed so very exciting at first didn't they? Then you realized that the stuff you really need them against (MC and Dreadnoughts) could very easily start their turn more than 6" away and still mash your squad into garbage before you ever fired. :drool:

 

It's one thing in a Dante lead Sanguinary Guard. No scatter means you are in Melta bonus range of what ever target you needed killed. And any armored target that gets hit with 6 IPs is going down. But putting one on a regular squad member is just dumb. For most other units it's more of waste of points than anything since the 15 point HK missile. Admittedly it's not the worst choice on any of the weaker ICs (I4 and/or only 1 wound) that still need to be able to assault, but even then it's too expensive.

 

Hand Flamers are, as others have already pointed out, a different animal. I'll happily spend the 10 points to put multiple hits on anything I'm about to assault. The low S is not that big a deal when you have 5-6 chances to roll for wounds. I'll take a HF over a Bolt Pistol any day of the week. If I've got nothing better to spend those points on anyway.

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How do you guys feel about giving DC squad a single IP? I'm thinking along lines of 5 man squad with JPs, 1 TH and 1 IP. This way it could do some damage before charging to heavy infantry and/or vehicles.

 

Personally I think DC and JPs are way too expensive; I take them with either Rhinos or Raiders but I actually think that it is a good idea to have one DC carrying an infernus pistol, especially if the reclusiarch or chaplin has one. Wopuld never have a DC without a chaplin. Their enhancements are too good.

Anyway the pistols in this case provide a good chance to pop a vehicle and then take out the occupants.

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