all right there are alot of good points thanks guys now i can think twice when it comes to takeing plasma kinda want to try it on a company command squad
all right there are alot of good points thanks guys now i can think twice when it comes to takeing plasma kinda want to try it on a company command squad
Not to de-rail the conversation but why would one take a grenade launcher? I generally thought it was the weakest of the four weapons that was offered to squads, and doesn't it price out in between the flamer and meltagun in cost?
An Imperial Guard Veteran Squad actually seems the best place to have plasma guns. Three BS4 plasmaguns firing out of a chimera = awesome.
I am in favor of a mixed approach to melta vs plasma in my veteran squads. Usually 2 meltas and 1 plasma. That is the equivalent of 4 shots at 12 and with an autocannon or lascannon, that also provides a nice threat both long range and short range firefight.
I'm not sure what you mean by that. It costs the same as a flamer.
I use them in infantry platoon command squads. Makes them less of a target than a flamer bomb, and grenade launchers are cheap, dual-role, and blast weapons. Three blast templates on a squad of marines is going to hurt them in my experience (even with S3), all for the cost of ONE plasma gun. Grenade launchers may look weak on paper but they work OK for me.
On topic, I run vet meltas for anti-tank and plasma in my CCS for toasting marines. They each have a function and can't be directly compared, simple as that. That said I don't run much melta - I like to hit enemy armour with battle cannons as well as melta guns, keeps 'em on their toes
Grenade Launchers are great on standard infantry squads and platoon command squads. Four GLs in one squad means you can make on average two S8 AP3 hits per turn at 24", and it's an assault weapon at that. Not too shabby for twenty points, whether it's at Marines or at AV12 or lower vehicles.
Yep for a krak gren they are S6 AP4
I'm coming back around to the use of plasma weapons in my squads, especially tactical squads that I don't fancy being too close to the enemy. The ability to shoot at the longer range is handy and as the squad is mostly shooting at infantry the extra strength and ap is usually overkill.