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  1. #1
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    Greetings people, weird stuff ahead.

    For my army I am currently considering various Plasma Weapon configurations for my Command Squads on each infantry platoon. The setup I usually use is Sergeant with Plasma Pistol, Medic with Plasma Pistol, and 3 Guardsmen with Plasguns. Also, the squad uses the Light infantry doctrine to deploy somewhere in safety and to break from cover when some valuable targets present itself (i.e. deepstriking terminators) that justify a rapid-fire salvo, which usually marks the fiery gets-hot death of the squad, or at least a serious downfall in it's future efficiency. Now, my thoughts:

    Since those plasma-squads are mostly one-shot wonders anyway, I guess it'd be more efficient for them to deep-strike into enemy lines and wreak havoc where it hurts most instead of infiltrating. To do that, I'd have to free up one doctrine point (and that can only be Close Order Drill in my list, which I'd hate to loose) in order to get drop troopers in addition, which then though cannot be relied upon either, since it's mission dependant. So here's where my questions come up:

    1) Would you recommend or advise against giving such squads both drop troopers and light infantry doctrines, and why's that your opinion? I somehow feel bad for even purchasing both doctrines in the first place for the regiment and would rather have one of them with Close Order Drill, using both on a single squad just seems such a waste of points.

    2) On the other hand, I feel deep striking is near useless on my common platoon units as it delays their invaluable heavy weapon firepower by at least 2 turns... experiences and useful application of drop troopers would be greatly appreciated.

    3) On that note, do you think a pure infantry army can work well without the Light Infantry doctrine on an average terrain environment? I don't have a lot of experience with that, so I might over- or underestimate the value of light infantry. I personally love flexibility, but hate wasting too much points for it so I might settle with the increased numbers instead if you have reasonable arguments in favor of a more static SAFH-type army that uses the Drop Troopers doctrine instead.

    4) How would you equip a plas-squad, depending on it's type of deployment (Normal, Infiltrator, Deep Striker)? The example I posted above usually operates out of LOS until it can get into Rapid Fire range and tear enemies apart. I also could imagine a super-survivability squad with 4 medics wielding plaspistols (please, don't take into account point costs here, I know that all of the options are unreasonably expensive... but I believe strongly that used correctly such squads can earn their points back easily), but I cannot see a useful application for that.
    Also, I can see that deepstriking plas-squads won't need a medic and would be better off with 4 plasguns, but then again depending on your answer to 1) those squads might lose their efficiency altogether when not deployed by deepstrike...

    ... so there. I'd be glad if someone could sort out the fuss I'm making around my precious little killer squads here. Please also keep in mind that I'm not in search of alternative units, just possibilities concerning our normal Infantry Platoon Command Squads. My army list also features Hardened Veterans with plasguns / melters already... I just unfortunately gotta face tons of power armour.


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  3. #2
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    seeing as you use the squad to take out heavy infantry, use the squad as a reserve to balst termie assaults, daemon princes etc.

    Yeah, this is excellent! TY Angel of Rust!

    Graktoof the vile, victor of 1000 battles, partial credit to 1000 more, and sore loser about the other 8000...

  4. #3
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    Your Command squads are more valuable for the leadership bubble they provide, usually, since their low BS and armor save means they probably dont survive to shoot and, when they do, hitting is iffy. Remember -- when you DO get to rapidfire those plasma guns, they overheat on a 1 or a 2 now.

    If you want a nasty squad, and aren't basing this off models you already have, this is one mean beardmiester:

    HQ Choice (180 pts)
    Witch Hunter Inquisitor Lord with Bolter-PG (65)
    5 Warriors with Plasma Guns (50)
    Gun Servitor with Plasma Cannon (35)
    3 Sage (30)

    If you get these bad boys in close, thats 12 plasma rifle shots and one plasma cannon template. Oh...it burns well.

    The Witch Hunter has BS 5, the squad has 2 re-rolls for per turn for those nasty "Gets Hot!" rolls thanks to the sages.

    All of the veteran guardsmen models are BS4 with 4+ saves, and have targeters to boot. Since plasma weapons can move and rapidfire in the new edition, you could even replace the Gun Servitor with another veteran, mount them up, and suicide them into, say, a Terminator squad.

    EDIT: Even better, into one of the tricked-out Terminator Command Squads that some folks are using now. Librarians eat hot plasma death...I think I like this.

    -Adso

  5. #4
    durus Diggums Hammer's Avatar
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    Plasma Guns are a must against Termie armour. I put three in Command Squad in case they DS.

    I am a recent convert to Drop Troops. It really can be effective with cheap squads. My Favorite is a Vet Squad with 3 Meltas or three Plasmas. Or a Stormie 5 Man with 2 Meltas. They are cheap, so if you lose em no big deal, and the taking out 150 - 200pts of tank, that may be killing is worth it. So many players are taking indirect fire now, that you have to take something that can get in behind them.

    Ig needs to be able to react more with enemy infiltrating and Deep Striking. Our strenth is our ability to cheaply field strong weopons. The secret is being able to bring them on the enemy effectivly.

