L30n1d4s Posted March 29, 2014 Share Posted March 29, 2014 With the recent rumors about the new Scions being out, I am particularly interested in the Hotshot Volley guns that are now available as Special Weapons for Stormtroopers. Stats I have seen say they are S4 AP3 Salvo 2/4, 24" range. That is quite impressive, especially if they squad can use the 4 shot option by standing still or getting Relentless (i.e. Endurance power from Biomancy). It also makes for a great "seize the objective and hold it as a fire base" type squad, since Stormtroopers/Scions still have the Deep Strike rule. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/ Share on other sites More sharing options...
march10k Posted March 30, 2014 Share Posted March 30, 2014 ...still only S3...four shots...8/3 hits...8/9 wounds...less than one dead MEQ. Plasma is 5/9 dead MEQs at long range (but can kill a vehicle), 10/9 at short range, 25% better than 8/9. The question is, is that, in combination with S7 being useful against tanks and high-T and TEQ models, worth 'gets hot?' I say yes...plasma for me! Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637438 Share on other sites More sharing options...
Black Cohort Posted March 30, 2014 Share Posted March 30, 2014 ...still only S3...four shots...8/3 hits...8/9 wounds...less than one dead MEQ. Plasma is 5/9 dead MEQs at long range (but can kill a vehicle), 10/9 at short range, 25% better than 8/9. The question is, is that, in combination with S7 being useful against tanks and high-T and TEQ models, worth 'gets hot?' I say yes...plasma for me! Pretty sure rumors are str 4. Which puts the wounds at 4/3 which is 12/9 or 20% better than a plasma gun at killing MEQ. More shots also means pychic powers that improve shooting will make a bigger difference in percentages. Then there is just the fact that you have more dice, so luck could bless you and lead to much higher numbers. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637445 Share on other sites More sharing options...
Seahawk Posted March 30, 2014 Share Posted March 30, 2014 It's S4, not a rumor. Four guns in a command squad, at long range kill 5.3 marines without cover/inv. Four plasma guns kill 2.2 marines without cover/inv, at +50% points cost. Also comes with a 33% chance of overheating one of your nearly-30-point-weapon. Even at short range they still only ace 4.4 marines, and a 136% chance of overheating once. In equal points situations (6 volley guns to 4 plasma guns) you're acing 8 marines to the plasma's 2.2 still. It's going to be the volley gun every time for me. Why waste all that AP3 shooting at vehicles? Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637480 Share on other sites More sharing options...
Hellrender Posted March 30, 2014 Share Posted March 30, 2014 Volleygun does sound nice. The plasma gun does over something else. Versatality. Which means you can use it for other stuff in a pinch, which has a value. But in an IG list, where oftenly there are enough guns, i doubt there is need for such flexibility, if you can just take more guns. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637506 Share on other sites More sharing options...
WarriorFish Posted March 30, 2014 Share Posted March 30, 2014 I think they're a nice option - a special weapon that for obvious reasons works very well with the standard trooper's gun which will focus their role as nasty MEQ hunters. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637528 Share on other sites More sharing options...
march10k Posted March 30, 2014 Share Posted March 30, 2014 S4? I'm sold! Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637629 Share on other sites More sharing options...
librisrouge Posted March 30, 2014 Share Posted March 30, 2014 The copy of the rules I saw on the internet did not have them amongst the options for command squads (for some reason) which is really where they'd be best since you could then get four of them working together. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637847 Share on other sites More sharing options...
cypherthefallenangel Posted March 30, 2014 Share Posted March 30, 2014 Im not a big fan of salvo weapons in general and these dont really seem that great. They are not good against MCs, Teq, vehicles, or fliers. They aren't good if you move. Plasma is still better specially for a whole 5 more pts. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3637977 Share on other sites More sharing options...
march10k Posted March 30, 2014 Share Posted March 30, 2014 I'd take them if I could get four of them in a command squad...but it sounds like that's not an option? In that case, I'm back in the plasma camp, the rest of the squad's hellguns will have to do the marine-killing, I want my S7 and AP2 to add an additional capability to the squad. Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3638056 Share on other sites More sharing options...
Tyrant Lord 73 Posted March 30, 2014 Share Posted March 30, 2014 In the latest WD the command squad can take 4 of any special weapons including volley guns as far as I can see :) Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3638103 Share on other sites More sharing options...
Seahawk Posted March 31, 2014 Share Posted March 31, 2014 4 in a command squad will be where it's at. Pew pew pew! Link to comment https://bolterandchainsword.com/topic/288776-hotshot-volleyguns/#findComment-3638259 Share on other sites More sharing options...
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