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I was think of using a few ( 2 or 3 ) pulse carbines in my 12 man FW teams, and hopeing that they would make pinning. Is this something someone has tried? Does it work or is it a stupid idea?
Its not really a stupid idea, its just that it rarely pays off. There are way too many Fearless and high leadership enemies out there.
Also, you're giving up a S5 shot within 12", and losing another shot when firing outside 18". (As opposed to Pulse Rifles.)
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
But also have a few shots when backing up from Rapid Fire Range which Pulse Rifles don't get.
I may try Multiple (2-3) 5 rifle and 5 carbine teams working in tandem attempting fallback and rapidfire tandem shooting.
Carbines are not just for pinning, it's just an extra advantage, their other advantage is in the fact that they are Assault weapons so offer additional maneauverability.
I'm determined to make Carbines work in my army. The Question is can it be done without sacrificing efficiency and utilizing too many other resources to make them effective.
This will do two things for you. First, it adds 2 more members to your squad that can soak up damage if needed. Second, it gives your team 2 twin linked carbines without the loss to your long guns.
- Never underestimate the power of human stupidity.
Unless you have copious markerlight support, I wouldn't count on pinning ever working. It's a nice bonus when it happens, but it is not dependable enough to be a viable tactic.
The problem with pulse carbines is that they are a short-ranged weapon yet only offer 1 shot. When you're in close range with a pulse rifle, you get two shots. Being in short range of any enemy is dangerous for fire warriors. Even depleted units of lowly IG can kick the crap out of full FW units. If you leave just two tactical space marines alive and they are within assault range, expect them to come and run your 12-man FW unit off the table.
The additional 6" range of the carbines is not significant enough to keep mobile fire warriors safe from enemy assaults.
The reduced firepower of the carbines vis-a-vis the pulse rifle is a detriment.
Pinning is not dependable.
In other words, there is no viable tactical reason to ever favor carbines over pulse rifles on fire warriors. The pulse rifle is more powerful and has a better chance of wiping out enemy units than pulse carbines.
Even with significant markerlight support, the pulse rifle is a better buy. You will want to increase the BS of fire warriors as high as possible (to 5, hopefully) every opportunity you get. Regardless of which weapon you have, you need to inflict wounds, as many as possible. Increasing the BS of your FWs is always the first step, therefor.
With an all pulse rifle unit, you're likely to have killed a decent number of models. (12 FWs at BS 5 will statistically kill 4.44 MEQs). Not too shabby.
With an all pulse carbine unit at BS 5, you'll have only inflicted 2.22 wounds. If you're lucky enough to have markerlight hits left, that's when you can try and reduce the enemy LD for the subsequent pinning test. Most enemy units are either LD 9 or LD 10 these days (even basic tac squads are LD 9). So how low can you reasonable expect to make that pinning check when all is said and done and all the markerlight hits are accounted for? LD 7? LD 8? Less than 50% chance of failure, anyway. Certainly not dependably enough to make tactical decisions on.
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