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I often see people suggest squads of 6 men, one of which is armed with a lascannon, another a plasma gun, and the remaining 4 are given bolters. My question is... Why? What's so special about this unit? Yes, it's not very expensive in terms of points, and yes, the lascannon could cause a lot of damage, but is it really worth taking such small units?
In my personal experience with said types of squads, they rarely actually get to shoot at anything useful. Most players tend to just keep their vehicles out of line of sight, so my squads are pretty much useless when it comes to doing anything other than sitting in my deployment zone. Maybe I'm doing something wrong?
What would most players suggest? How many of said squads should I take? 2? 3? More, perhaps? Does the las/plas configuration work best when used in large numbers, so that you have multiple lines of fire? If someone could please expain the logic to me, I'd be quite grateful, as I'm willing to try this tactic out if someone can explain how to make the best of it. By the way, there's no need to bite my head off if this question has been asked already, because I Searched for it and found nothing that was relevant.
First of all the four guys with the Bolters are just "meat" for the Lascannon and Plasma Gun primarily. A Lascannon in a troop squad is way cheaper than one in a Devastator squad. The Plasma Gun niceley matches the AP of the Lascannon in case you are shooting a Terminator or a 'Nid monstrous creature with extended carapace (2+ save).
A couple of squads of these placed in opposit corners in cover gives a marine player triangulating fire and a Lascannon that should last a few rounds shooting. For the points, this squad is nails man!
Put a similar squad, but with a Plasma Cannon and Plasma gun in the middle.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
I play a CC oriented DIY chapter but I've played with those kinds of squads in the past. Yes they're cheap, that's one of the bonuses. Several of them covering all the obvious firelanes will do several things.
First, unless its an indirect fire weapon (Basilisk, Upgraded Defiler, Whirlwind) It has to come out and be visible to fire. If it can see you, you can see it... *pop*
Second, unless you're being hit with a tidal wave of armor, the terrain is extremely dense, or your opponent is both skilled and paranoid enough, you'll more then like a get a side shot or two on his vehicles which has lighter armor and therefore... *pop*
Third, if you know roughly where all the armor is going to be hiding a few suicide runs by multi-melta armed Landspeeders, meltabomb armed assault troops, or Multi-Melta armed bikes could be richly rewarded. *pop*
Fourth, you might prevent him from bring his heavy stuff out in the first place. If he won't bring out his big toys because he's afraid you'll break them then you have a ~125 point squad pinning down a tank that costs at least as much likely more if it's a MBT (Main Battle Tank). Not a bad use of resources if you ask me.
I tend not to use these tactics much myself as I need the Troop slots for assault oriented squads in drop pods, not fire teams. But that's the general idea.
May your aim be true, and your targets plentiful.
It also depends on the terrain your playing on, I took an army to gw to play on a relatively open board, ended up playing on a city-fight board (not using CF rules) i had 3x squads of
1 las + 4 bolters, my opponent out flanked me with a land raider and out came a heavily wargeared veteran squad, they literally ate through my line with covering fire from the land raider :cry:
I like using two of these squads for my Dark Angels.
The plasma gun is mostly there because it is a cheap add-on and is good at about the same things as Lascannon once the enemy gets close, also making the squad more versitale since it can take out MEQs and Monstrous creatures when they get close.
As already said, the Lascannon is mostly a fear factor. If the opponent has to be careful when he manouvres his vehicles, you somewhat control his movement! I find that two of these squads are best of deployed one on each side of your Deployment zone, so that their LOSs form an X over the battlefield.
Cheap, resilient anti-tank power! And plas for some bonus killyness. :yes: Missile launchers just don't cut it against AV14 stuff.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
You know I think the reason most take the Las/plas combo is they compilment
each other well. Plus Blood Angel players like us find our troops getting too
anxious and losing our ablity to fire our heavy weapons. But that's the best part
of the plasma gun is it still can fire at range or rapid at close range like we like it.
I tend to use only 1 of this unit. It is more to supplement my anti tank/ anti heavy infantry due to the high strength, low AP. I play a DIY chapter that is also more CC oriented, and use this unit to with my devastator squad. Since this 6 men squad is 'troops' it can go after the heavies have been deployed, so you can deploy them to get a clear LOS. I'm not too sure whether it would help if it was in large numbers, as i rather spend pts elsewhere.
Just read chaosbryn's tactica on SM tactical squads, It covers this.
Me too, plus if I only have one heavy or special one-shot weapon in a squad (whether it is a lascannon, a melta or a plasma cannon) in invariably roll a one to hit or a one to wound, so all the points were wasted. I am certain my lascannons actually get a kill on 1 shot out of every 7 or so. That is less than once per game! ARRRGH!!Originally Posted by Firedrake28
Think about this though...the Lascannon is a heavy weapon so you want to set it in one place and never move it so it can have the maximum opportunities to shoot. BUT you are saying it never gets a shot, soooooo try marching it around a bit to work for a shot. If it moves twice, it still has 4 turns in which it might get a shot. Whatya think about that idea?
Once a Marine, always a Marine.