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Hi all i was wondering if anyone thiught the grenade launcher fragmentation round was anygood for anything.It seems to me they aren't because there only strength 3 and the krak round is pretty worthless because there are plasma guns.
I'm a huge fan of em. No, the frag round is usually not worth it unless you're fighting against nids (in which case there are some rare times where frag can kill more). I find the krak round to be very useful. Granted that yes, plasma guns have more S and lower AP, but the grenade launcher's extra mobility and much cheaper points cost more than make up for it IMO.
I use a lot of grenade launchers mostly just because I play a Mordian army, and grenade launchers are their preferred special weapon (something that I was at first not too pleased about), but after using the grenade launchers a bit, I've learned to really love em. I only put grenade launchers in my command squads (line squads are given plasma/melta).
Puting grenade launchers in the command squad does three things:
1. Makes the squad more mobile and able to react quickly with the launcher's 24" assault profile.
2. Since your command squad has few models in it, when you start having to remove your special weapons guys as casualties, you lose less points from having a grenadier die than by having a plasma gunner die.
3. Giving your command squad grenade launchers gives them a lower profile for most battles, and hence your opponent will usually target a different squad, leaving your officers in tact longer.
Most of my command squads have a heavy bolter and grenade launcher, but I always have one command squad with sharpshooters, decked out with 4 grenade launchers. This squad usually earns its points back VERY quickly, as your will be wounding almost ALL enemy models on a 2+. Ok, a lot of things are there have a 3+ armor save, and you'll still be able to pose a threat to monstrous creatures and lightly armored vehicles.
The ability of the grenade launcher command squad to fire at full effect even on the retreat is a very nice ability for a guard command squad to have.
Yes, grenade launchers will usually kill the bigger nasties a bit easier (that's why they cost more), and I'm not saying you shouldnt use a few of em. I'm just saying that if you dont want to cheese your army out by giving EVERY special weapon soldier a plasma gun, give the grenade launcher some serious consideration.
My 40K Armies:
- Thousand Sons
- Mordian Imperial Guard
- Dark Eldar
My Fantasy Armies:
- Lhamian Vampire Counts
another plus is that you don't have to blow money on blisters, as gernade launchers already come in the box.
In an Imperium of a million worlds, what is the death of one world in the cause of purity?
He who allows the alien to live,
shares its crime of existence.
Grenade Launchers are the second best Special weapon for infantry units. It still isn't as good as a Plasma gun, IMO (any weapon that doesn't give a MEQ and Termies armour saves has to be worth the extra pts).
They can move and shoot 24, which is nice, but the AP value and loss of Rapid fire make it second. It is an assault weapon, but I would rather have a Flamer or Melta for that.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Personally I never use grenade launchers. They are versatile, yes, but the cost is that they won't be able to do any of their various jobs very well...
Frag is useless, I think we all agree on that. Then the question is, does the assault profile really outweigh the superior stats of a plasma gun? (the points difference is really not even mentionable.) And if you ask me, I would take a stationary squad with plasma over a mobile squad with grenade launchers any day.
And Diggum is right, if you are assaulting, you can either take a flamer which is a little cheaper and a LOT more effective at close range horde-killing, or a melta, which is a little more expensive (once again, the points difference is not that big a deal) and a LOT better at creaming big nasties.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
i agree while grenade launchers are alright for an extra few points you can have a meltagun or a plasma gun and with a little thought you can limit the number of plasma guns you need to limit casualites and instead take meltas. how much i love drive by meltagunnings
Where there's a will there's a weapon
If you roll a lot of 1s, grenade launchers shine because Sharpshooters re-roll 1s, and you don't overheat.
But statistically, they are inferior.
they are G-R-E-A-T i love them they are good V. ig with close order drill and other closly compacrted armys....they are worht it
they are not that great, a flamer is just as good if not better, str 3 sucks
Where there's a will there's a weapon