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  1. #911

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    Quote Originally Posted by Defenestratus View Post
    so why would anyone take a plasma gun again? I dont get it. If you can wound a Wraithknight on a 3+ and then deny it an armor save...
    Plasma is still your best... "swiss army knife" special weapon. It can handle heavy Infantry killing, light armor cracks, and still lay down decent fire on the move. Grav weapons seem to be the Antithesis of Meltas. They are very dangerous to tough targets but even a DE Raider will laugh at them.

  2. #912
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    Quote Originally Posted by Jimmynurgle View Post
    Plasma is still your best... "swiss army knife" special weapon. It can handle heavy Infantry killing, light armor cracks, and still lay down decent fire on the move. Grav weapons seem to be the Antithesis of Meltas. They are very dangerous to tough targets but even a DE Raider will laugh at them.
    Right but why would you, when you're designing your army, take a plasma gun to fulfill the role of "heavy infantry killer" when you can take a Grav gun that gets more shots reliably, and doesn't get hot? Str 7 is hardly a "light armor" killer and grav guns do an infinitely better job at killing anything on the board that can't be reliably killed by a bolter.


    Unless grav guns get hot - Just seems like a no brainer to me to take a grav gun.
    I have never made but one prayer to God, a very short one: "O Lord make my enemies ridiculous." And God granted it. --Voltaire

  3. #913

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    Quote Originally Posted by Bigred View Post
    GRAV WEAPONS
    Grav Pistol: Range 12" AP:2, Concussive
    Grav Rifle: 18" salvo 2/3 AP:2, Concussive
    Grav Cannon: 24" salvo 3/5 AP:2, Concussive

    Grav Amp: Re-roll failed to-wounds and armor penetration for Grav weapons.
    I don't get why they have Concussive aside from making it fluffy or for "flavour". The only benefit from that would be shooting at a high initiative MC that's about to assault you in their turn, which is rather situational and any unit using grav weapons isn't designed to be in CC really.

    so why would anyone take a plasma gun again? I dont get it. If you can wound a Wraithknight on a 3+ and then deny it an armor save...
    Because plasma has more range and doesn't suck against vehicles and light armour opponents like the grav weapons do. Grav weapons appear to be very short range anti TEQ/MEQ/MC but suck against anything else.
    Last edited by Xarga; 08-14-2013 at 01:15 PM.

  4. #914

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    Quote Originally Posted by Xarga View Post
    I don't get why they have Concussive aside from making it fluffy or for "flavour". The only benefit from that would be shooting at a high initiative MC that's about to assault you in their turn, which is rather situational and any unit using grav weapons isn't designed to be in CC really.



    Because plasma has more range and doesn't suck against vehicles and light armour opponents like the grav weapons do. Grav weapons appear to be very short range anti TEQ/MEQ/MC but suck against anything else.
    Concussive completes the idea of a "Defensive" Weapon. Grav weapons will be death to stuff like Grotesques, Mutilators, Nid Warriors/Guard... They will kill 1-2.. then when the squad assaults you, it will Still be I1. I'll take that any day. And Str 7 is definitely light armor killer- Rhinos, Chimeras, even Dreads are vunerable to it.

    I don't think you'll see Devestators get heavy Grav weapons... imagine how funny it will be when the Grav-armed Devs runs into say a Orkboy Mob... and wounds on 6s! As it is... I see Dev Centurions being wayyy too easy to counter... just throw a low armor cheap squad at them to tie them up...

  5. #915

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    Quote Originally Posted by Jimmynurgle View Post
    Concussive completes the idea of a "Defensive" Weapon. Grav weapons will be death to stuff like Grotesques, Mutilators, Nid Warriors/Guard... They will kill 1-2.. then when the squad assaults you, it will Still be I1. I'll take that any day. And Str 7 is definitely light armor killer- Rhinos, Chimeras, even Dreads are vunerable to it.

