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Why is Inferno pistol disliked so much?


spec.ops

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Ok, So I have to ask.

 

Why is Inferno pistol disliked so much?

 

Everyone compares it to a Meltagun; however, this is wrong. Only two units in the entire codex have the option to take an IP over the Meltagun, which are RAS and HG. And, no one should disagree that the Meltagun is a better choice over the IP in most scenarios; meaning, the RAS and HG should always equip Meltaguns over the IP when available. So, when is it viable to take an IP when not in conflict with a superior weapon choice? RAS SGTs, Every 5th DC Member, Priests, Sang Guard, Chaplains, & respective HQs

 

-The RAS SGT only has access to 1 melta type weapon system, the IP, so no conflict.

-DC can take an IP, but I think most will agree they are best served with another CC weapon.

-Sang Guard only have access to 1 melta type weapon system, the IP, so no conflict.

-Priests, Chaplains, & respective HQs have the option to taking the IP or Combi-Melta.

 

Wait…

 

Back up, slowly.

 

So, the only entities in the entire codex that really have any conflict of interest between two different melta weapon systems that concern the IP are Priests, Chaplains, and respective HQs.

 

So, when people say, “the IP sucks man take a meltagun,” they are really saying take a Combi-Melta for your Priest, Chaplain, and/or respective HQ – kind Sir.

 

Combi-Melta:

Pros:

-S8/AP1

-Melta

-10pts

-12” Range

 

Cons:

-1 Shot Only

-Non-Pistol

 

Inferno Pistol:

Pros:

-S8/AP1

-Melta

-Pistol

-Shots Unlimited

 

Cons:

-15pts

-6” Range

 

Ok, so a Combi-Melta is ultimately a Meltagun for one turn. But, after my 1 shot wonder I effectively payed 10pts for a Bolter. As for a IP, I have a Melta Pistol with half the range with unlimited ammo and is usually strapped to a body with a Jet Pack making my maximum effective range 24" S8/AP1 or 21" S8/AP1 + Melta.

 

So now that this is clearer.

 

I should restate my question.

 

Why do people dislike equipping there Priest, Chaplain, and/or respective HQ with the IP so much when compared to the Combi-Melta?

You are wise...

 

Still, I think it's more that people dislike the Inferno Pistol in general, and would rather save the points and take something else. With a 3" melta range, you have to be really close, even for assault, to be able to use it to full potential. Plus, it runs into the same problem as the plasma pistol, where it;s really over-priced for what it does. I can get a melta for less.

The infernus sucks take a melta is almost always in reference to the RAS/HG.

 

For a character, it really depends on what else the character is armed with. A character with a claw/powerfist/hammer, I take the combi. A power weapon take the infernus.

 

I use Infernus pretty much only on the RAS sergeant Dante deep stikes with and in my SG. I might add one to a priest.

 

Now generally, I do not give any of my ICs either the combi-melta or infernus. Just generally more points than I want to spend on it.

I absolutely love the infernus pistol personally. It gives you an extra cc attack, can instant kill most common multi wound models, to me is very aesthetically pleasing, I love melta weapons in general, plus is highl yeffective for RAS and other jumpers for tank popping considering youll be right next to the tank anyways and probably going to assault it. But with this you can pop it and hten assault its contents. So it really leaves you open and gives you that extra cc to boot so to me it seems to be great for transports and such.

 

I think its a fair points cost for the trade of of half range for a bonus cc attack on assault troops. :HQ:

I don't really have anything against the IP, but since I play a DoA-list and I really want to be sure to have the right tanks popped when I'm landing I prefer the good, old melta for its additional range. You still scatter 1d6 and the last thing you want is to stand in the middle of an IG tank formation without any popped tanks :)

It does not need to be a zero sum equation, melta or Infernus. I love Infernus Pistols. I always take the maximum number of meltaguns in my RAS then grab as many Infernus pistols as I think I can afford spread out through the Sang Guard and maybe the Vanguard. On chaplains the power fist is better at popping armour, re-rolled hits thankyou. If the Libby has melee buffs I look at a pistol but only if points allow. Priests get Infernus Pistols too if points allow having a wandering IP you can detach if needed is helpful. I might just barely think about one Infernus pistol in the Death Company but since they fleet its a very situational thing. The IP in a Vanguard is carefully considered too as HI negates shooting on the drop but that one IP may be real handy later in the game.

The IP is always there and takes nothing from your combat, the combi is an expensive one shot wonder that removes an attack in CC. A normal game has potentially 6 rounds of shooting and 12 rounds of combat.

 

Editted need more coffee DC dread entry was in my mind for some reason

I run a 9man RAS in a rhino and alot of the time ill run 1 meltagun and 1 infernous pistol on the sergant. But if im running a regular 10man RAS ill just buy meltaguns x2. Only reason i buy the infernus pistols in the 9man is to give me the 2 melta shots from the rhinos hatch.

Range is meaningless if the melter pistols are kitted in jump units. You can encircle a transport, explode it and the assault whatever spills out. They should not be used to replace meltaguns but rather taken as additional shots.

