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Is a heavy with a grenade launcher and krak grenades really worth it, especially in a starting gang, or should I stick with a heavy with a lasgun incase something suitably gruesome happens to my heavy bolter heavy?
Ask me about the Black and White Space Marine on the Black and White Bike!!!
Grenade launchers aren't very usefull at the start due to their 'auto' ammo check, and krak grenades aren't great due to the 'requires a dead on hit'
However! if you do wish to use one, use frag grenades instead, as they get the 'smoke cloud' (large blast) template, so potentialy injure or pin a few gangers at once.
Grenade launchers are a lot better once you have a heavy/leader with.... armourer?(4+ to pass a failed ammo check) as it greatly increases usage.
As for your 2 heavies, most people would recomend to 'always take heavies with heavy stubber' at the start, but heavy bolter is fine except it's almost as reliable as a grenade launcher (not much).
If you'r worried about your first heavie dying, just save some money back to buy a new one, but if you insist on getting a 2nd heavie anyway, give him a plasma gun or such at least (as it's not avalible to gangers).
I'd say a heavy bolter is a lot worse than a grenade launcher in terms of ammo rolls. Wheras the grenade launcher will fire one shot a turn and last, on average, 6 firings, the heavy bolter will fire more shots and make more rolls quicker. Getting past the second round of firing would be a challenge.. Once you have armourer it's abseloutely lethal and one of the best heavy weapon choices, but until then it's a bit of a liability.
Also, pinning is incredibly important in necromunda. Hitting people is usually far more important than what the result is when you do. A strength 3 frag grenade might look weak next to a strength 5 heavy bolter, but drop it on a cluster of guys and you've effectively disabled them.
Heavy Bolters are a poor starting choice for a heavy (very expensive, bad ammo check), but then so is the grenade launcher (move-or-fire, 70 points WITHOUT grenades, and still has a poor ammo check)
I'd get a Heavy Stubber for my first, and a Flamer for my second - both with backup autoguns, and a sword if you can. And then when the inevitable happens and flamer guy gets a BS increase or Heavy Stubber gets shot in the eye just swap the weapons over
If you are going to invest those kind of points in a heavy then just go straight for the heavy plasma - long range, high strength, no saves, destroys cover, knocks targets out of action on a 5+ (high impact) and it's got a half decent ammo check to boot.
It's the last word on barricade-to-barricade fire fights (target the barricade rather than the gangers for an easy 4+ or better shot that will vape both the cover and the guys behind it).
My personal favourite is the normal plasma gun.. In normal mode its a pretty standard basic weapon (lower range, higher strength).. but in a pinch you can use it as a mini move-and-fire autocannon. Necromunda games should have enough cover that range isn't the deciding factor.
For heavy weapons on starting heavies, heavy stubber is generally the way to go I think. It compensates perfectly for many of the weaknesses starting heavies have (poor ballistic skill, no ammo roll mitigation) and its extremely versatile and deadly against both single targets and small groups.
i dont know you guys, i had a pit slave list where a slaver got a specialist skill, so i decided to give him a grenade launcher with frag and krak grenades (one of our house rules is to throw the "wysiwyg" rule out the window). he got a couple bs advances, weaponsmith and i ended up with TWO armourers (not the grenadier, obviously) and owning a workshop, all before game 4, so between him and the heavy stubber/sun gun servitor i ended up doing extremly well. by the way, this was acheived due to mass caualties and careful shooting. of course, i know that was a once off, best case scenario, but to me it has proven the grenade launcher's worth beyond a doubt. and yes, the board we play one is mostly 2 or 3 story buildings with narrow (3"-4") allys running between. Though i will give the heavy stubber its due; an average 6 shots per turn with AR4 is not to be taken lightly. And the sun gun is a wonderfully explosive peice of kit that has the double function of essentially drawing all visible fire after knocking two gangers out with one hit turn one. But all in all, i truly would stick to the heavy stubber more than the grenade launcher. without the right conditions one bad shot can end up with your heavy weaponless and on that rooftop looking like a fish.
Last edited by jclarke; September 2nd, 2010 at 22:04.
Dont bother with a Heavy, just use a leader with a plasma gun. Maximise the better BS, high ST and move and fire capability.
It would depend on the amount of terrain and therefore the amount of lines of fire you have. Heavy weapons are tactically inflexible and only the unwary become targets of one. Plasma guns allow you to deliver similar (and higher) levels of damage without the heavy limitation. Also, as most combat occurs within the basic weapon ranges, plasma is a real threat and cost effective rather than patiently waiting with your hundred plus cred weapon which you may not use.