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Gun slingers - space cowboys

2K views 4 replies 4 participants last post by  Intrepid  
#1 · (Edited by Moderator)
The advice from forums helps a bunch and I learnt about the gun slinger rule. A model armed with two pistols can fire both in the same phase. Aside from the exciting modelling opportunities this brings about harder choices with equipping sergeants.

I love this game because of the constraints of points and having to make the tough decisive decisions. Now let's look at Dual pistols load out for your space cowboy tetragramiton cleric.

Inferno pistol
Hand flamer
Plasma pistol
Bolt pistol
Grav pistol

Who should wield these bad boys.
Only blood angels and their second foundings have the option for inferno and hand flamer and forces an up close and personal style.

The inferno is certainly so limited by range that I would suggest assault sergeants with jump packs be the only viable delivery. The high strength lends and melta are awesome of course and being able to fire both every turn over just one shot only worth a combimelta should return the investment of they deliver. That is in addition to the 2 meltagun shots you have 4 attempts to defeat armour.

The hand flamer although looks like fun is too low strength to mean anything. Pack your squads with flamers instead or heavy flamers for the win.

The plasma pistol is still the creme of the pick for range and great killing capacity. I would give these to any tactical sergeant and any one else.

Grav...well now I would say about the same as above but would also then on assault sergeants.

The cost to the above is on average 30 points and the expense grows if a veteran sergeant. But why would you. I only give veteran to those with power weapons.
Next cost is the opportunity cost of no power weapons and thus suffer assault phase. Which doesn't matter that much in 7the ed if you read the forum. But in actuality my last game there was no assault phase...so yeah for smaller units wanting to pack the heat with one special mission in mind the dual load out looks cool.

In tactical it adds that bit extra that make it more effective at rapid fire range.

If anyone has modelled any gun slingers please post them as well as your thoughts on this fit out.
 
#2 ·
My BA have a double-plasma Sarge who leads a two-plasma gun, unpacked ASM squad. It was an excellent Pod unit back when ASM were troops for us. The lack of a power weapon was no problem when using rapid-fire guns. I also have a grav/bolt pistoleer.

But my experiences with them were never positive enough to make gunslingers a theme. When you engage that close, no power weapon really is a drawback. Assault isn't dead in 7th Ed, it's just that competitive players min-max and both Eldar & Tau have JSJ shenanigans. The opportunity is still there, especially if your opponent has forgotten about it.

Inferno pistols' range is a bad handicap. Your upgraded Sarge needs to be at the front of the squad to use them, making him a pricy first casualty.

For thirty points, I'd rather Sarge use lightning claws and toss grenades for a weapon. Claw/storm bolter has become a recent favorite for my Tactical Squads.
 
#4 ·
I'd personally make them between 5 and 10 points depending on what kind of pistol it is, but I'd have to say that if you're going to spend the points, a storm bolter and lightning claw are the best options. Better assault capability, still two shots that have better strength than bolter shots, and you get to use them at a higher range too, which means you will probably get to fire them more than once.

Main drawback to pistols is exactly that: you honestly just get to use them once for most units, and there are plenty of times that it's better not to shoot at all. How many times have you decided not to shoot pistols because you were afraid you'd roll a bad charge distance, or been stuck in combat for three turns so you only get to fire the pistol the one time? And paying 15 points for a single extra shot is really not that great.

Now, if you could take a unit of gunslingers, like you can with Seraphim, that becomes more viable, because you're upping the ability of the entire squad by basically letting them charge after rapid-firing and still getting the same attack bonus from two close combat weapons. But outside of Sergeants on suicide Sternguard, there honestly isn't much going for them.