Theredknight Posted May 26, 2013 Share Posted May 26, 2013 Iv been looking about and nosed through the dex, Does anyone tool up your assault sarge with twin infernus, plasma or hand flamer? Or to many points to sink in there? It can still be handy as you'll get your +1 additional ccw. I can see it being useful vs nids and space elves, more so than a fist or sword. Just wondered if anyone else has :-) Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/ Share on other sites More sharing options...
Memento Of Prospero Posted May 26, 2013 Share Posted May 26, 2013 After a couple games of play, All my drop pod sergeants on assault squads have double plasma. It gives you so much killing power before going in to mop up. with 2 plasmaguns or meltas, it lets you wipe a hyve tyrant off the map with 2 squads Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380492 Share on other sites More sharing options...
Theredknight Posted May 26, 2013 Author Share Posted May 26, 2013 In a pod yes that would definitely make sense. I was thinking of going sterns in one pod, Tac in another dropping together and the third pod seemed a bit of a waste..now I can sit 5 guys at the back on the objective the devs are on, and have the other 5, 2 melta guns and a gunslinger infernus. That would deal death to a lot when on the deck, or if facing weak toughness units, flamer up.or marines, I could plasma up! Why oh why didn't I see this before, making that last pod hurt will be nasty.. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380495 Share on other sites More sharing options...
Memento Of Prospero Posted May 26, 2013 Share Posted May 26, 2013 coming down with 6 plasma shots really hurts anything not AV 13. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380503 Share on other sites More sharing options...
Squirrelloid Posted May 26, 2013 Share Posted May 26, 2013 I think gunslinging handflamers is my new favorite thing. 2x handflamer + 2x flamer is *4* templates. Not only is that a nasty alpha strike (even if they get armor saves - make them roll enough and they'll fail some), but anyone who's charging you has to eat 4d3 automatic hits in overwatch (in addition to whatever the pistols do). Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380527 Share on other sites More sharing options...
Alyssis Posted May 26, 2013 Share Posted May 26, 2013 Now that would be something fun to try out! I usually never use flamers, except on my fragiosos!I do however, more often, then not, use a squad with 2 meltas, and 2 plasma pistols on the sarge when DoAing! As ive mentioned in an earlier thread, those 2 plasma shots usually is enough to make sure that a tank gets wrecked, if im unlucky with the vehicle penetration rolls.. With at least one glancing from the plasma, its a wreck even if you just roll 1s and 2s when its supposed to explode! :PAnd 4 shots of ap1/2 is awesome if you want to destroy something with an 2+ save..! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380560 Share on other sites More sharing options...
teblin Posted May 26, 2013 Share Posted May 26, 2013 I could see having an entire Vanguard squad, each with two Plasma pistols, being both completely outrageous and hilarious (maybe just a single PW to give them something extra in CC). Stick an SP with em, and see how many hits you can make. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380570 Share on other sites More sharing options...
Alyssis Posted May 26, 2013 Share Posted May 26, 2013 I thought the best use of a vanguard squad was the heroic intervention rule, at which you can assault when deepstriking, instead of shooting..! :PIf i wanted a whole squad to shoot plasma when DoAing, it would be either a jump pack honor guard squad with 4 plasma guns, or sternguards of awesomeness in a pod! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380580 Share on other sites More sharing options...
Memento Of Prospero Posted May 26, 2013 Share Posted May 26, 2013 I could see having an entire Vanguard squad, each with two Plasma pistols, being both completely outrageous and hilarious (maybe just a single PW to give them something extra in CC). Stick an SP with em, and see how many hits you can make. You can do that with an honour guard, which comes with a free priest! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380823 Share on other sites More sharing options...
Theredknight Posted May 26, 2013 Author Share Posted May 26, 2013 If you give them the same pistol, is it then twin linked though? Just clearing up some rules confusion. I can't see a rule anywhere saying it is? He's combined it is obvs not wanting another template in the face lol Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380828 Share on other sites More sharing options...
Memento Of Prospero Posted May 26, 2013 Share Posted May 26, 2013 If you give them the same pistol, is it then twin linked though? Just clearing up some rules confusion. I can't see a rule anywhere saying it is? He's combined it is obvs not wanting another template in the face lol This edition introduced the gunslinger rule. Models equiped with 2 pistols are not twin linked, they fire both pistols in the shooting phase. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380829 Share on other sites More sharing options...
Demoulius Posted May 26, 2013 Share Posted May 26, 2013 Which, while not a game breaking thing is pretty awesome :) Some classic model like Cypher actually are equipped with 2 pistols and can be used to full effect now ^_^ I had a plasmapistol+chainsword model that I dident like the look off and snapped of the chainsword for the pistol instead :) in combat you get the same results and shooting you can the bolt pistol shot! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380884 Share on other sites More sharing options...
Memento Of Prospero Posted May 26, 2013 Share Posted May 26, 2013 In the Grim Darkness of the far furture, there is only MORE DAKKA! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380885 Share on other sites More sharing options...
Theredknight Posted May 26, 2013 Author Share Posted May 26, 2013 If you give them the same pistol, is it then twin linked though? Just clearing up some rules confusion. I can't see a rule anywhere saying it is? He's combined it is obvs not wanting another template in the face lol This edition introduced the gunslinger rule. Models equiped with 2 pistols are not twin linked, they fire both pistols in the shooting phase. Exactly, in 5th I'm sure it said if a model was equipped with 2 of the same weapon it was twin linked? But that rule is nowhere in the book now, and gunslinger is pistol specific, so a new rule to make some new weapon combos. I'm loving the idea that my sarge will have a brace of pistols festooned about his person. Especially if those pistols are burny and able to make a sweet nid kebab!! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380895 Share on other sites More sharing options...
