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Just want to hear what you think.

 

Propably the best price/damage output.. is the humble quad heavy bolter. Damn, medium strength high fire volume ratio is golden in 8th. He wins because he has 12 shots, wounding on 3 vs most infantry things or 5 against almost any tank. 3 Quad Bolter Rapiers are relatively cheap, durable and dish out a hell of fire.

 

Two heavy bolters beat the more expensive autocannon in almost any case as well.

 

With the new wounding system, the HB became the ultimate auto take weapon for me, where in 7th, no one ever fielded one.

 

Sure, against armour, the lascannon will do the job 50% better, bit against anything else, there is hardly a better ranged weapon to do a better job at this price.

 

 

 

Your favourites?

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I like most weapons. Power Fist on Berzeker Champion is probably my favourite.

 

What I do like is that two Heavy Bolters are compaired to Autocannons but there is no squad that can fiels eight heavy bolters while four autocannons is an option.

 

All in all thake what you want. The prime reason I like heavy bolters is Nid, Ork and Conscript swarms being units that demand awnsers.

For melee weapons, it has to be the chainaxe. I don't think I'd take berzerkers without them in this edition!

 

For ranged weapons, I'm loving the predator autocannon. Having a flat 3 damage is just awesome.

 

But I do agree that the humble heavy bolter is finally a reasonable choice, thanks to how AP works now. And twin/quad ones are even better...

Chainaxe + chainsword is an amazing combination for a single point.

For ranged, plasmaguns are now amazing and seriously undercosted.  Prescience removes any chance of overheating, and a re-roll 1s to hit aura reduces it to a 1/36 chance.  I expect a termie squad with combi-plasma and a termie sorc or lord is going to be a common sight.  A squad of Fallen with 5 plasmaguns and 1 combi-plasma costs one point less than four lascannon Havocs and a champion, and inflicts the same number of unsaved wounds statistically against T6-7 vehicles at 24".

My money is on the Malefic Talons of the Daemon Prince being the best point for point melee weapon. I love those things so much. Infantry/Heavy infantry falls like wheat before the scythe.

My nomination for best ranged weapon has gotta be the Kheres assault cannon. A Hellforged Contemptor becomes a nightmare when armed with these.  

I love sonic blasters now. In fact they seem to outshine blastmasters due to their high mobility and cost. I've been giving my noise marines all sonic blasters now and they shred infantry and can even put a dent in light to medium vehicles.

 

I really like giving rhinos a second combi-bolter now aswell. 8 shots at 12" is really nice as it means our rhinos can feel like they actually contribute something to the shooting phase.

How does the chainaxe chainsword combo work? Do you get 3 chain axe attacks? Or 2 chain axe attacks and 1 chainsword attack, I haven't seen a group like Miniwargaming do it yet, mostly the blog for the blood god guy who has lots of jump cuts between turns and explanation instead of exposition.

How does the chainaxe chainsword combo work? Do you get 3 chain axe attacks? Or 2 chain axe attacks and 1 chainsword attack, I haven't seen a group like Miniwargaming do it yet, mostly the blog for the blood god guy who has lots of jump cuts between turns and explanation instead of exposition.

 

It is 2 axe and 1 sword. The chainsword gives you an extra attack with it in addition to your other CC attacks. It does not give you +1 attack.

Prescience removes any chance of overheating

 

It doesnt. A 1 can't be modified by any mean. That's why Terminator don't get a +1 save in cover. So a 1 while buffed by prescience is still a 1.

Reroll work on 1 nonetheless.

 

Prescience removes any chance of overheating

It doesnt. A 1 can't be modified by any mean. That's why Terminator don't get a +1 save in cover. So a 1 while buffed by prescience is still a 1.

Reroll work on 1 nonetheless.

This is not correct. You apply any rerolls and modifiers before you determine if any roll is a 1.

Source: designer's commentary.

So with +1 to hit (and no other modifierd) you can never overheat.

