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I'm deciding what weapon I should put on my new Fire Warriors, and I need a little help. In your opinion which is better: Pulse Carbines, Pulse Rifles, or a mixture.
Pulse rifles all the way!
If your FW are outside of a devilfish, you want them to take maximum advantage of the superior range of the pulse rifle. You really don't want to close to within 18" of your opponent. If an enemy is getting that close, you'd be better off with the rifles, advancing 6", and double-tapping the rifles to try and kill them off. In combat, barring exceptionally lucky dice, FWs are slaughtered by virtually every other unit in the game. If the carbine's range were at least 24", I'd give serious consideration to the carbine....
If your FW are inside of a devilfish, you want pulse rifles so that when you drop them out the hatch, they can double-tap their rifles to inflict maximum carnage upon their designated target. The ability to shoot a few more inches is insignificant -- you should be using the floating devilfish to obstruct assaults by the targeted enemy unit -- you want maximum firepower.
However you slice it, the pulse rifle is the right tool for the job.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Rifles for sure!!!!
Last edited by Skarsgard; March 26th, 2009 at 23:06.
I prefer pulse rifles, as only your standard Firewarrior (and... Shaper...) can pack them around, while almost everyone can get a handy floating twinlinked pulse carbine, and speaking of those discs, I'd tentatively say that 2 measly points for a jetpack and a slight increase in accuracy (5%) makes them a far better carbine team than the not so mobile firewarrior.
My fire warrior squad will pack at least 1 carbine amongst da lot!!! For dat one slight chance of pinnin!!!
Carbines have their place, though it's very VERY niche. Essentially, they are good on your FWs if you expect them to be moving around a lot but intend to leave them on foot. the extra 6" of range gives you 1-2 turns over the Rife in shot range assuming you're moving away from your foes at all times. Works doubly well against other Tau, Eldar, DE, and IG forces, since those are the only ones we have a decent chance of pinning (I've seen marines roll 11s, though I wouldn't count on that)
I fight for the Greater Good. Too bad for you it's MY Greater Good.
Snow Forces of T'olku W/L/D : 3-4-2... I like to think I'm learning, though.
My first box of FW have all had carbines. I'm planning on devilfishing them and markerlighting a unit to pin them to bits. If it cannot move shoot or assault its as good as useless!! AAHAHAH