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If I was to put a few autocannons in my regular line IG squads, what would be the best special weapon to compliment
I was thinking of either going for a sniper rifle (good range, sit back and shoot with the auto-cannon), or flamer (cheap, will most likely kill something, but only if i get close)
The plan is to have a cheap platoon that can still kick out some hurt.
Comes to 180pts
If you're going to put a special with an autocannon I almost always prefer grenade launchers.
Well first of all if you're putting a heavy in a squad, it should be serving an obvious purpose. Autocannons are good for busting up transports and light armor as well as medium infantry (they can put wounds on MCs as well but usually they'll still get a good save, so I consider that a secondary function). So usually you want to compliment that, rather than trying to diversify the unit. Guard can afford LOTS of units, so it's better to have units that are really good at a few things, than mediocre or bad at a lot of things.
In terms of anti-transport/light armor the S6 of the GL is still high enough to mess with up to AV12. You have a chance of glancing (and at least causing a shaken result) hit equal to 25% for AV10, 16.7% for AV11, and 8.3% for AV12. Of those percentages there is a 5.6% chance to destroy an AV10 vehicle or a 2.8% chance for AV11. The odds on destruction are not astronomical, but neither is the cost. The real point is to help ensure that when attempting to disrupt transports and anti-tanks that you at least produce some result. Immobilizing a transport is often quite nice, and can even destroy skimmer transports.
Next you have the autocannon anti-medium infantry role. In this regard you're usually looking at standard troops in the T3-5 range with a 4+ armor or worse. S6 AP4 works nicely against hat entire range.
Also, if you try to use the AC to put wounds on an MC, even without enough AP to ignore their saves and just to force wounds and rolls, S6 is still plenty high enough for that and the GL offers medium range and a low cost for the opportunity.
Lastly the GL offers some things on it's own that enhance the squad. First of all you get a blast template, which helps against swarms or very cheap horde units like Gretchin or Gaunts. The GL is a medium-ranged assault weapon, so you can fire it while moving to an objective if your AC has no target or you simply need to control/contest something late in the game and can be used when counter-charging to contest an objective.
Flamers and sniper rifles can be great in the right situations, but neither really compliments the AC the way a GL does. Flamers need to be close and work against clustered units of infantry. ACs are static and used against vehicles or slightly more elite infantry. Sniper rifles can cause pinning and get lucky and wound anything, but really aren't meant to performs the same functions as the AC either, they might fit better with a squad with a mortar or in their own vet/SWS/ratling squad as a dedicated pinning unit.
Plasma guns are the only special weapons that really contests with the GL for anti-tranport/light armor role, but due to it's cost it's usually a much more specified weapon to take out elite infantry. Meltaguns are superior anti-transport weapons but should be turned against heavier armor until those threats are eliminated and need to be much closer to be useful, making them poor choices for static units with a heavy.
I agree with Darguth, listen to him!
For get your Mr T, John Mayer leaks pure awesomeness with every note he plays.
Darguth nailed this one.
GL is cheap, effective, and at S6 has a very similar role to an Autocannon, plus the afore-mentioned blast as needed.
GL is actually one of the best for a stationary squad either way ... it goes well with Mortars too, letting you stack blasts on small squads to get excess hits.
Nids & Guard
GMail = MVBrandt
Ok, sounds fair enough.
Thanks for the advice. The reason I figured that sniper rifle would be good is bwecuase of the long range, and also possability of rending...
I normally fight either SM or Crons so I reckoned that would be a gd plan...
However, as fate has it I allready have a few GL guys so I will see what I can do
So you are saying this would work better:
Comes to 180pts
If you're fighting SM and Crons they are both T4 3+ on average (known as MEQs or Marine EQuivalents). Missile launchers are great heavy weapons to fight these buggers. Only 1 shot, but they disallow a Will Be Back roll (because of causing Instant Death with their S8 hit) and can deal with slightly higher AV values, or with the same AV values. Also, with their AP3 they'll ignore that nice heavy armor on all of their mainline infantry, unlike the AP4 of the AC. They also offer the blast template to deal with clusters of deepstriking guys or scarab swarms (who have the Vulnerable to Blast rule IIRC).
An autocannon at BS3 deals 0.28 wounds after saves on an MEQ unit. A missile launcher at BS3 deals 0.42 on average.
I suppose the autocannon is still better against light vehicles because the AP value doesn't matter (at least I think, didn't run the statistics just now), but I'd be willing to sacrifice a slight advantage to ignore WBB rolls and deal more wounds to heavy infantry.
GLs are still a good mix with Missile Launchers IMO. They can still go after light vehicles to complement the krak missile and they can also double up on blast templates for low Sv. horde units and swarms.
This all sounds good, I imagine tho that AC are useful MEQs just for causing them to take so many armour saves...
I think that if points cost or fluff is not an issue, go with plasma. Autocannons and plasma guns can perform a lot of the same roles since their profiles are fairly similar. You won't be compromising your light tank destroying abilities, and you'll be able to sit back and shoot at infantry with a high kill probability.
Still, that's a pretty expensive route, especially since you're shooting at BS3. Grenade launchers are definitely the best second choice in my mind.
Formerly known as SimulatedSnowman
Yea, plasma is good, BUT- here is my main problem with plasma.
That 15pts gun could go boom on the first turn I know its a 1 in 6 chance, but then I have a measly save. However, I have had that happen to me on quite a few occasions
For that reason I normally only put plasma weapons in units with a medi pack, so they dont die as much from their own gun!
The reason I want to keep it cheap is to provide a cheap mass of firepower and men to hold objectives, and provide covering fire for my other men...
My other platoon is normally constructed thusly:
Commissar w.power weapon and plasma pistol
Commissar w. powerfist
Commissar w. powerfist
Hv Weapon Sq:
What I am thinking of doing is sitting the 'cheap' platoon back holding objectives, shooting from afar. While the platoon above charges forward, the platoon command sitting in cover zapping things with plasma with high armour.
I normally combine the 2 squads giving me commissars with powerfists and 22 wounds, slamming into combat and taking ovjectives under the cover fire of my ta ks and other men...
It seems to work so far- my plan is dropping one of my Russes out of my 1500 list and putting a cheap platoon in
That platoon is illegal.
Commissars in Infantry squads cannot have powerfists
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff