IST Special Weapons... Which? - Warhammer 40K Fantasy
 

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  1. #1
    INQ
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    IST Special Weapons... Which?

    So after deciding to put ISTs in my army, now i'm at a cross roads between meltaguns, plasmaguns, or nade launchers. At first i thought i'd make em launchers so i had a little more shooty anti infantry guys. But now that i think about it i want some anti-armor as well and the best the launchers can do is st 6... so i got to thinking meltas, but they have very limited range, and i didn't want to charge my ISTs into tanks because they're meant to be welcome mats for my FAGKs/GKTs. So now im thinking plasma... 7 is o-k for attacking armor i suppose if i get em fro the side or something, and they should do well against infantry as well.

    So... do i want plasma?


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  3. #2
    Senior Member AtlantianWarrior's Avatar
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    Well, I would say it depends on ow many IST squads yoou are going to use. If you are only going to use 1 go with plasma. If you have 2 one sould be plasma and the other cn be melta. If both have transports then make the melta squad hunt tanks.

    As for me I only have one transport but I field 2 plasma squads. I like the longer range over the shorter range.
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  4. #3
    Son of LO mEGALOMANIAC's Avatar
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    You should try using the search tool. I turned up two helpful threads in the first page of results: How to use ISTs? (a thread you, in fact, started) and Inquisitorial Storm Troopers.

    Anyways, I'll give a rundown of my own opinions again.

    First off, always use 2x of the same weapon in a squad. Mixing and matching results in a squad that, while versatile, doesn't ever inflict as much damage in a single turn as a specialized squad would. Also, always take 2 special weapons in each squad - they're cheap and handy.

    The only special weapons that I usually advocate are plasma guns and meltaguns. Grenade launchers suffer from the same problem as a mix 'n matched special weapon pair - by adding versatility, the weapon isn't as good at either of it's possible roles (anti-infantry, anti-armor). Flamers, well, you don't want IST that close to the enemy. And in an army that can take heavy flamers and incinerators, well, why bother?

    Plasma is wonderful, despite the risk of explosion. It works well against the 3+ save armies in the game (SM, CSM, DH, WH, Necrons), can pop light vehicles (such as transports and walkers), and has decent range. They're very inexpensive, and on inexpensive models, so losing one to overheating isn't a huge blow.

    Meltaguns are very useful as well, despite the range. They work well, again, against the heavier armies in the game. They can take out just about any model, infantry or otherwise, especially inside 6". Being assault weapons, you can move & shoot. They're also inexpensive.

    Choosing? Well, take both.

    They serve different roles, and you can't really take all one type of weapon in all of your squads and expect to do as well as specialized squads. Take an IST squad meant for armor hunting (melta), and another for dealing with heavy infantry (plasma). Put them in transports best for their weapon types (search if you want to learn that, I found a half dozen good threads on the first page of results there). Don't bother with kitted up Vet Sergeants in either type of unit, except when you want a TP Homer in there.

    If you have two IST units, take melta in one and plasma in the other. If you have more than two IST units, then equip the third (and beyond) squads as you like - if your army is low on anti-tank, melta, etc etc. If you really want to, a third or fourth IST squad can take grenade launchers - but again, they're not the best weapons. And Grey Knights/SoB/SM/IG are pretty much all better equipped to deal with infantry swarms than IST are. If you have only one IST squad, again just set up whichever your army needs. If you're covered with heavy weapons, toss plasma in for the range and rate. If not, melta. Very simple stuff.

    In very small games, <1000, you won't be dealing with many vehicles. And chances are there won't be any that Plasma cannot handle. Meltaguns aren't necessary here.

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    Part time Pirate Lord Lucias's Avatar
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    I know your a huge advocate for these plasmas, but I seriously lose all my plasmas every game... too many 1's :/ There is a one in six chance in blowing up and you generally play 6 rounds... You could be right but I hate losing men without the enemy doing anything :/

    But I do agree with specialising the units.. something that DH players generally dont do as they can play mindlessly with their power armour. Stratagy wins games.

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    Senior Member Xilconic's Avatar
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    don't go for flamer or grenade launcher, because they are actually only effective against infantry, and grey knight can easily whipe them from the table with their storm bolters (only 2+ guys are pretty much safe from them).

    I personally go for the Plasma Guns. 3+ to hit and 4+ save if the dice go bad. And 2 hits with plasma is really going to help against 2+ savers, which the GK themselves cannot deal with, and you can kill light vehicles and walkers with it. They are really great
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    Senior Member Phoenix Guard 1988's Avatar
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    know your a huge advocate for these plasmas, but I seriously lose all my plasmas every game... too many 1's :/ There is a one in six chance in blowing up and you generally play 6 rounds... You could be right but I hate losing men without the enemy doing anything :/
    The plasma ISTs only have to kill their own points values to make it worth taking. If you take out 2 marines, very doable, then you've more than made up your pts. cost, anything on top of that it pure profit. Even when the spec. weapons go, the squad is still relatively effective. Once the big guns go, an opponent is most likely either going to ignore them (bad for them because even the low str. hellguns can still do damage) or spend an inordinate amount of firepower trying to eradicate one of the cheapest units in your army leaving things like GKs relatively unscathed.
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    Part time Pirate Lord Lucias's Avatar
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    You are all very right. I haven't thought of it that way before...

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    Sisters=anti infantry (bolters+stormbolters/flamers/heavy flamers)

    IST=anti heavy infantry/light vehicles (IMHO...Plasma/melta).

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  10. #9
    Senior Member Phoenix Guard 1988's Avatar
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    Sisters=anti infantry (bolters+stormbolters/flamers/heavy flamers)

    IST=anti heavy infantry/light vehicles (IMHO...Plasma/melta).

    -The God of all Machines
    I'm sorry but this doesn't have any helpful information. In the future, please be sure to think about the question before posting an answer.
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  11. #10
    INQ
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    Quote Originally Posted by Phoenix Guard 1988 View Post
    I'm sorry but this doesn't have any helpful information. In the future, please be sure to think about the question before posting an answer.
    i understood what he said and did find it useful...

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