Chaplain Gunzhard Posted October 29, 2017 Share Posted October 29, 2017 So I have 10 Engineers... I'm really tempted to model them all with the shotguns, just cuz they're cool looking and seem decent rules wise. Am I really screwing up by not putting special weapons on these guys? ...and if yes, which weapons synergize best with the shotguns? Thanks. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/ Share on other sites More sharing options...
Harrowmaster Posted October 29, 2017 Share Posted October 29, 2017 Shotguns are good no need to replace them if you don't want to. Personally I'm taking two meltas, a heavy flamer and a demo charge because I can. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920017 Share on other sites More sharing options...
Mitchverr Posted October 29, 2017 Share Posted October 29, 2017 (edited) Personally I go with plasma guns, simply because its still not 12 points and gives your very limited range guys the ability to fire back at some targets while they are getting into position. Not to mention nice AP, anti light vehicle etc. Beyond this, not a big fan of other weapons. My main problem is trying to figure out how many engineers to have in my army :D Edited October 29, 2017 by Mitchverr Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920022 Share on other sites More sharing options...
Withershadow Posted October 30, 2017 Share Posted October 30, 2017 I like meltaguns, and not only because I used shotgun engineers as shotgun/melta veterans in 5th edition. Since they are all assault weapons, it gives you the option to run and fire everything in the squad, although I would not recommend using carcass rounds for this! Meltaguns also go better thematically with a demo charge. Plasmaguns are a good choice too, especially for now while they remain cheap. Once the cost goes up, you may be better off just running shotguns. I don't like either of the heavy weapon options, since neither is better than the pair of shotguns you're giving up for them, especially when you factor in additional cost. You could spam 5-man squads for max demo charges and power mauls/axes. Attach a priest and/or regimental standard for all the attacks. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920137 Share on other sites More sharing options...
Tirak Posted October 30, 2017 Share Posted October 30, 2017 I suggest Plasma Guns and Pistols, but that's because I use them in a very specific way as an assassination team with the Dagger of Tu'Sakh, and I want flexibility if i need to light up a light vehicle. Plasma synergizes well because it gives you much needed AP as well as having 2 shots at the same range the shotguns have 2 shots, while at the same time giving you a bit of a ranged punch if everything goes right (or wrong) and you need to shoot outside your 12in bubble. Meltaguns are too situational in my opinion. With a melta range of only 6in, you can't surprise your enemy with Engineers and you only get 1 shot, which compared to plasma is decidedly meh. Flamers are simply not good given what you'll normally be trying to throw your Engineers at, and ditto for grenade launchers. Heavy Weapons are expensive and the mole launcher is not the troll machine it used to be. The Heavy Flamer is cool, but given that you need to be 8in means again, you can't hit with it out of deepstrike so it becomes less than useful compared to combat shotguns. If you want to run all combat shotguns, it's not terrible, and you're not handicapping yourself too hard doing things that way. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920151 Share on other sites More sharing options...
Chaplain Gunzhard Posted October 30, 2017 Author Share Posted October 30, 2017 Thanks guys, great feedback. Also, doesn't seem like much reason to take pistols on sergeants/watchmasters anymore... at least against my marines everyone always flees and I never get to use them, have you found this to be the case with IG units as well? And wow, I just realized rolling a 1 to-hit can kill your own guy, I roll 1's like mad haha. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920161 Share on other sites More sharing options...
Withershadow Posted October 30, 2017 Share Posted October 30, 2017 That is why its always fun to accompany them with Yarrick. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920166 Share on other sites More sharing options...
Tirak Posted October 30, 2017 Share Posted October 30, 2017 Once they find out that they're a 12in death squad the enemy always runs away. The fact that they're assault weapons is balanced by the fact that if you advance, the -1 to hit means you blow up on 1s and 2s, which is not good. Unless you have a reliable way to drop them on top of the enemy. I.E. Valkyrie drop, Dagger of Tu'sakh ect, you're better off spending your points elsewhere as they will never get into range to do serious damage. Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4920174 Share on other sites More sharing options...
Are Verlo Posted November 6, 2017 Share Posted November 6, 2017 (edited) If you have other mechanized infantry squads to support them, the engineers could be all shotguns and ride in a 2x HF chimera. Edit: I have yet to try this but grenadiers stratagem with 10 acid bombs must be fun Edited November 6, 2017 by Are Verlo Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4925911 Share on other sites More sharing options...
Mitchverr Posted November 6, 2017 Share Posted November 6, 2017 If you have other mechanized infantry squads to support them, the engineers could be all shotguns and ride in a 2x HF chimera. Edit: I have yet to try this but grenadiers stratagem with 10 acid bombs must be fun In theory it is more effective vs something which is heavily armoured then firing with the standard/carcass shells, only just however and ofcourse stops your guys suiciding. The only issue with this is that this requires you to be within 6 inches of the enemy. On avg for 10 dudes throwing and no modification to accuracy, they will land 5.5 "wounds" with an ap of -2 before armour is applied which do D3 wounds each. So say vs 3+ armour, it would be 3.66 get through causing on avg 7.2 damage if its a monster/wound heavy target they attack. For the carcass shells in the same situation, carcass shells would land 11 "wounds" with 0 AP and on average 3.6 1s of suicide in there, vs 3+ armour, 3.7 wounds after saves get through for 2D each so 7.4 total damage if a single target on avg. It all depends on the target really on which is your best bet to use and distance and ofcourse, how lucky you feel at the time, personally if i had the chance I would use gas grenades simply to give my guys no suicide risk. Chaplain Gunzhard 1 Back to top Link to comment https://bolterandchainsword.com/topic/340882-how-to-model-dkok-engineers/#findComment-4925946 Share on other sites More sharing options...
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