Tesla Carbines vs Gauss Blasters - Warhammer 40K Fantasy
 

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  1. #1
    My backpack has JETS! Ravendove's Avatar
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    Tesla Carbines vs Gauss Blasters

    What will you be equipping your Immortals with? While I really like the idea of the Tesla Carbines, in reality I wonder how effective they would really be. The advantage of course is that they can move and still fire 24", but as soon as the enemy gets to within 12" the Gauss Blasters come out on top. Add to that a Phaeron, and suddenly those Immortals are Relentless.

    That said, those Tesla Carbines do look a lot nicer...


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    I believe lists are going to be a combination of both honestly, you want the Tesla for the advancing units because they can eliminate the front line infantry efficiently and you want the Gauss for the objective holding units because they can take care of vehicles (sort of).

    I like the idea of Tesla giving me 13 shots (roughly) for a unit of 10 Immortals but I hate not having an AP value.

    Both weapons are good depending on how you want to use them, but I think a balance between both is whats going to be needed.

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    Senior Member Der_Kaiser's Avatar
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    I think I will be going with Tesla Coils since I think I'll be getting plenty of Gauss from my warriors, though I can also see myself getting a second squad with Gauss Blasters, especially at higher points.
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    I have to say I'll probably go with Tesla Carbines for the same reasons above.

    First, I will have plenty of Gauss coming from Warriors and other things, like the Ghost Ark or Doomsday Ark. We also have other ways to drop vehicles, from Warscythes to Scarabs to the Triarch Stalker.

    Second, we may lose AP but we will gain higher chances of more automatic hits. Not to mention, the majority of what we go up against (MEQs) will get a save whether we're firing Gauss or Tesla.
    • Gauss Blasters means you can't move and will only do ~3.3 wounds (savable by MEQ) @ 24"
    • Tesla Carbines means you can move and will do ~5.6 wounds (savable by MEQ) @ 24".

    Even at close range, the Gauss Blasters are doing a mere ~1.1 extra wound; I'll take the mobility while hitting at 24" anytime.

  7. #5
    Son of LO Polaria's Avatar
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    Tesla all the way. Even against GEQ the Tesla weapon does approximately 3,7 wounds (with 5+ save factored in) at 24", so the only place where Gauss is better than Tesla is against GEQ at less than 12"... At which point you can just shoot Tesla and assault the pesky Guards away.
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    Well something that you can do is put a unit of ten immortals with tesla carbines in a ghost ark, then you can fire the carbines to get a massive nuber of shots then blast away the gauss array broadside
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    Senior Member shas_on_u's Avatar
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    Quote Originally Posted by Polaria View Post
    Tesla all the way. Even against GEQ the Tesla weapon does approximately 3,7 wounds (with 5+ save factored in) at 24", so the only place where Gauss is better than Tesla is against GEQ at less than 12"... At which point you can just shoot Tesla and assault the pesky Guards away.
    The unfortunate reality is that we can out-shoot infantry regardless of how we build are army. No matter what we pick necrons can just ROLF over infantry in a fire-fight. Therefore the AP value, and gauss allow us to deal with vehicles. Which makes taking gauss blasters the better option as they are slightly worse V infantry at long ranges, but they are just infinitely better against vehicles.
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    My backpack has JETS! Ravendove's Avatar
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    545 (x8)

    Quote Originally Posted by Longshadow7 View Post
    Well something that you can do is put a unit of ten immortals with tesla carbines in a ghost ark, then you can fire the carbines to get a massive nuber of shots then blast away the gauss array broadside
    Unfortunately not, you can't transport anything in a Ghost Ark except Warriors, Lords, Overlords and Crypteks attached to Warriors.

  11. #9
    Community Leader Roboute Guilliman's Avatar
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    Quote Originally Posted by shas_on_u View Post
    The unfortunate reality is that we can out-shoot infantry regardless of how we build are army. No matter what we pick necrons can just ROLF over infantry in a fire-fight. Therefore the AP value, and gauss allow us to deal with vehicles. Which makes taking gauss blasters the better option as they are slightly worse V infantry at long ranges, but they are just infinitely better against vehicles.
    definately, gauss can get glancing hits on anything. telsa is only marginably better than gauss against infantry

    10 telsa carbines averages 10 hits (50% chance of 3-5 roll, and 16.6% chance of 6. (10 x .5) + 3(10 x .166))

    against T4, 10 hits is 6.6 wounds

    telsa against 6+ = 5.5 dead
    gauss against 6+ = 4.4 dead

    telsa against 5+ = 4.4 dead
    gauss against 5+ = 4.4 dead

    telsa against 4+ = 3.3 dead
    gauss against 4+ = 4.4 dead

    telsa against 3+ = 2.2 dead
    gauss against 3+ = 1.5 dead

    telsa against 2+ = 1.1 dead
    gauss against 2+ = 0.7 dead


    against 2+,3+ and 6+, telsa is better.
    so considering how many marines there are out there, I would personally take a telsa unit

    keep in mind telsa can potentially get A LOT more hits, and worste case only gets the same amount of hits as gauss. i think such unpredictable results makes for a more entertaining game

    Edit - mind you, if you are rapid firing, telsa has nothing on gauss
    Last edited by Roboute Guilliman; November 7th, 2011 at 02:00.

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  13. #10
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    I would imagine that the extra hits a tesla unit generates would overcome the disadvantage of ap -, against vehicles that is, since more hits translate into more potential glances and pens. Then again I'm no mathemagician, so it'd be nice to see someone run the numbers on this.
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