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I've been looking into IG lately, and like the idea of the hordes of infantry with a lot of heavy weapons, special weapons, and support fire. I've played Dark Angels and Chaos SMs, both of which I've never hesitated to take plasma because in the event of overheating, chances are that I'll normally make my armor save and retain both the model and the weapon.
But guard, with their 5+ armor save, seem a lot more vulnerable to an overheating plasma cannon/gun -- so are they worth it to take, normally, in a well-rounded army? Or are missile launchers/meltaguns generally considered better? It's not so much the loss of a guardsmen that makes me hesitant as it is the weapon -- it seems that when normal guardsmen only have lasguns, every heavy/special weapon counts.
plasma is a problem for imperial guard, but if you have lot's of it (like for example 4 plasmaguns for every command squad) it won't matter that much.
if you plan on having few plasmaguns, take rocket launchers and melttaguns instead.
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Plasma shmasma, I think I'm the only Imperial guard player that has the plasma special weapon with my guard infantry squads. It is a very effective weapon you can pick off termies from 24 inches away, and if they get close enough double tap at 12 inches and get two shots, yes one guardsmen can kill three termies, and if he over heats in double tap odds are he would of killed one with one of the shots so oyu make back your points
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I think the basic idea here is that you should never be worried about losing a guardsmen, and usually he cant get enough shots off to cover your loss when he does die.
If you really are that concerned about it, put plasma guns in your Command squads and take a medic.
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of all the special weapons, plasma is still king.
yes IG loose more plasmagunners than any other imperial force. yes, i wouldn't want to be a plasmagunner...
but dying is what the guard is made for.
seriously, the chance of killing a couple spacemarines is worth the risk of loosing a guardsman. no other SW is as effective at taking out MEQ (and lets face it, that's what everyone uses).
yes the other SW have their function
Flamer, good/cheap and great in suicide command squads
Melta, great for deepstrikers and suicide command squads
Grenade Launcher... errr it's "versitile" but hey, you can move and shoot w/ it!
but for line squads (which do alot of shooting of HWs), the PG is your best bet.
that is to say, if you decide to even give line squads SWs. i often send them in w/ only a HW.
but as for a HW to go w/ PG. i suggest either Missle Launchers or Autocannons. Lascannons should be shooting at tanks and HeavyBolters should be shooting at light infantry.
plasmaguns are your MEQ killers, just like missle launchers.
Thanks for the advice -- definitely helps. I've always been a big fan of plasma, but just wanted to make sure I can continue killing with it effectively.
I refuse to take Plasma for IG. I perfer missile launchers they have higher strength, a better range, and will probably kill anything with the armor save they have.
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I agree with you 100% on the plasma choice, guard are best off dying with a real gun in their hands. The other special weapons do each have their place where they are better than the plasma gun, but it is by far the most versatile weapon (yes, more than the grenade launcher which while it can affect infantry in different manners, cannot be shot at just about anything in the game and still be effective).Originally Posted by BoxANT
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I actually want to make an IG army that concentrates on anti-CSM firepower. Small, carapace-armored squads with plasma guns. Call 'em the Plasma Vipers, make them part of the Cadians. I think it's work out. =) A 4+ save against overheats strikes me as better than a 5+, at least somewhat.
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plasma is pricless, give it to veterens and stormtroopers!! and hqs if wouve got the points left over.