The Unseen Posted March 1, 2018 Share Posted March 1, 2018 Librarians with Wings make good use of them. Having only a 6" (or 3" for maximum effect) range isn't as big a deal when you can either land 9" away and move 12", or move 48" in the movement+psychic phase. Otherwise they generally are sub-par. On DC, I'd rather give them 2 extra power weapons for the same cost. Paladin777 1 Back to top Link to comment Share on other sites More sharing options...
Ornithologist Posted March 1, 2018 Share Posted March 1, 2018 At this point I just wish Inferno Pistols would either get a range buff or a price drop, either one. Heck, I'd be okay with a 9" range and a 3" "Half" range for them. Really, The only reason I pay the points for the one on my captain is for wyswig reasons, and I don't want to spend the extra points on a storm shield. Link to comment Share on other sites More sharing options...
Paladin777 Posted March 1, 2018 Share Posted March 1, 2018 You could change his pistol out to a plasma pistol. Link to comment Share on other sites More sharing options...
robofish7591 Posted March 1, 2018 Share Posted March 1, 2018 Honestly, the only time I have had any success with inferno pistols would be in my sisters of battle army. My cannoness was able to get a double move with acts of faith to blast an out of position character with her inferno pistol before charging. Even then it doesn't happen very often. I really only end up taking them for rule of cool. Link to comment Share on other sites More sharing options...
superwill Posted March 2, 2018 Share Posted March 2, 2018 At this point I just wish Inferno Pistols would either get a range buff or a price drop, either one. Heck, I'd be okay with a 9" range and a 3" "Half" range for them. Really, The only reason I pay the points for the one on my captain is for wyswig reasons, and I don't want to spend the extra points on a storm shield. At 9" the inferno pistol would still have the exact same issue it currently has and that all flame weapons have - you can't drop in and shoot it. Basically, you're either a librarian or waiting till turn two, which isn't great. Link to comment Share on other sites More sharing options...
Indefragable Posted March 2, 2018 Share Posted March 2, 2018 I like inferno pistols sprinkled in. If you treat them like shorter meltas you’ll always be disappointed. If you use them pistols that come out of nowhere to wreck vehicles, you’ll always be pleasantly surprised. With ASM and characters, or even a SG dude with a power fist, they’ve served me well. Once you’ve jumped into the enemy lines you shoot them at alternate targets to what you are charging and the wounds just drop off of things. Link to comment Share on other sites More sharing options...
tychobi Posted March 2, 2018 Share Posted March 2, 2018 Meta guns and chain swords on the vets. If you need a big model busting unit 10 melta guns will do work. Don't get too pigeon holed by our chapter tactic Vanguard Veterans can't take melta guns. If they are Company Vets, they can, but then (codex-wise) no jump packs for them. Just pointing the distinction as the topic started from VV not CV and both are "veterans". Index gear is fully legal. Brother Aether 1 Back to top Link to comment Share on other sites More sharing options...
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