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Troop special weapon choises


tycoon

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In a 10 man squad, you pay for the cheaper weapon, and get the more expensive one for free. So you can get a free flamer and a free melta or plasmagun with the 10x bonuses. The problem here is that they now have no sargeant and are stuck at LD8 unless they're foot slogging it across the battlefield.
True the only mix I really ever see is Flamer and melta, as it gets you 2 free special weapons.

 

 

Thats the combo i was cosidering - that or 2 melta's... only :down: is the wolf boxes don't have any... I hate the pewter ones GW sells, even if they are the cheapest option and the old upgrade pack only has one...

 

guess i'm gooing ork ;) and loot a few frriends bitzboxes..... :devil:

I personally wouldn't mix weapons. Yes, the melta/flamer mix gives you more flexibility, but I prefer having only one flavour.

 

I have three melta, two plasma and one flamer packs and I never had the feeling I needed something else.

 

The flamer, while nice, is not really necessary. Whatever you can kill with the flamer, usually also dies horribly if you assault them (after shooting your pistols and meltas).

I rather have two meltas to more reliably pop a tank or two plasmas to more reliably take off a few wounds of heavy infantry or a MC.

 

The flamer pack I have is more just for fun because I had two spare flamers and it hasn't seen much action, yet.

I think Point cost is one of the things to consider when looking at mixing weapons. I think it is more attractive at lower point games, when saving points and versatility are more important. Looking at what Gerwulf, stated he is taking 6 GH packs, which means higher points and a greater ability to specialize units. The other big question for this is are you playing Mech, and if so do you want a Wolfguard. If so, this is a moot point because you won't be taking 10 Grey hunters. I do disagree about the flamers not being that useful, the ability to ignore cover is quite good, and while assaulting may help against some units, there are some cases where the flamer is the most effective choice.

I had a similar thought when I re-read the wording of the Grey Hunter entry. It's come in handy as I needed to shave off 10pts of my list (stupid thunderwolves not being 40pts grr) so am thinking of changing my 10x man GH squad from 2x plasma guns to 1x flamer (free) and 1x plasma/melta (now also free).

 

Seems a daft rule, but one I will take advantage of to rectify my shoddy late night maths mistake!

Since i'm just starting wolves, at first it will be mainly 500-1000 point games, (and stay that if GW keeps raising it's prises like mad..... 22.75€ for 10 6 point fantasy orcs now... come on, get real... but thats a diferent discusion)

so the point cost and versatility are my main concerns at the moment.

I think Point cost is one of the things to consider when looking at mixing weapons. I think it is more attractive at lower point games, when saving points and versatility are more important. Looking at what Gerwulf, stated he is taking 6 GH packs, which means higher points and a greater ability to specialize units. The other big question for this is are you playing Mech, and if so do you want a Wolfguard. If so, this is a moot point because you won't be taking 10 Grey hunters. I do disagree about the flamers not being that useful, the ability to ignore cover is quite good, and while assaulting may help against some units, there are some cases where the flamer is the most effective choice.

 

I don't take 6 packs all the time, generally I follow the very common rule of 1 GH pack per 500 points and I usually play 1000 - 2000 points games (although I recently came up with a list with 6 GH packs in Rhinos :woot: ).

 

I agree, flamers are not totally useless, banshees are a good example of a unit that you don't necessarily want to assault, but in the end it depends on your own playing style. I found that the one flavour packs work best for my playing style and that I can get around not using flamer in favour of having more high strength firepower.

 

Well, that was a few months ago anyway. I used to have a similar opinion to GreyMage that getting more shots from a full pack of 10 is worth more than the PF of the WG, butrtecently I have been playing tougher armies (Death Guard, Daemons, Tyranids) and I switched to using WG with my GH packs. I play all mechanised usually, so every single pack (including the LF) are either in a rhino or razorback. So I made 2x combimelta/PF, 2x combiplasma/PF and 1x combiflamer/PF wolfguard to go with the GH packs. The drawback is that a WG equipped like that clocks in at 48 points, having 3-4 of them costs me already 150-200 points.

Also taking a melta and flamer in one squad helps in Tournies where you might run into a horde army one game and a mech the next. And flamers work even on power armor. It usually kills 1-3 guys in power armor depending on how many you can cover. So it does as good and sometimes better then an extra melta.
Like I said, I think at low points Split packs can be useful, (if you don't have the points for the specials, you take a free flamer and a free something else). As for needing melta for dealing with Furiosos, I think this can be a mistake. For me unless you are using a bunch of melta, being in melta range is being in assault range and the melta gun is no guarantee to destroy the dread. It helps in this case if you are staying in your transport, but even then it is no so easy. I prefer to deal with these guys at range if possible.

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