Karhedron Posted December 22, 2017 Share Posted December 22, 2017 I want to give my BAs some more plasma but I cannot make up my mind on the best caddies. I am quite keen to try some out with the Standard of Sacrifice. Hellblasters are working well in my SW army but I am not sure about BAs. A lot of stuff will be jumping up the field and I would need to dedicate a Captain to babysit them (although I could use my nice shiny new Tycho). JP Vets look OK and bring their own deep strike but as an Index-only option, there is always the risk of them disappearing. Plasma Inceptors looks quite tasty with the price drop. DS them with Captain smashypants for rerolls and an Ancient or Sanguinary Ancient with SoS to keep them alive longer. 4 shots per model though makes overcharging risky, even with a Captain about. Is 3 models in a unit enough or should I look to make them bigger. Thoughts, options and ideas welcome. Link to comment Share on other sites More sharing options...
NTaW Posted December 23, 2017 Share Posted December 23, 2017 Can we still equip Vanguard with two plasma pistols each? Good times right there if so. Link to comment Share on other sites More sharing options...
Damon Nightman Posted December 23, 2017 Share Posted December 23, 2017 Yes we can! Dual plasma pistol VVs were part of my RTS vow! Link to comment Share on other sites More sharing options...
Kickrock Posted December 23, 2017 Share Posted December 23, 2017 The Index gives the option to equip Company Vets with Jump Packs. Each model can be equipped with a Combi-Whatever. I have Meltas on mine but Plasmas are an option. Link to comment Share on other sites More sharing options...
Brother Crimson Posted December 23, 2017 Share Posted December 23, 2017 With the cost decrease of inceptor they are a good way to get plasma now if you want deep strike. Their t5 is also a good plus but they suffer from having a bit less wounds than other options. Still they are very good fa slot Karhedron and Kallas 2 Back to top Link to comment Share on other sites More sharing options...
brother_b Posted December 23, 2017 Share Posted December 23, 2017 Assault marines? 2x plasma and 1x plasma pistol on the sgt. Kallas 1 Back to top Link to comment Share on other sites More sharing options...
Remtek Posted December 23, 2017 Share Posted December 23, 2017 Inceptors are range 18 assault 2, really nice having the extra range when coming from DS. SM1981, Karhedron and Kallas 3 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted December 23, 2017 Author Share Posted December 23, 2017 I am leaning towards Inceptors as they do not need a transport, they cannot be alpha'ed and synergise well with SoS and an Apothecary. They question is whether a 3-man squad is enough or if that is too fragile. The models ain't cheap though. Link to comment Share on other sites More sharing options...
NTaW Posted December 23, 2017 Share Posted December 23, 2017 How many points are they? Plasma Vanguard is 160 with 10 shots at 12" and the ability to keep shooting in combat if it draws out. Link to comment Share on other sites More sharing options...
Brother Crimson Posted December 23, 2017 Share Posted December 23, 2017 177 for 6d3 shots. Downside is ironically that with only 3 models with 2hp they are very sensitive to plasma shots. I still think they are usable now. To use in apothecary /banner way I would lean towards 6 men units, but its more about the damage output than how long they stays. Karhedron 1 Back to top Link to comment Share on other sites More sharing options...
Panzer Posted December 23, 2017 Share Posted December 23, 2017 Well the overcharged profile hurts them due its multi-damage stat but keep in mind that it won't wound them on 2+ due their T5 unlike other Marines. It's a tradeoff but yeah generally Inceptors are more durable against small arms rather than something like Plasma. However with their 18" range they are less in danger of getting charged than Vanguards in Rapid fire range while they still have more shots on average so there's that. Kallas and SM1981 2 Back to top Link to comment Share on other sites More sharing options...
NTaW Posted December 23, 2017 Share Posted December 23, 2017 Given those last two posts, the Inceptors really seem like the way to go for a plasma bomb. Link to comment Share on other sites More sharing options...
Arkhanist Posted December 23, 2017 Share Posted December 23, 2017 Hellblasters are still a decent option in BA too. Assuming you're babysitting them with a captain, give him a jump pack and he can redeploy near the front line later with the wings of fire strat once the big stuff is down and you don't need to risk overcharging (or can accept casualties). Might be worth considering if you have other firepower hanging out near the back that he can buff too. Link to comment Share on other sites More sharing options...
Panzer Posted December 24, 2017 Share Posted December 24, 2017 Something else to consider is that rolling a 1 with Inceptors hurts you a lot more. You don't lose 1/2 shots, you lose 2d3 shots instantly. Link to comment Share on other sites More sharing options...
Charlo Posted December 24, 2017 Share Posted December 24, 2017 How many points are they? Plasma Vanguard is 160 with 10 shots at 12" and the ability to keep shooting in combat if it draws out. Combat will never draw out however. If you are charged by a superior combat unit, it makes more sense to fall back 12", light them up and then charge with one of our units to get red Thirst. If you are the superior combat unit and charging, then the opponent will most likely fall back or devote more resources to the combat, meaning your return fire will be minimal. Sadly shooting pistols in the shooting phase while locked in combat just doesn't come up all that much. Link to comment Share on other sites More sharing options...
