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Uses for the infernus pistol?


bushman101

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I'm a big advocate for melta weapons. I love them all except for the Infernus pistol.

I mean, it has the worst range of all our guns and in order to get the melta bonus, you have to be within 3" of what your shooting. Just terrible in my opinion.

I guess it counts as a cc weapon as far as melee, but is that the only thing redeeming about it?

 

Am I missing something?

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Don't forget Dante and a 5 man Sanguniary Guard with Pistols and fit them in 3" and the Rear Armor the Tank Should Die. ( I say should because I recently had an Experience of 4 meltaguns and Dante all in Half Range failing to kill a Leman Russ with all getting the rear armor)

I like them :(

On Jump Packing Reculsiarch it's nearly auto-hitting and not so hard to get into half-range.

My own experience shows that a single melta misses far too often and second one is needed. In small Assult Squad (Razor mounted) it's the only way to get second one (even if smaller).

Give it a try :wub:

I'm a big advocate for melta weapons. I love them all except for the Infernus pistol.

I mean, it has the worst range of all our guns and in order to get the melta bonus, you have to be within 3" of what your shooting. Just terrible in my opinion.

I guess it counts as a cc weapon as far as melee, but is that the only thing redeeming about it?

 

Am I missing something?

 

Have you heard of the jump pack?

 

G :D

Imo they are best against transports. Where you already have your unit up close and personal to the vehicle, so they can assault the juicy contents once the pistol opens it up.

 

I am pretty sure you cannot do this. You have to assault the unit you shoot. So if you shoot a transport you have to charge the transport. If the unit you are shooting at is destroyed by the shooting you cannot charge a different unit. This is off the thinking that a transport is an additional unit you can purchase to move units around the board that does not take up additional force organization slot. Mind you I am going off the AoBR rule book, the big one may have more details stating you can assault a unit that was in a transport if you blow up the transport. I know for certain if someone shoots a SR you cannot charge anything that comes out as it is a complately different force org unit, but as I said, I am pretty sure it holds true for all transports.

Imo they are best against transports. Where you already have your unit up close and personal to the vehicle, so they can assault the juicy contents once the pistol opens it up.

 

I am pretty sure you cannot do this. You have to assault the unit you shoot. So if you shoot a transport you have to charge the transport. If the unit you are shooting at is destroyed by the shooting you cannot charge a different unit. This is off the thinking that a transport is an additional unit you can purchase to move units around the board that does not take up additional force organization slot. Mind you I am going off the AoBR rule book, the big one may have more details stating you can assault a unit that was in a transport if you blow up the transport. I know for certain if someone shoots a SR you cannot charge anything that comes out as it is a complately different force org unit, but as I said, I am pretty sure it holds true for all transports.

 

No brother you can most certainly assault the juicy squad inside once you've 'shot' the transport open. :D

 

Page 67, see the "Note:" after the Destroyed listings.

Don't forget Dante and a 5 man Sanguniary Guard with Pistols and fit them in 3" and the Rear Armor the Tank Should Die. ( I say should because I recently had an Experience of 4 meltaguns and Dante all in Half Range failing to kill a Leman Russ with all getting the rear armor)

 

Eldar players have experienced this for years :D its why I always take tank hunters on fire dragons.

 

Also any lone twinlinked weapon will hit maybe once a game.

I like taking a RAS with a melta and a flamer with a PF/Ipistol sarg. It makes your assault squad much more flexible and you get to keep the backup S8 shot for when your melta whiffs, it's like getting that flamer squeezed in for 10 points more.

 

You are missing it with the JPs though. DoA isn't going to do well with Ipistols unless it is Dante's squad. The pistol is for when you have moved up the board to within 6" of a transport in preperation to melta it and assault the passangers. When the the melta misses or fails to pen, you have a backup, if that doesn't work you end up punching it with the fist.

 

So although it only has a 6" range, you should be within 6" for the charge anyway, hopefully closer than 3" because you are going to have to assault into difficult terrain (the wrecked transport crater) and if you are a full 6 away you may not even make the charge.

Have you heard of the jump pack?

 

sure, but even with DoA, you still might scatter far enough away to not get the Melta bonus (or worse, into what you're trying to shoot)

 

 

Am I worrying to much about the Melta bonus?

 

 

A little bit, yeah.

 

Its still S8, so its still going to be penetrating anythign less than a raider fairly frequently or at least stunning it.Itll also instakill MEQ at charge distance and allow a charge - so its useful there too!.

I like taking a RAS with a melta and a flamer with a PF/Ipistol sarg. It makes your assault squad much more flexible and you get to keep the backup S8 shot for when your melta whiffs

...

When the the melta misses or fails to pen, you have a backup, if that doesn't work you end up punching it with the fist.

...

 

This would only be true if you had broken the unit up into combat squads with the melta gun in one squad and the sergeant in the other. Otherwise you are supposed to declare all of your shooting for the entire unit before you start rolling any dice.

i would only consider it if the model in question didnt have access to a regular version of the weapon, or could combine it with a powerweapon. so only really on vets... and only after the rest of the list was sorted if i had the points...

I generally switch between the plasma pistol and infernus pistol depending on what army I face, considering they cost the same points. (Last minute adjustments being before deployment is made, of course.)

If I really need that range, and I'm fighting someone with weak-armored transports, I'll take the plasma pistol. Against a rhino, for example, a 4 to glance, 5-6 to pen isn't bad, if you think you need the range and can handle the 'Gets hot!' effect. If you plan to fight high toughness units or high armor vehicles, I pick the infernus pistol, making use of the strength 8 ap1 more than the double pen.

 

I've been more fond of the infernus pistol, however. Despite the lack of proper range, if you can get close enough to double pen a transport vehicle before the squad gets out, you'll certainly be within range to assault the squad within :)

 

It all matters on preference however, but if I'm in doubt, I pick the infernus pistol.

I really think the IP and hand flamer are overpriced. We have to pay 5pts for 1 extra CC attack and half range? The very short range on the IP should be enough. If it had the same cost as a regular meltagun I'd probably take the meltagun anyway, in a RAS that is.

 

The plasmas cost the same, but who takes a plasma pistol? And for the same cost as a gun with twice the range and twice the shots? Sure, twice the shots means twice the number of 1's being rolled, but hey...

 

If the IP did cost 10 pts I would, at least consider it. The only reason I have any IP's (and plasma pistols) in my army is because the sargs and HQ can't take a melta/plasmagun. For RAS, there is no reason not to take a meltagun.

 

Didn't the old rules give you a str 8 attack on the charge with IP?

The shot you get off before charging is the closest thing to that. Under old rules (2nd edition), you could simply use a pistol's profile for working out wounds and saves in close combat.

 

I like IPs on Sanguinary Guard (especially with Dante) but in general I'd prefer melta-guns.

 

 

cheers

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