    I personally don't think an all Infantry Army can do well without Light Infantry. We need to spread those troops around, to keep them away from CC attackers.
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
    Sir Winston Churchil

  6. #5
    Senior Member General Nuke Em's Avatar
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    You can only take 3 warrior henchmen. Read the codex. 3 sages is possible, but useless (unless you're really worried that a sage is going to die).

    If you want a plasma shooty unit, just give the lord a plasma pistol and power weapon, as he'll be able to use it multiple times. Plus he gets an extra attack in CC when the remnants of the terminators/assault marines/whatever invariably charge. The bolter really doesn't fit with all the plasma weapons once the single shot plasma is used.

    If you want to keep that thing mobile, don't use a plasma cannon, as you're essentially stuck in place if you want to use it.
    <a href='http://generalnukeem.hwcommunity.com' target='_blank'><img src='http://generalnukeem.hwcommunity.com/revalation346x173.jpg' border='0' alt='user posted image' /></a>

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    Well, I guess I didn&#39;t state clearly enough that I wasn&#39;t in search of alternatives... there&#39;s no room or desire for a Inquisitor in my army. Thanks for the suggestion, though.

    @ Diggum: So what you&#39;re saying is basically that using both doctrines (LI/DT) has it&#39;s advantages? I guess I&#39;ll give it a shot for a few games since swapping COD for DT has no wysiwyg-consequences... but it&#39;ll feel really bad to not have COD anymore. :/ Ah well. Melee&#39;s not where I should be, anyway.

  8. #7
    durus Diggums Hammer's Avatar
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    The way I look at it is, COD is free, so is Drop Troops, Our troops may hold up a bit longer with COD, but with drop troops we can take out a 150 - 200pt tank, or hidden indirect fire tank.

    Cheers&#33;
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
    Sir Winston Churchil

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    Ok here goes:

    I use Drop Troops and Light Infantry cause, like you said, sometimes you can&#39;t Deep Strike. My lack of mobility for Infantry without vehicles has been the bane of my army since it started. Taking table quarters without deep striking is a terrible headache. But even more of a headache when you can&#39;t get over that damn little hill in the way. Light Infantry doctrine has saved me more than once and when on the odd occasion when I get to deep strike too, I can usually make the 10 points per squad back pretty easy. I don&#39;t use the sniper rifle upgrade because it limits my mobility. I&#39;m saving the sniper rifles for my special weapons squad so they can act independantly.

    As far as a plasma-heavy squad goes...I only use one Plasmagun troop in each command squad. That&#39;s because I hate to fry such an expensive troop. There is a medic for each plasma gun in the command squad. Occasionally I&#39;ll give the officers or commissars a plasma pistol, but even then, the odds are someone is gonna fry. Now, if I was to equip the Veteran squad with plasma it might be different, but I&#39;d hate to waste such good shots by letting them get killed by thier own guns. I like the meltagun much better, even though it has a shorter range.

    Good Luck
    Maj. Stryker
    182nd Cadian Para Infantry Reg
    E Company Commander

    aka:
    Captain Antonius
    3rd Company, White Templars
    Adeptus Astartes

    aka:
    Shas&#39;O Dal&#39;yth Shi&#39;Or&#39;es
    IVth Dal&#39;yth Hunter Cadre

  10. #9
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    Hmm...as for the suggestion about using an Inquisitor...

    You COULD give the Inquisitor a Plasma Pistol, give him a retinue comprising 3 Veterans with Plasmaguns and 3 Acolytes with Plasma Pistols (or Bolter-Plasmaguns) for 14 plasma rapid-fire shots...hey, their 6+ save isn&#39;t gonna help, but who cares if they&#39;re not gonna survive for >1 turn anyway right?

    But, then, back to plasma-equipped Command Squads...if they were going to be sacrificial, why not equip them as cheaply as possible? Give the Junior Officer a Plasma Pistol, and give the Guardsmen 4 Plasmaguns.

    This might prove useful especially when backed up with heavy weapon (think MLs...just for the versatility...) Infantry Squads. Leave the Infantry Squads pounding away with heavy weapons while the Command Squads lead the way with plasma...not what I would do...but workable. Furthermore, as for a quick way of getting them within range to rapid-fire plasma...how about Chimeras (Chimerae...)? A potent combination of anti-infantry firepower to back up/provide cover for the suicide squad while they go about their grisly, dangerous business of popping power-armoured infantry... Points-heavy, I know...

  11. #10
    Lasgun Cell Cook BoxANT's Avatar
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    how about take the Veteran doctrine. a 3 x 6man vet squad w/ 3 plasmaguns and 1 plasma pistol. they infiltrate for free, and are BS4.

    you command squad runs you 40+10+10+10+10+10+11+10... 111 if i add right.. that&#39;s a LOT of POINTS to be throwing in a suicicde unit...

    personally i like to keep my suicide squads cheap, that is a SWsquad w/ a demolition charge. command squad w/ 4 flamers, etc

    but if you dead set on using a command squad for plasma death, i say drop the plasma pistols. and just use 4plasmaguns, or 3plasmaguns and a medic. and either deepstrike them, or drive around in a chimera and pop out to rapid fire.


    but in your case, i&#39;d use Vets, simply for the BS4 (or stormies)

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