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Where & how to use Plasma Cannons


minigun762

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While I rarely use them if you are willing to brave gets hot, their best is for heavy infantry hunting, missile launchers and lascannons are better at tank hunting and assault cannons are better for monstrous creatures. Really I would only take them if the unit cannot take an assault cannon and is either relentless or not going to move.

For me (My dice are meh) I find that I can't bring only one PC. Between scatter and wounding its just too much for my poor dice luck to take. So I usually run them in a Five man Dev Squad with Four of them being PC's. Works perfect for me as they usually will evaporate enough models to make massive damage a thing. Other than that I've run them one at a time and they do good supplementing a Tac Squad firepower but other than that Dev's for me all the way.


DoC

I find that Plasma Cannons can be pretty useful, but they are not an all-round weapon like a missile launcher.  They are only so-so at killing vehicles, and not so good at killing character or monstrous creature models, since each template still only does a maximum of one wound, and tends to scatter. When building a list, I tend to take long-range anti-vehicle heavy weapons first.  Only once I've filled out that role, do I look down-list to the plasma cannon. 

 

As I see it Plasma Cannons are a specialized weapon, whose main purpose is to kill heavily armored infantry in clumps.  It's a common enough target -- Space Marines are often clustered in buildings or in lines 2-deep disembarking from vehicles, terminators occassionally deep strike, etc.  When I've taken 4x Plasma devastators (or a Wraithknight in another army) I've never lacked for things to shoot at it with them.  Plasma cannons in a tac squad are cheap, too, and synergize nicely with bolters and plasmaguns in the rest of the squad.

 

The Gets Hot rule has never bothered me.  Stuff dies often enough in this game that I don't worry about the low probablity of rolling a 1, followed by a failed armor save.  Those are acceptable risks, statistically speaking.

Plasma cannons are the great equaliser for Tactical Marines in many ways. Grey Knights, Chaos Marines and Grey Hunters are fairly likely to outclass your Tactical squads, but soon as you blat them with a AP2 blast the tide turns.

 

I rarely have Heavy weapons in a Tactical squad but those that hang back will enjoy a plasma cannon.

I've been putting them in my Tactical squads lately.

 

Since i don't like giving them an Anti-tank weapon and wasting the rest of the squads firepower, the Plasma Cannon is great because (along with a plasma gun) it allows my Tacticals to specialise in killing infantry.

 

Its not that expensive, and in a pinch, it can be used against almost anything except AV 14.

 

I haven't tried four of them in a Devastator squad since i tend to keep my Devs anti-tank, but i imagine they could fairly handily delete an infantry squad every turn. Or at least cause heavy casualties. :)

I imagine Tigurius with a plasma cannon Devastator squad could be quite the problem for opponents. Re roll misses and ignore cover saves? What's not to like?

 

It's one of the only places a cheap Inquisitor can go in the army and be protected and not slowing someone down. Just re rolls to hit is pretty substantial.

I intend to test out Veteran Sergeant Haas with a full Tactical Squad toting a grav gun and a plasma cannon at some point.

 

Assuming my opponents are fine with me assuming that Haas does indeed have Chapter Tactics (Red Scorpions), as I don't think he's been updated.

I used to run pseudo devs - 5-man sternguard with 2 plasma cannons in rhinos (for fire points) - back in 5th edition, when the rhinos were a little more durable.

In 6th, I see a lot more infantry and so I like to field a 4-PC devastator squad to create a significant no-go zone. An Aegis Defence Line helps against incoming fire.

Of course, for the self-inflicted wounds, I find the number of 1s rolled acceptable - I think the dice gods like to mess with you when you're only rolling a single die.

For fun games I spam plasma servitors...ok not really spam, but still 2 henchmen warbands with total 6 of them. They are fairly cheap comparing to dev squad or vet or tactical. Also with the help from servo skull, they scatter 3' max.

