bloodhound23 Posted February 22, 2018 Share Posted February 22, 2018 What does everyone think of running combi-weapons as opposed to pistols with HQ? I have a WL and can't decide whether I want to give him a combi-weapon or a plasma pistol. Is it worth being able to use his excellent 2+ to hit with a plasma pistol in CC, since that's where I'd like to get him? Or should I worry about synergy since he will likely be running with a pack of GH, and try and equip him with something with more range? Let me know what you think. Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/ Share on other sites More sharing options...
TiguriusX Posted February 22, 2018 Share Posted February 22, 2018 I use wgbl and need the storm shield saves But if i was going to use a ranged weapon on a lord i would strongly consider combi melta Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017124 Share on other sites More sharing options...
Yoyo ninja Posted February 22, 2018 Share Posted February 22, 2018 I have used a Wolf Lord with a combi plasma, it's good in smaller games, his 2+ to hit with a re-roll is useful for overcharged plasma. Also we have the true grit stratagem so you can fire the bolter portion of the weapon in combat. It's not as good as the plasma pistol, but it's got some uses Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017132 Share on other sites More sharing options...
Kasper_Hawser Posted February 23, 2018 Share Posted February 23, 2018 Combi-melta is potentially more damaging and with a or jump pack, a Wolf Lord is far likelier to get into magic range. Either combi-melta and combi-plasma is a good options for the HQs. Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017431 Share on other sites More sharing options...
Karhedron Posted February 23, 2018 Share Posted February 23, 2018 Normally I favour plasma over melta for consistency (provided I have some way to reroll 1s) but on expensive characters, melta comes out on top. BS2+ makes them more reliable for the single melta shot and I generally find overcharging too risky on an expensive character, even if it is fine on a 13 point mook. bloodhound23 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017510 Share on other sites More sharing options...
Gherrick Posted February 23, 2018 Share Posted February 23, 2018 Normally I favour plasma over melta for consistency (provided I have some way to reroll 1s) but on expensive characters, melta comes out on top. BS2+ makes them more reliable for the single melta shot and I generally find overcharging too risky on an expensive character, even if it is fine on a 13 point mook. I still hope someday they will change plasma from instant death to something like d6 mortal wounds, just so characters (and some vehicles) have a chance to survive the overcharge, This is the main reason I favor melta over plasma in most cases, even with reroll 1's. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017560 Share on other sites More sharing options...
Yoyo ninja Posted February 23, 2018 Share Posted February 23, 2018 Our vehicles only take limited mortal wounds in the index, they take heavy plasma cannons which have a differently worded overcharge rule. But yea, i get the point about melta on characters Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017592 Share on other sites More sharing options...
Kasper_Hawser Posted February 23, 2018 Share Posted February 23, 2018 Normally I favour plasma over melta for consistency (provided I have some way to reroll 1s) but on expensive characters, melta comes out on top. BS2+ makes them more reliable for the single melta shot and I generally find overcharging too risky on an expensive character, even if it is fine on a 13 point mook. I still hope someday they will change plasma from instant death to something like d6 mortal wounds, just so characters (and some vehicles) have a chance to survive the overcharge, This is the main reason I favor melta over plasma in most cases, even with reroll 1's. Personally I enjoy this change of mechanics. It's fun and gives a tactical risk consideration. But to each his own. At least for Bjorn and dreadnoughts, the heavy plasma cannon is mortal wounds, not instant death. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017622 Share on other sites More sharing options...
TiguriusX Posted February 23, 2018 Share Posted February 23, 2018 This thread inspired me to think of how best to use a Wolf Lord and bs2 i am going to test a biker wolf lord with combi melta and krakensword Rapid firing 4 bolters on 2 Rapid firing 2 combi bolters on 3 Melta on 3 Rerolling 1s If you need a hard target hit you drop the combi bolter shot and have a rerollable melta on 2 He is an infantry lawn mower in melee with kraken as well Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017956 Share on other sites More sharing options...
bloodhound23 Posted February 23, 2018 Author Share Posted February 23, 2018 My WL will have a Thunderhammer and will be rolling with some GH, probably equipped with plasma. Sounds like my best option is to just go full armor-hunter and equip him with the combi-melta, and if I need extra help should things get hairy, overcharge the PG's from the GH, since they are so much easier to stomach if I roll a 1. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5017963 Share on other sites More sharing options...
Ciler Posted February 25, 2018 Share Posted February 25, 2018 We used to give characters pistols for the extra attack, but as that does not apply anymore, giving a character a ranged weapon is all about damage output. I've had a couple of opportunities to run combis on HQs (hell, we get one by default on Helbrecht), and combi-melta has always delivered. Nothing softens a target before a charge like a melta does. Actually, in some cases you may be left with nothing to charge. In fact, baring cost, I fail to see a reason to give a HQ a pistol. Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5019132 Share on other sites More sharing options...
Rune Priest Jbickb Posted February 26, 2018 Share Posted February 26, 2018 To be fair a pistol does still grant an extra attack in close combat as it is the only weapons type (strategem aside) that can be fired in close combat. So while it happens in a different phase it is an extra attack option. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5019743 Share on other sites More sharing options...
Karhedron Posted February 26, 2018 Share Posted February 26, 2018 Unfortunately pistols very rarely get fired in close combat. If one side is good in melee and the other is not, the bad side will normally withdraw before the pistols can be fired. If both sides are good in melee, the chances of both sides still being alive by the time the opportunity arises are slim. If I charge on my Turn 2, I don't normally expect my guys to still be in the same melee by my shooting phase on Turn 3. Maybe every once in a while but not regularly. PeteySödes 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5019772 Share on other sites More sharing options...
PeteySödes Posted February 26, 2018 Share Posted February 26, 2018 Unfortunately pistols very rarely get fired in close combat. If one side is good in melee and the other is not, the bad side will normally withdraw before the pistols can be fired. If both sides are good in melee, the chances of both sides still being alive by the time the opportunity arises are slim. If I charge on my Turn 2, I don't normally expect my guys to still be in the same melee by my shooting phase on Turn 3. Maybe every once in a while but not regularly. This has been my experience as well, I have yet to even have the opportunity to use true grit. My HQ's have largely been support bots though and i haven't lamented too much in that i run them pretty bare to keep cost down. Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5019839 Share on other sites More sharing options...
Ciler Posted February 26, 2018 Share Posted February 26, 2018 To be fair a pistol does still grant an extra attack in close combat as it is the only weapons type (strategem aside) that can be fired in close combat. So while it happens in a different phase it is an extra attack option. That is true. But unless it is a plasma pistol then it's a S4 AP0 attack which is usually vastly inferior to what the HQ's main weapon can dish out. Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5020003 Share on other sites More sharing options...
The Saint Ragnar Posted February 26, 2018 Share Posted February 26, 2018 I really only run combi-melta on my HQs, primarily on my WL to benefit from his much better BS. I feel like it is the only place I really stick a melta as any other platform will die faster so those points go down the drain pretty quick unless they are on a character. Sometimes if I am running plasma of my GH and want some more anti-horde I will stick a combi-flamer on some characters just to make it a little more toasty for the big blobs. But to be honest the majority of the time I run my HQs about as cheap as I can get them outside some upgardes for mobility like jump packs. I keep them around for the auras more than their firepower or attacks. Then again most of the meta around me is more competitive so when I do get games in that are more "for fun" is when combi-weapons and my old WL with jump pack, wolf claw, and power fist come out. bloodhound23 1 Back to top Link to comment https://bolterandchainsword.com/topic/344684-combi-weapons-on-hq/#findComment-5020027 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now