 

Edit: and terminators get +1 in cover as they are infantry models. A roll of 1 always fails on the save, but they would still save on 2+ vs AP -1 weapons because of the cover

Edited by Are Verlo

well the quad bolter is a good weapon we have a slight problem of not having it on fast moving platforms. As all rounder weapon the best for chaos is probably the combi weapon. there are also some nice job specific weapons that come on good platforms. Petard is nice for example.

Butcher weapons seems pretty good high strength, lots of shots decent damage plus have the awesome ability to lower any unit that suffers casualties by -2 LD just sucks it can't stack with other modifiers. Still quite good if you planning on LD shenanigans for battleshock tests Edited by Plaguecaster

 

 

How does the chainaxe chainsword combo work? Do you get 3 chain axe attacks? Or 2 chain axe attacks and 1 chainsword attack, I haven't seen a group like Miniwargaming do it yet, mostly the blog for the blood god guy who has lots of jump cuts between turns and explanation instead of exposition.

It is 2 axe and 1 sword. The chainsword gives you an extra attack with it in addition to your other CC attacks. It does not give you +1 attack.

Exact! Love that too. The lack of pistol is easily replaced with additional s5 attack, Blood for the Bloodgod making the difference.

 

Now if they become immume to morale theyd be more as a solid combined arms army unit. Hopefully theyll have that somewhere soon :)

Good read guys!  You all might also want to a list of the weapons to avoid so people can avoid the cool factor overload and get a does of facts to counter balance.  

 

Alternately it would be interesting to see a list break down on best to worst via category.  Melee, Specialist, heavy taking into account what the cost of the weapon is and hit chance plus any extra bonus rule that might modify it.  

 

basing my opinions on weapon cost (unit if needed) to weapon effectiveness (range, number and quality of shots)

 

For example: Specialist ish weapons

Blight Launcher (If playing DG)

Combi-Plasma 

Plasma

Combi-Melta

Melta

Sonic Blaster (this are nice and cheap)

Combi-bolter

Flesh metal guns (low range for a over costed weapon)

Flamer

Warp flamer (TS only)

Doom siren (EC only)

 

 

Heavy Weapons (no lord of war stuff included in my list)

Pred Auto-cannon

Auto-cannon

Hellfyre missile rack (TS only)

Reaper AC

Twin Heavy Bolter 

Heavy Bolter 

Twin Las cannon

Las cannon

Soul Reaper (TS only)

Havoc launcher (boo for random shots but hitting mostly on a 3+ and with good range and the mix of units that can take it makes this a possible choice.)

Blast Master (EC only) - the ML might be better but the ignore cover is nice

Missile Launcher

Hades AC (same cost as a twin AC but lower BS and most costly unit it is on)

Demolisher cannon

Battle cannon (it is free for 200 points but the hitting on a 4+ with random shots is bad)

Ectoplasma cannon

Heavy Flamer

Heavy Warpflamer (TS only)

 

Worst of the worst :sad.:

Baleflamer - not sure where to put this but it is imo the worst ranged weapon in the codex for the points and it is a flamer :sad.:

Plage Reaper - Ya this thing is stupid over costed at 45 points the math works out to be on par with a SM character thunder hammer when I looked at a range of targets dealing with the math. 

Edited by balordazul

 

 

Prescience removes any chance of overheating

It doesnt. A 1 can't be modified by any mean. That's why Terminator don't get a +1 save in cover. So a 1 while buffed by prescience is still a 1.

Reroll work on 1 nonetheless.

This is not correct. You apply any rerolls and modifiers before you determine if any roll is a 1.

Source: designer's commentary.

So with +1 to hit (and no other modifierd) you can never overheat.

 

Edit: and terminators get +1 in cover as they are infantry models. A roll of 1 always fails on the save, but they would still save on 2+ vs AP -1 weapons because of the cover

 

This.

 

Q: When making a hit roll with a supercharged plasma
weapon, do you determine whether a ‘1’ was rolled
before or after applying re-rolls and modifiers?
A: You apply all re-rolls and modifiers first.
For example, if, after re-rolls and modifiers, the final result
is then a 1 (or counts as a 1, as explained above), then the
supercharged plasma weapon injures or kills the firer.
Edited by sanityimpaired

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