They for now killed three termie squads, three BT crusader squads, in another game one serpent and immobilized another. Must say they made themselves look like minor targets, and I don't really care when I lost them, but if you ignore them... how about a magic trick? I’m gonna make your death star disappear. Ta-daa! It’s… gone!

I'm getting a predator executioner turret soon for my WS army, and I hope it's going to do some damage! I think that maybe the dev squad needs to be brought out with a DA librarian or something.

 

 

Some guy on Dakka talked about a dirty combo with a tau commander and a plasma cannon squad, but we of the imperium shouldn't trust dirty tau!

Plasma cannons are the great equaliser for Tactical Marines in many ways. Grey Knights, Chaos Marines and Grey Hunters are fairly likely to outclass your Tactical squads, but soon as you blat them with a AP2 blast the tide turns..

I like this line of thinking!

With a BS of 4 and the marker centered over a 25mm base, 48% of the shots will miss their target while 5% will kill the shooter. On the other hand, 38% of the shots will kill the model under the marker assuming MEQ and no cover/invulnerable saves.

 

A plasma gun fired single shot at the same target has a 67% chance of hitting that target and 56% chance of killing it.

 

All that really says is pick your targets and don't take PC in Kill Team games.  If you can place the blast marker over 3 or more models OR place it in the center of a large unit so that it can scatter 3 to 5 inches and still hit something then the cannon is a better option. However, at 12" or less the rapid firing plasmagun comes back to having the better kill chance even aginst nicely grouped target units.

 

So ....

HQ hunters take plasma guns.

Anti-horde at range (vs fire warriors or orkz) take a plasma cannon

Close up shooting suicide squads (outflankers, drop pods etc) take plasma guns.

If you can't take two Plasma Guns, take a Plasma Cannon. Tactical squads for example. tongue.png

I think most Codex SM players would like to take two special weapons if we could, as it is we make do with trying to synergise our special + heavy as best we can.

In my mind, this means most of the time making sure the heavy weapon is an infantry killer, because thats what the rest of the squad will be focusing on.

Helllllllllllllo, Plasma Cannon.

How to use Plasma Cannons:

1) Aim at enemy unit

2) Roll for scatter

3) Remove your own models

(Adapted from Vindicator tactics teehee.gif)

Agree with above posts, putting plasma cannons in tactical squads with other plasma weapons does ok. Not sure if devastator squads could handle all the attention unless you really pad out the squad.

How to use Plasma Cannons:

1) Aim at enemy unit

2) Roll for scatter

3) Remove your own models

(Adapted from Vindicator tactics teehee.gif)

Agree with above posts, putting plasma cannons in tactical squads with other plasma weapons does ok. Not sure if devastator squads could handle all the attention unless you really pad out the squad.

Not exactly. You roll get hot before have a chance to take your template.

The psymera + inquisitor + plasma servitors is a pretty point efficient unit, and you can pad the unit with dirt cheap acolytes as well for ablative wounds.

that's why I love plasma hordors! they are just too cheap to hurt your heart when killed by Get hot. Also as I mentioned, a unit of inquisitor, 9 acolytes and 3 plasma hodors is just a little higher than 100 pts, for total 15 wounds! If my opponent have a choice he will choice other target for sure.

I don't how legal it is because it was my first game in 5th ed. But I had a dev squad of PC fire at a Rhino filled with chaos space marines. the first shot was on target and ended up popping the rhino. The shot 2 scattered just enough to one side that it caught all but 2 of the chaos baddies that had got out of the wrecked vehicle and fried them. Again both me and the guy playing were new to the game and it has never happened since so I never looked to deep into the rules. But man that was funny as hell.

Imperial Fists dev squad with 4 PC allied with a Mantis Warriors Divination Librarian. When I did this I got the Ignore Cover saves power against a terminator-heavy GK force...

 

My usual is a dev squad with 1 or 2 lascannons and the rest PC. Also my tactical squad heavies tend to be PC (as my rolling is horrible with las/melta/hb with them, and I'll already have 2x squads with ML in them by this stage)

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