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im building my entire army (down to squad compositions, what weapons they have etc.) on fluff, and now im up to a squad sargeant of a tactical squad that uses plasma weapons
at the moment the sargeant has a plasma pistol and a ccw
cept theres something ive been thinking about
my marines have true grit, so why not give him a bolter and a plasma pistol?
he still gets 3 attacks in cc, since im going to rapid fire with this squad, the charge deficiency isnt really much of a problem for me
talking around with some friends, ive been getting mixed responses, and one of them said
"well ..... need a vet's opinion on it, I'll say"
soooo, here i am, asking an opinion
leave him as ccw and pp, or go for bolter and pp?
Nids: Hive Fleet Venom
You can't fight in combat with two pistols (the bolter is effectively that in combat according to True Grit), so you'd have to stick with the ccw and pistol (see pg 29 for the pistol rules).
I reckon it's a brave man who equips his sergeants with plasma weapons, though .
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
If it's fluff then give him a combiplasma with regular bolter arms. If you can give them infiltration in addition to true grit then 6 plasma shots from a squad would be nice... oh wait you need cleanse and purify...
Honestly I would take the cleanse and purify and see but don't be seen traits and give the vet sg a combiplasma and 2 more of them plasma guns.
I thought plasma pistols didn't count for an extra close combat attack.
Ask me something about Warhammer: Age of Reckoning.
Sure they do, it's still a pistolOriginally Posted by Master of Sanctity
Why take a bolter AND a pistol - you can't fire both in the same shooting phase. I'd say go with bolter and powerfist/poweorweapon....or why not give him bolter/plasma as ezekiel sais?
Go with a Power weapon & Meltabombs or a Powerfist, depending on what you're doing. If you want to quickly hit and have the ultimate tank hunter weapon, or if you want a slow hitting crunchmaker... it's all there.
He's only a sergeant.
But if you want a mini Commander (which is a valid thing sometimes) in a sqaud, then deck them out as you see fit. Just one thing to ALWAYS AVOID with Sergeants is, never use one-per-army items on them, leave them for the ICs or not at all, you don't need to have the Mantle, Halo, Chapter banner, Sacred standard, & Holy Relic all in the 1 army.
Post your army lists in the ARMY LIST section! Not that hard!
Are the rules for Seraphim different? I thought they got the extra attack for having 2 pistols. I'm puzzled by this--I've seen lots of figures, like slugga boyz for instance, modeled with 2 pistols though they count as having pistol/ccw during the game. You can't SHOOT 2 pistols in one turn, I know that, but can't use both in Assault? That's new to me...You can't fight in combat with two pistols (the bolter is effectively that in combat according to True Grit), so you'd have to stick with the ccw and pistol (see pg 29 for the pistol rules).
yeah ya must be able to have two pistols cus seraphim have em and aser their rules they get the +1 attack and they count as twinlinked :lol:
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