Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
"After some time in the ranks, eventually you, or one of your comrades in your squad, will be promoted to the "Special Weapons bearer". With this honour you will be expected to bear a special weapon to battle in place of your lasgun. This will be in the form of a grenade launcher, sniper rifle, flamer, melta gun, plasma gun or, occasionally, a demolition charge. All of these weapons have a distinct tactical advantage and are awarded as an honour for excellent service in the regiment."
So, how do you use special weapons in a variety of situations?:
Even Rough Riders?
Always and as many as possible (with the exception of rough riders, I have none of those, and I'd most likely leave them as they are). CCS get meltas or plasmas, Veterans get whatever suits their role, PCS get flamers, Infantry get Grenade Launchers, Stormies get Plasma Guns. I haven't modeled any demo charge guys yet, but you can bet that when I do I'll be trying them out. Lasguns just don't cut it by themselves, tanks and vast amounts of heavy and special weaponry is what gives Guard their punch.
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
Company Command: snipers or melta or plasma
If they're sitting back, 4 snipers, if I need some AP and I have quite a bit of points left over then I may do 2-3 plasmas and a medic. If I'm lacking on anti-armor I'll use 2-4 meltas.
I hardly ever put a heavy in a command squad because it's less models to allocate wounds to.
Platoon Command: flamers
4 flamers=pure joy. Almost never give them anything else.
Line units: grenade launchers, flamers or meltas
gl matches with a heavy weapon, gl's, flamers or meltas if its a blob squad charging forward.
SWS: if I'd use them then demos or flamers
Veterans: meltas or snipers, on occasion grenade launchers
usually only use GL's with harker. I like pairing the sniper with either a heavy bolter or autcannon and forward sentries for a nice home sitting unit (which is also for fluff reasons since I'm tanith)
Stormtroopers: meltas or plasma
usually meltas though but just cuz that's the models I have
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
I equip units under three general roles:
Being charged : GLs teamed with Autocannon
Counter charge : Flamers
Go out and kill something : Flamers and Meltas
In general my absolute two favorites are Flamers and Meltas
Veterans get melta's. sometimes they get plasma
CCS gets plasma guns
PCS gets flamers
Infantry get grenade launchers with autocannon or nothing with lascannon
Storm troopers get meltas or plasma.
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
Love 'em. Nothing like Glorious charges slaughtering the enemies of mankind face to face, eye to eye. Burning the heretic and purging the Xenos off the face of the Emperors worlds with holy fire.
Of all the special weapons i find the G-Launcher the most useful. It's able to do pretty much everything. Take down light vehicles like Rhino's, Land speeders and killer Kans. Plus you can switch to the glorious Frag for those bunched up units after assaults and in dense cover. On enemies in cover it will generaly do enough hits/wounds to kill more than plasma weaponry.
Ok it can't do the extremes like Killing Heretical Landraiders but thats where the trusty Melta gun or rightous Demolisher come into play. Anyone used 4 Frag Grenades on Deep Striking daemonettes? Nasty.
The other weapon i love, maybe it's the pyro in me, is the flamer. Mass hits from 3 or 4 Flamers can cook even Chaos marines in their armour. Plus no rolls to hit? Win win situation if you ask me.
As for what squads i use them in. All an sundry really. I've got Vets and CCS with all variety of Special weapons (bar S-Rifles), PCS generally stick to Flamers or G-Launchers. Infantry Squads either Have G-Launchers if they're sitting back or Meltaguns if they're advancing.
I've even got a little unit of 5 Roughbikers with 2 Meltaguns. they're useful in a mech army incase a Dreadnaught Drop pods down behind the chimeras. They can keep up with the tanks, are small enough to hide behind tanks and can be given orders from the CCS in the Chimera.
Last edited by Lord Borak; December 14th, 2009 at 12:02.
I don't bother except for a rarely-used Stormtrooper squad. Many opponents these days are at a serious disadvantage when they find I don't need to be within 24" to hurt them badly. Those Rhino and Chimera charges don't hold up well against a dozen lascannons and assorted ordnance, and if I don't need to get close then his units must go that much farther.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Plasma plasma plasma in vet squads. I love it. somehow nobody realises or even remembers how dealy it is and gets shocked when my infantry are taking out their termies. It also works well in a squad with the lasgun so those extra shots arent wasted. Sure I lose some to overheating but its definately worth the risk.
Ccs is there to soak wounds and these days I dont field platoons.
Last edited by fluffysamurai; January 7th, 2010 at 14:15. Reason: grammar and spelling
How many vets units do you take? I have 2 vets units with plasma, 1 has harker and another HB in it to really lay down the anti-infantry firepower, the other has just the 3 plasma. I also have a squad with shotguns and meltas and a platoon in my 1500 point games, though the platoon is the only constant one.
I usually take grenade launchers in my line squads, and combine 'em. I have a veterans squad with plasma, and another with shotguns and flamers, which I find perform very well. Plams is AWESOME. They have taken down several carnifexs in their career, and can do it in a single turn.
Now, on the subject on rough riders, I have been giving them some thought. Don't forget that Creed can give a unit 'scouts'. Why not give it to the rough riders, and let them outflank? With flamers or meltas and their trusty lances they could cause a lot of damage.
Generally, I love special weapons. They are cheap (some of them anyway), and are available in large numbers.
Roughbikers? I like the sound of them. Have you got any pictures?
2500 points of Empire for ToXG: Points painted for month 4: 0 Points painted overall: 510