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i have been maing my guard army very slowly, so far i have about 40 men painted up... anyways, i just want to know what weapons compliment each other well? i havent played it yet but grenade launchers seem to go right with heavy bolters. am i wrong are there any others that should be put to gether, or any that should not be put togetehr
LC (solo or w/ PG) take hunter or 2+ slayer
ML (PG) MEQ slayer
HB (GL,PG,flame) 4+ slayer, infantry slayer, cheap CQB
AC (PG,GL) transport popper, 4+ slayer
melta/mortar don't belong in line squads
I personally will take any Heavy Weapon in a line squad except for a Mortar, and the only Special Weapon I ever take is Plasma Guns.
Why? Melta Guns and Flame Throwers have too short range for sitting and shooting and Grenade Launchers just aren't quite powerful enough for my tastes. However, if I don't take a Plasma Gun, then the only weapon that I will replace it with is a Grenade Launcher. However this would be difficult at the moment, since in my 5000+ points of IG I don't even own ONE Grenade Launcher. :rolleyes:
well then that must mean you have a lot of plasma!!!. i dont like flamer or melta either (cept in my sisters list ) anyways there are two probelms i find with plasma. overheating with a 5+ worries me. and they are expensive to buy, u need to get the blister with a melta in it aswell wtf is with that?? but it looks like im going to use nade launchers and plasma, the only two i really like aswell
The benefits of Plasma outweight the negatives IMHO. Plasma is just a wonderfull weapon to kill some very expensive troops. And Rapid-Fireing is just plain fun!
I like Lascannon/Plasma mixed, ML/Plasma mixed, and Grenade Launchers with Autocannons and HB.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Originally Posted by WhItEhAwK
11.11% to die and a 41.66% to kill a MEQ (single shot)
44.44% to die and a 83.33% to kill a MEQ (rapid fire) with the chance to kill 2 of em.
either way, i can live with those odds.
oh and if you want a cheap way to make plasmagunners. take a flamer and remove the head. then glue on a head of a plasmapistol (you get ALOT from assault marine sprue).
doesn't look pretty, but gets the job done
I typically put Heavy bolters and autocannons (one or 2 odd Missile launchers) in my squads, keeping lascannons in HW squads for tank-busting.
Given the background of my army (Valhallans based on WWII Stalingrad street-fighting), I use exclusively meltas and flamethrowers (with 1 odd grenade launcher to go in the ML squad).
It seems inefficient, but it's quite a surprise for an opponent preparing a charge to see a few squads of guards moving forward, rapid-firing and flaming/melting the heck out of them!! Especially when supported by Heavy-flamer armed sentinels and a command squads that uses a few meltas/flamers as well (and in 3rd ed., a short-ranged hellhound).
Furthermore, it also means that my army is basically immune to dreadnoughts or other CC vehicles/walkers.
While it's probably less efficient than plasma weapons, it has the advantage of surprising the opponent, avoiding burnt guards (those with plasma tend not to survive very long), and be fluffy, since flamers and meltas are more common than the rare plasma gun
It all depends on who you are playing, but there are two basic combos that work well for me.
If you're playing against marines or necrons take a plasma gun and a missile launcher. These will give you the power and AP punch you need to cut them down.
If you're playing against Orks, Tau, or Tyranids, take a heavy bolter and a grenade launcher. I think a lot of people downplay the grenade launcher just because for 2pts more you can get a plasma gun with ap2. Against a lot of armies this doesn't matter much. Also, with the grenade launcher you will never melt, and it's an ASSAULT 1 weapon, which means that if you have to move for some reason at least your grenade launcher will still shoot 24".
I find that for line squads, meltaguns and flamers are too short of range to be of much use. I mean, yes, they are mean for that one shot that you take with them, but that's just the problem- you're only taking one shot and then the next turn army X will assault you and eat your guardsmen.
For a stormtrooper squad or hardened vet. squad, meltas and flamers work well, but for line squads you've gotta spring for a weapon with at least 24" range.
I would agree about meltas, but not on the flamer. Why would you want to give the few bs4 units we have a weapon that hits automatically? No, leave the flamer for the conscripts or remnats squads I say.Originally Posted by ^Heavy Support^
For my troops I tend to go with 1x Cmd sec with AC (PP and PG with Medic) , 1x Guards with HB & GL, 1x Guards with ML & GL. I think the ML is quite good in the dual role of troop killer and tank... worrier (BS3 alas...). However with my Veterans I definately go for the LC + 3x PG and 1x PP (pitty I can't get a feild medic).