Squirrelloid Posted May 26, 2013 Share Posted May 26, 2013 now i need to do the math on honorguard with 4x2 handflamers vs. 4 flamers... Twice as many templates get twice as many hits, but your odds of wounding go down by ~16.6%. So, assuming you hit 5 guys... T3 8x5 = 40 hits, 50% wounds = 20 wounds 4x5 = 20 hits, 66.6% wounds = 13 and change (round nearest 14) Difference: 7 T4 8x5 = 40, 33.3% wounds = 13 and change (round nearest 13) 4x5 = 20, 50% = 10 Difference: 3 T5 8x5 = 40, 16.6% = 6 and change (round nearest 7) 4x5 = 20, 33.3% = 6 and change (round nearest = 7) Which is pretty much what you expect. (Flamers don't catch up to dual handflamers on wounds until they have double the odds of scoring a wound, since they get half as many hits) So, assuming the difference in AP doesn't make a difference, dual handflamers are better than flamers. But are they enough better to justify the extra 45 points? Your best case difference is 7 wounds at T3 per 5 models touched. But T4 is pretty common, and that's only a difference of 3 wounds per 5 models touched. Pretty clear its not worthwhile at T4+, which means the only army I can think of that has a common 6+ save (orks) doesn't have enough payoff for the handflamers. Guard and Eldar (and Tau? can't remember) are both T3, but AP5 vs. 6 is a significant difference which will favor regular flamers again. Oh yeah, 'nids. I guess if you're blessed by a 'nid player running a genestealer or termagant horde, you might be in business. I can't swear to saves and statlines off the top of my head though. (Genestealers i'm pretty sure were 6+ normally, but i can't swear to their toughness, and termagants are T3 but i can't swear to their save...). Of course, you also get twice as many overwatch hits with handflamers. But the relative performance to flamers is going to stay the same. (I suppose dual handflamers get +1 attack in melee as well, but you're paying +15 points per model for that privilege.) Sadly, a squad of gunslinger handflamers does not look appealing. Assault seargents, however, is a way to get extra flamers into the squad. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380918 Share on other sites More sharing options...
dswanick Posted May 27, 2013 Share Posted May 27, 2013 I thought the best use of a vanguard squad was the heroic intervention rule, at which you can assault when deepstriking, instead of shooting..! If i wanted a whole squad to shoot plasma when DoAing, it would be either a jump pack honor guard squad with 4 plasma guns, or sternguards of awesomeness in a pod! 10 Plasma gunslinging Wolf Guard in a Drop Pod work better for this, as they can't assault when they Deep Strike anyway. ;) It's just so darn expensive. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380975 Share on other sites More sharing options...
nevaenuffbass Posted May 27, 2013 Share Posted May 27, 2013 I thought the best use of a vanguard squad was the heroic intervention rule, at which you can assault when deepstriking, instead of shooting..! If i wanted a whole squad to shoot plasma when DoAing, it would be either a jump pack honor guard squad with 4 plasma guns, or sternguards of awesomeness in a pod! 10 Plasma gunslinging Wolf Guard in a Drop Pod work better for this, as they can't assault when they Deep Strike anyway. It's just so darn expensive. And plasma pistols can assault after shooting whereas plasma guns can't. For the honour guard, drop pod is probably better than jump packs (doa) as less chance of mishap, and actually kinda mopre accurate - which is important with short range. 15pts cheaper too. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3380983 Share on other sites More sharing options...
BloodyNightAngel Posted May 27, 2013 Share Posted May 27, 2013 And what about dual inferno pistols? Do they worth their points? For example in small asm squads in drop pors. You'll get 3 melta shots for not very big price. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3381538 Share on other sites More sharing options...
Memento Of Prospero Posted May 27, 2013 Share Posted May 27, 2013 The problem with infernius pistols is the effective range is too short. Pods still scatter somewhat, and you will often have to put the sergeant in arm's way to get shots off. Plasma will give you more more range after the initial impact, and the pods should let you aim for rear/side armour anyways. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3381693 Share on other sites More sharing options...
Theredknight Posted May 27, 2013 Author Share Posted May 27, 2013 I know everyone says it, but I actually have a tendency to roll misses of 1's very often with plasma, and then subsequently fail my saves.. I thought it was just me, but last 3 games iv killed my plasma gunner off by t1 or t2 ahh the dice gods are fickle! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3381715 Share on other sites More sharing options...
Demoulius Posted May 28, 2013 Share Posted May 28, 2013 Range on infernus is very limiting. Specialy when you want to use them as AT weapons.... Against multiple wound 2+ save models though they are king. Wound on 2's and your opponent can remove a full model (if they fail a cover/invunerable save mind) ^_^ Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3382302 Share on other sites More sharing options...
Baba Lem Posted May 29, 2013 Share Posted May 29, 2013 I'm starting to like them in pods. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3382370 Share on other sites More sharing options...
Theredknight Posted May 29, 2013 Author Share Posted May 29, 2013 Baba, have you tried this gunslinger h flamers? I haven't had the chance to game yet!! Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3382490 Share on other sites More sharing options...
Jiron Posted May 29, 2013 Share Posted May 29, 2013 I have dual plasma on my tactical sergeant and also build a gunslinger captain with two plasma. Works nice. Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3382567 Share on other sites More sharing options...
BloodyNightAngel Posted May 29, 2013 Share Posted May 29, 2013 I have dual plasma on my tactical sergeant and also build a gunslinger captain with two plasma. Works nice. I can't say that it's a competetive choice :( Captain does not give any buff to the army. But 2 plasma pistols can really work nice with his BS 5... Link to comment https://bolterandchainsword.com/topic/276031-gunslingers/#findComment-3382885 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.