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special weapons in GH squads in all comers lists


BlodVargarna

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Hail Brothers!

 

From things I've read, but not actually experienced (being a newcomer to 7th ed and not having played in a decade!) it seems like plasma guns are the go-to special weapon for GH in a all comers list.

 

melta guns used to be my favorite in my veteran assault squad (BA way back when), but I wonder if the shootiness of the plasma guns is better overall when trying to be prepared for anything.  I just keep thinking about nasty AV 14 and wonder if having melta guns is better?

 

Flamers are cool, but I think situational (like a 5 man pack of skyclaws to roast objective campers).

 

Educate me my wolfkin!

 

 

Depends on what you play against. I use flamers as much as possible because my cousin plays Cultists and 2 friends play Orcs or Guard.

 

I have a pack of Hunters with 2 meltas and a combi and a similar plasma pack. I didn't have any luck with the plasma pack the time I played it. Haven't used the melta Pack yet.

 

I've only played small game's (500-750, kill team) and usually take flamers to save points. My cousin's Chaos forces have learned to fear my pyros.

Depends on what you play against. I use flamers as much as possible because my cousin plays Cultists and 2 friends play Orcs or Guard.

 

I have a pack of Hunters with 2 meltas and a combi and a similar plasma pack. I didn't have any luck with the plasma pack the time I played it. Haven't used the melta Pack yet.

 

I've only played small game's (500-750, kill team) and usually take flamers to save points. My cousin's Chaos forces have learned to fear my pyros.

This is very  true , my meta is vehicle , tank heavy so I  tend to rock two meltas per pack but it really comes down to the stuff your going to end up facing regularly 

A very good and legalistic answer... "it all depends..."  

 

I guess I'll be playing my son and maybe some friends for a bit before I go over to the FLGS and see what is up there.

 

I think I'll be plasma gunning it then for now.


 

My cousin's Chaos forces have learned to fear my pyros.

 

BURN THE HERETIC!

Well, if you're only taking a single type of special across all squads, then yes, plasma is probably the way to go. However, the majority of my lists (which are almost always take all comers, I rarely feel the need to twink my lists to beat specific armies) have taken a mix of all three across my squads. All can be useful in the right circumstance, and I've been glad for all three being there many a time.

 

Just don't mix multiple types of weapon in the same squad. That way madness lies. Remember, a generalist army doesn't need to only consist of generalist units.

So I would summarize it like this:

I like Plasma on my GH when I have Melta covered else where (e.g. Wolf Guard). If I do not have Melta sufficiently covered, I always run Meltas on GH.

I never take Flamers. Bolters and melee are usually enough.

Pair up specials for max benefit. One of the reasons I take flamers is because I typically only take packs of 5 in the low point game's I play and the flamer gives me more as a one of. I also tend to to give a flamer to my Long Fangs Ancient just in case an enemy squad gets close. If I run a full pack it gets max plasma as it's good against almost everything I've faced in my group.

 

I've considered running Skyclaws with twin melta as a way to get melta where I need it quickly. Not sure how that will work with 50/50 shooting though. I've just ordered some jump packs so I may get to try it out soon. Still learning and experimenting

Here's what I do. I modeled 10 Grey Hunters with bolt guns. Then I made a Wolf Guard Pack Leader and a Banner bearer. Then I made two Melta, two Plasma, and two Flamer marines. And lastly a hidden Power Fist. Of course this depends on your access to extra bodies.

 

Other then that, I go Plasma because like Immy already suggested, I have melta covered with two TDAWG packs.

 

End of Line

I think you want to figure out the rest of your army too - do you have ways to deal with armor (meltas may not be needed), elites (plasma might be unnecessary, especially at 15 points a pop), and hordes (in which case, while flamers are cheap, they may not be needed)?

As one of the building blocks of most of my lists, I love starting with 3 pods, 2 of which will packs Multimelta dreads who frequently pack heavy flamers, and those two pods usually are rocking deathwind missile launchers - with these, I have good ways to jump in and shoot at important armor, but also options for any blobs that I run into, or that are trying to protect rear armor, etc.

 

With that, taking meltagun/flamers is less necessary, unless I'm playing a known horde or armor-heavy player, in which case I might keep trying to pack those into my list.

The nice thing about plasma is the mixture of being a threat to most vehicles, especially if you can work into side/rear, while still getting to mow down 2+ saves - if you know you're playing a lot of TEQ (terminator equivalent) load up for bear. Also, if you're just wanting a gun that is good and flexible, load up on plasma - just realize that you're paying 15 points/per to be that flexible, and once you start to figure out if you can cut it, then review how useful plasma is for you.


Here's what I do. I modeled 10 Grey Hunters with bolt guns. Then I made a Wolf Guard Pack Leader and a Banner bearer. Then I made two Melta, two Plasma, and two Flamer marines. And lastly a hidden Power Fist. Of course this depends on your access to extra bodies.

Other then that, I go Plasma because like Immy already suggested, I have melta covered with two TDAWG packs.

End of Line

I'm not a huge magnetizing advocate, but I like to magnetize ~1/3 of my special weapons, TWC, etc, so I can have some ability to swap out things and get more mileage from existing figures, without getting too obsessive about it.  I'll do 1 arm sometimes, or both arms for some of my termies/TWC.

EDIT also remember that you have options to take stuff like Melta bombs, which can help fill holes in too.

 

 

 I have melta covered with two TDAWG packs.

 

i asume you mean combi meltas, what do you do if yoi wiff your first volley with the combi meltas and dont have anything to kill heavy armour on turn 2?

 

I feel grey hunters are almost good enough with their CCW to not need special weapons, what about running naked GH with CCW And bolters?

I would never run GH without specials. SW have enough trouble as it is to get enough special weapons to the front. Their ranged pressure becomes useless against Mech and MC as well and with 6" movement a savvy opponent can outrun them easily.

I usually run one pack with double plasma and another with double melta, but recenlty have been thinking of trying two flamers instead on one pack, as their is a fair few nurgle chaos daemons/marines, eldar and tau in my area, and flamers can be good either offensively or defensivly, and are very cheap.

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