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I'm a little confused about the sharpshooters doctrine. It says that any guard infantry model may reroll a roll of 1 to hit. However, since heavy weapons teams are 2 models, do they still get this benefit?
Yep, they do. Any guard infantry model with a BS of 3 get to reroll that annoying 1, since HW troops still have a BS of 3 they get to also. A very useful trait for heavy bolters, autocannons, and missile launchers
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I find very usefull and worth it on the HW platoons, but not worth it on line squads. After all, who care if you get to re-roll a Lasgun?
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I'd agree to it being useful, it's a bargain if you put it on your fire support squads. I actually throw it on my whole army, except the conscripts and officers, and I'm satisfied with the result. I'll admit that it may not be the most points efficient upgrade ever for your infantry platoons, but I like it, if for no other reason the divine ability to irritate your opponent into further waiting for you while you roll 11 handfuls of dice during a rapid firing.:w00t:Originally Posted by mpdscott
EDIT: Rerolling 1 lasgun doesn't matter, but rerolling 25 during the rapid fire... well that's worth paying for IMHO.
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9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
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Yeah thats the best part....
Statistically you get a 1 out every 6 dice. we IG's have the potential for at least 50 if not more BS 3 rolls per turn.
Realistically lets say 36 weapons (lasguns/lascannons/auto/etc) actually shoot this turn. thats at least 6 re-rolls at one shot per model but add in rapid fire/heavy bolters etc and bam you've got more like 70-80 rolls this turn to make and suddenly you get to re-roll anywhere for 10-20 misses and possibly turn them into hits.
At just 1 point per fig in your line squads (assuming you take 10 models in it) its actually on par in my opinion with frag grenades in over all utility
Not if you do the math. It shows that in pure lasgun fire, six squads with sharpshooters will score exactly the same number of hits as seven squads without, but the seven squads will have 10 more wounds, hold an additional heavy and special weapon slot aswell as being another scoring unit. Go search for BoxANT's thread about sharpshooter math and take a look.Originally Posted by Ubernyaw
I don't like sharpshooters, could work with multible shoot weapon platoons (like H but since i use LCs in those, i consider it to be a waste.
it's great with HW, and totally applies to them because GW says HW's are "two models bassed together for the purposes of movement"...
...which is also why the loader can fire his lasgun when the gunner fires his HW.
There is a flip side to this: Sharpshooters is priced for lasgun hits, not special or heavy weapon hits. So, yes, six sharpshooter squads will generate the same number of hits as seven identically equipped regular squads, but once you factor in heavy and special weapons costs, the six sharpshooters wind up being cheaper on a points-spent-to-hits-generated basis. The more expensive the specials and heavies, the more efficient the sharpshooters become.Originally Posted by Kaiser
However, non-sharpshooters still provide significantly more wounds and add another scoring unit (for better or worse). In turn, sharpshooters provide a better concentration of fire.
I used to be adamantly anti-sharpshooter because I bought into the line about sharpshooters costing exactly the same as non-sharpshooters on a points-to-hits basis, but this simply isn't true once you account for heavies and specials. I still generally think that the extra squad is a better choice, both tactically and fluffwise, but this is not a cut-and-dried, brainless choice. There are times when sharpshooters makes a lot of sense, even in line squads.