    I don't think you'll see Devestators get heavy Grav weapons... imagine how funny it will be when the Grav-armed Devs runs into say a Orkboy Mob... and wounds on 6s! As it is... I see Dev Centurions being wayyy too easy to counter... just throw a low armor cheap squad at them to tie them up...
    Actually yeah it sounds a bit more usefull than i first thought. As for Dev Centurions being super easy to counter with low save stuff i wouldn't be so sure. If we're talking grav cannon + amp here (which is apparently the Centurion loadout for grav cannons rather than a twin-linked one like the heavy bolters and such.) That would be 5 shots each with re-roll to wounds, which is actually not too bad even if they are wounding them on 5's or 6's. Then they would have their hurricane bolters too, assuming they haven't upgraded them to missile launchers. Hordes would be chewed up at close range at least.

  6. #916

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    Quote Originally Posted by Xarga View Post
    Actually yeah it sounds a bit more usefull than i first thought. As for Dev Centurions being super easy to counter with low save stuff i wouldn't be so sure. If we're talking grav cannon + amp here (which is apparently the Centurion loadout for grav cannons rather than a twin-linked one like the heavy bolters and such.) That would be 5 shots each with re-roll to wounds, which is actually not too bad even if they are wounding them on 5's or 6's. Then they would have their hurricane bolters too, assuming they haven't upgraded them to missile launchers. Hordes would be chewed up at close range at least.
    I wouldn't be too sure about chewing up hordes... even with re-rolling Wounds, wounding on 6s (lets assume Boyz, or Cultists) may kill you 3-5 even if you hit with all 15 shots. The Hurricane Bolters will chew a horde up but only for a turn or maybe 2... before the horde gets to you... then you are stuck for on average 2 turns. Considering 3 Dev Cents will run you around 230-250 points with all the options- that is definitely worth a 100 point mob!

    The Assault Cents seem like the better deal... Str 9 Power Drills that strike at initiative on a T5 multi-wound Model are WELL worth 60 points....

  7. #917

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    Quote Originally Posted by Jimmynurgle View Post
    I wouldn't be too sure about chewing up hordes... even with re-rolling Wounds, wounding on 6s (lets assume Boyz, or Cultists) may kill you 3-5 even if you hit with all 15 shots. The Hurricane Bolters will chew a horde up but only for a turn or maybe 2... before the horde gets to you... then you are stuck for on average 2 turns. Considering 3 Dev Cents will run you around 230-250 points with all the options- that is definitely worth a 100 point mob!

    The Assault Cents seem like the better deal... Str 9 Power Drills that strike at initiative on a T5 multi-wound Model are WELL worth 60 points....
    If you have Cents with grav cannons against an ork horde you have a lot to worry about anyway. Most armies have something this gun can effect but its close range and specialized. I would likely prefer the heavy bolter or lascannon version of the suit for my armies. They will likely be less affected by enemy selection. Of course if your local meta is full of MC's or MEQ's then you will likely want to put that unit on the table.

    As with any item in any book it has its strength's and weaknesses. A few units out there are universally good but most have an upside and downside. A good general knows how to leverage what he brings to the table to defeat his opponent and secure victory.

  8. #918

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    Uh... it seems to have a semi-haywire effect and as such it doesn't seem to roll for armor penetration, and yet one of the rules quotes says it gets to reroll armor penetration.

    Seems pretty bunk to me.

  9. #919
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    Hey guys, first post here! I'm actually not really sure what the point of a grav gun. You get 3 shots but only if stationary, overall range is reduced, it can't take down low armour targets (I'm more scared of mobs of Khornate cultists than of 5 terminators), it can't take out lightt tanks like Rhinos like Plasma guns... Plasma guns can take out everything from Ork Boyz to termies to light armour (I took out a greater daemon of Khorne with plasma fire the other day), they almost always wound on a 2 and they they keep your tac squads mobile. I'm willing to accept the risk of a Gets Hot roll for that greater versatility. After all, isn't the whole point of the Space Marines their adaptability? These grav weapons just sound too specialised to me.

  10. #920

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    now that we are getting a clearer picture of the book it seems the best AA will be a IF dev squad with a quadgun. with the signum you have BS 5 and tank hunter with 4 heavy weapons along for the ride. if your real worried you could even give the devs flack missiles.

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