Panzer Posted December 24, 2017 Share Posted December 24, 2017 (edited) How many points are they? Plasma Vanguard is 160 with 10 shots at 12" and the ability to keep shooting in combat if it draws out. Combat will never draw out however. If you are charged by a superior combat unit, it makes more sense to fall back 12", light them up and then charge with one of our units to get red Thirst. If you are the superior combat unit and charging, then the opponent will most likely fall back or devote more resources to the combat, meaning your return fire will be minimal. Sadly shooting pistols in the shooting phase while locked in combat just doesn't come up all that much. Yeah it makes a lot more sense to fall back with the FLY rule. ^^ Edited December 24, 2017 by sfPanzer Link to comment Share on other sites More sharing options...
Brother Crimson Posted December 24, 2017 Share Posted December 24, 2017 You can’t fall back and charge but falling back and shoot with inceptor is what you have to do. They can hop around a building or get high ground. Link to comment Share on other sites More sharing options...
NTaW Posted December 24, 2017 Share Posted December 24, 2017 (edited) I've shot pistols in combat in almost every game I've had the option to and never once regretted it or had it shown by the course of the game to be the wrong decision. Last game I played my opponent specifically decided to stay in combat with me to try and deny the Red Thirst. I laughed out loud when I read the line 'combat will never draw out' Falling back and shooting with Inceptors is absolutely the right choice of course. They are definitely the superior plasma bomb. Edited December 24, 2017 by NTaW Damon Nightman 1 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted December 24, 2017 Author Share Posted December 24, 2017 Something else to consider is that rolling a 1 with Inceptors hurts you a lot more. You don't lose 1/2 shots, you lose 2d3 shots instantly.Yes, and with an average of 4 shots each, that will happen quite a lot, even with a Captain for rerolls. The flip side is that any points spent on defensive upgrades such as Sanguinary Priest or Standard of Sacrifice will likely be worthwhile. Link to comment Share on other sites More sharing options...
shandwen Posted December 24, 2017 Share Posted December 24, 2017 I've shot pistols in combat in almost every game I've had the option to and never once regretted it or had it shown by the course of the game to be the wrong decision. Last game I played my opponent specifically decided to stay in combat with me to try and deny the Red Thirst. I laughed out loud when I read the line 'combat will never draw out' Falling back and shooting with Inceptors is absolutely the right choice of course. They are definitely the superior plasma bomb. Then you play terrible opponents. Link to comment Share on other sites More sharing options...
NTaW Posted December 24, 2017 Share Posted December 24, 2017 I've shot pistols in combat in almost every game I've had the option to and never once regretted it or had it shown by the course of the game to be the wrong decision. Last game I played my opponent specifically decided to stay in combat with me to try and deny the Red Thirst. I laughed out loud when I read the line 'combat will never draw out' Falling back and shooting with Inceptors is absolutely the right choice of course. They are definitely the superior plasma bomb. Then you play terrible opponents. Must be, eh? :cuss: me then. Damon Nightman 1 Back to top Link to comment Share on other sites More sharing options...
Are Verlo Posted December 24, 2017 Share Posted December 24, 2017 With decent trapping/locking to keep enemy models from falling back, I’ve got to shoot with pistols a few times myself. Damon Nightman 1 Back to top Link to comment Share on other sites More sharing options...
Charlo Posted December 24, 2017 Share Posted December 24, 2017 There will of course be moments when enemies stay locked in combat, I'm not saying that, but it feels like it will be rare! Link to comment Share on other sites More sharing options...
Calistarius Posted December 24, 2017 Share Posted December 24, 2017 Something else to consider is that rolling a 1 with Inceptors hurts you a lot more. You don't lose 1/2 shots, you lose 2d3 shots instantly. I’m confused by this. How do you figure you lose 2d3 instantly? Link to comment Share on other sites More sharing options...
Kallas Posted December 24, 2017 Share Posted December 24, 2017 Something else to consider is that rolling a 1 with Inceptors hurts you a lot more. You don't lose 1/2 shots, you lose 2d3 shots instantly.I’m confused by this. How do you figure you lose 2d3 instantly? Each Inceptor carries two Plasma Exterminators, which are d3 shots each (so 2d3). A roll of an overcharged 1 will lose you an Inceptor, and thus his 2d3 shots. It's actually quite important, then, that when overcharging Plasma Inceptors that you roll for number of shots separately, then roll to hit for each separately. If you just lump them all together you might lose all of them, but if only one guy rolls 6 1s when rolling separately then only he dies. Aothaine, Thrown Pommel and Calistarius 3 Back to top Link to comment Share on other sites More sharing options...
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