 

G :HQ:

ok i dont know about anyone else but i dont dislike it per se. there are just a few things that make me say 'meh' whenever i hear someone bring one up :lol:

 

6 inch max range

3 inch melta range

 

these 2 issues coupled with:

 

pricetag

 

to put it simply, generally squads that can take this weapon also have an option for a meltagun (in whatever format you wish) or a plasmapistol. plasmapistol has 'normal' range of 12 inch and is also AP2 (so no change to armour saves as it ALSO negates all of them :P ) and while yes, it can blow up in your face thats a small price to pay for the increased range if you ask me :rolleyes:

 

mind, a plasmapistol isent used for melta-ing vehicles but generally i dont want my characters to do that in the first place so if i DO have to rely on that generally something went very awry with my gameplan :lol:

 

the combi-weapons fit the bill perfectly in this respect if you ask me. they only got 1 charge but experience showed me you generally only ever get to use such a weapon once anyway. sometimes you get to shoot it twice but the sitation when that arises is very rare. i also only deploy extra sidearms if my character already has a '2-handed close combat weapon' (as in powerfist/thunderhammer) to be begin with so eh...

 

Its a nich weapon in my mind. and its a nich that doesent need filling in my army ;)

I am glad to see that the majority understands and agrees with my point, so to wrap things up.

 

Fact: The Meltagun is better than the IP in most situations.

 

However, whenever stating, "IP sucks take a Meltagun," understand that this is ridiculous, because they are not even competing against each other. Who would take an IP over a Meltagun in a RAS or HG squad? Really?

 

It’s not IP vs. Meltagun its IP vs. Combi-Melta. It’s like stating, "Rinos suck take a Storm Raven," which is ridiculous because even though they principally do the same thing they are very different.

 

Not only that, only Priests, Chaplains, and non special characters have the choice to take a IP vs. another melta weapon system which is always a Combi-Melta.

 

For Example:

RAS: 2x Meltagun…Not IP, because Meltaguns are hands down a better choice .

SGT: TH…Now, if I have the points and it compliments my list I can add another melta weapon system – the IP.

Priest: JP + IP vs. Combi-Melta…Not Meltagun

 

I personally prefer two RAS load outs one utilizing Combi-Meltas and the other IPs.

 

RAS: 2x Meltagun

SGT: TH

Priest: JP + Combi-Melta

 

RAS: 2x Meltagun

SGT: TH + IP

Priest: JP + IP + PW

 

IPs are a great asset and can be used very effectively; however, depending on the list, one might not have the points or it might be best to spend it on something else. but, saying, "I rather take a Meltagun over an IP" is dumb. However, wanting to add more anti-tank and knowing one has to decide between IP or Combi-Melta not a Meltagun is on the right track.

 

Ok, I am off my soap box.

Because for the points, a weapon you're probably only going to get 1 (maybe 2 shots) with, its just not worth it generally.

 

An Infernus Pistol is not a weapon

 

an Infernus Pistol is a close combat weapon

 

that changes everything, everytime your model swings that chainsword or power weapon

 

yes?

CPT Witherspoon

 

:huh: who is that supposed to be directed against? after googling the name its even less aparent what/whom its supposed to be directed at....

 

anyway... *shrugs*

 

whenever someone says "IP sucks take a Meltagun," they are (AFAIK) only refering to either an HG or assault squad (like someone here already mentioned)

 

noone is confusing it with a combi-melta, plasmapistol or for all i care a jumppack. sometimes people write lists with IP's instead of meltaguns in them. generally we dont see the point why taking the more expensive (and more short ranged) IP is a good idea so we kindly inform them of this. that said if someone wants to do that its their bussines. i dont really see that as dumb but as a choice (specialy if we informed them of the merits of taking a normal meltagun :rolleyes: ) perhaps people really like that extra attack i dont know.....

 

but honestly im not to sure what the topic is about here :huh: you seem to want to defend the IP very highly yet at the same time your also saying a meltagun is better. you mention the only competition for the IP is the combi-melta and at the same time your saying that people who take IP's instead of meltaguns are dumb...

 

zuh? can you please elaborate what this topic is about because eh.... im very confused here :D

I've only used one on my captain equipped with a power weapon so far, but it has come through for me more than once. Let's not forget, many things out there are toughness 4, so while a plasma pistol will wound them, an infernus pistol will usually earn you a kill, especially against multiple wound models. If you have the extra bits, try building an extra model and trying one out.
CPT Witherspoon

 

:huh: who is that supposed to be directed against? after googling the name its even less aparent what/whom its supposed to be directed at....

 

anyway... *shrugs*

 

ROTFL! Sorry about the confusion. I was working on two things at once and some how my classes combatives instructor made his way into the universe of 40k. ;)

I've only used one on my captain equipped with a power weapon so far, but it has come through for me more than once. Let's not forget, many things out there are toughness 4, so while a plasma pistol will wound them, an infernus pistol will usually earn you a kill, especially against multiple wound models. If you have the extra bits, try building an extra model and trying one out.

Ok, how many things do you encounter where a single ID shot is actually useful? If its a character accompanying a squad - your opponent is foolish to put the shot on him, even with an invulnerable save. Or its a squad of multi-wound models. So Ork nobs, Tyranid warriors, Tau crisis suits, Ogryns (cant think of anything else off the top of my head?). If you're relying on an ID shot when dealing with one of these squads you've already lost - a PP would serve just as well in any of these situations and you ought to be tooling around with backup (that you could buy because you saved the points on all those IP's). If its a T3 model, PP will ID just as well, from further...

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