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I noticed a lot of army lists chose to use nade launchers are they all that good because i don't know really what they do (please don't tell me oh go get the codex and we can't tell you copyright rules i know that i am only lookin for opinions and maybe a page reference)
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Against Toughness 4 powered armor troops they aren't that good because their AP value sucks.
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combine them with an Autocannon or HB and you have some AP4 goodness. but yeah against MEQ they kinda blow
one frag grenade make 4 SM take saves. wow you most roll like a god.Originally posted by Nayra@Oct 4 2004, 23:13
They aren't too bad against power armored troops if you use the frag so it makes them take like 4 saves. They should fail one.[snapback]223750[/snapback]
to get 4 hits with a frag grenade is a feat in itself. since you gotta center the blast marker on an enemy model, chances are you'll only get 1 hit and at the most 3 partials. if you roll good on the partials you might get 3 hits. 5+ to wound a SM, that's one wound if you're lucky. might as well fire the krak, at least that wounds on a 2+.
GL imo, don't do hot against MEQ.
Tau, Eldar, Nids, Ork, IG, DE, Kroot. they do good at. SM, CSM, Necron .. nope
Well, in a line squad, I'd rather not take the plasma where its got BS3 and a good chance of killing my own guy (either min-maxed stormies or command squads with medics have worked out well in small skirmishes). Killing marines is what missile launchers are for.
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To put it bluntly. 'Nade launchers blow.
There are so many better choices out there. I personally only take plasma rifles in my squads. I don't care if they DO overheat. They still have a good chance of taking down an SM who costs three times a guardsman's points.
My second choice is flame throwers. I toss four of them in a command squad, put them in a chimera and go SM hunting. It's absofreakinglutely amazing how many SM's you can drop when four flamers hit a squad of them dead on.
I routinely drop 7 out of 10 marines in a squad if they do something stupid like get out of a rhino within 12" of my chimera. My best shot so far is taking down a 9 man squad and an emporers champion with nothing but flamers. "You hit me on a 3+ in CC ALL them time? I guess I'll just have to stay out of CC then. FOOOOFY!"
Third on my list is melta guns. Put four of those in a command squad and go Land Raider hunting. Land Raiders have suffered a new resurgence in popularity lately with their spiffy new abilities, which means that all my dusty old melta guns have also made a comeback.
Hell, I'd take a MORTAR before I'd take a grenade launcher, and everyone knows how much I despise mortars.
Well, flamers might be good for toasting nearly everything at close range but grenade launchers are better IMO for line squads with heavy weapons that don't intend to move much. Plasma guns might be even better but I'd save those for veteran squads or command squads with medics to get the most effect out of them.
Hmm...'nade launchers blowing?
This does not bode well.
Me being not so experienced with Imps. in general, methinks that nade launchers "could" be worth it.
I'm planning on using some in a low point game vs. some Tau, to clear up that cluster of FW before I hit with the inevitable assault.
But if 'ye say they suck maybe I should just toss them out for a plasma gun instead :huh:
Until then I'll stick by it being a good low T clearer...or atleast make him roll some dice...get the feel that you're causing more damage (eases the mind).
Your fluffraping hurts my eyes. - TehDarkPredator