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Infantry Platoon: Grenade Launcher vs Sniper Rifle

5.1K views 20 replies 11 participants last post by  Reaver1990  
#1 ·
I'm building a small force of Imperial Guard to join my Space Marines. I plan to have a small infantry platoon camp on a home objective while I wait for reserves (drop pods) to arrive. For this role, which would do you think is better? The Sniper Rifle or the Grenade Launcher? I would normally vote Grenade Launcher but with the new changes to the sniper rule the sniper rifle looks tempting. (there will also be auto canons in the squad). The platoon command squad faces a similar dilemma. Auto canon with sniper rifles or grenade launchers, or just the auto canon using the lascanon guys as merely ablative wounds.
 
#2 ·
I personally like the Sniper rifle upgrade... it forces the opponent to think twice while moving his units, and they're expecially good when you're facing high-T creatures (hit on 4, wound on 4), and they have good range (36") which is good for a static platoon.

BUT

Most competitive players don't like them really a lot.

I suggest you to try and play the sniper rifles, and see how they perform!
 
#3 ·
The sniper rifle is pretty weak all in all. Roll some dice and see what you think of the odds. I don't know how many squads you're taking but 2-3 rifles is unlikely to do much damage. You might get lucky and pick out a melta gun or something but it's pretty unlikely and look our sir reduces the odds of picking out sergeants and other characters even more.

I'd take some grenade launchers or even flamers to discourage assaults.
 
#4 ·
4 snipers at BS3 place a wound (before armor/cover) so yeah, it's quite a weak weapon per se. (4 GL krak mode put 1.666 wounds, before armor and cover)
The main advantage of snipers over GL is that you get to fire at least one time more against closing-in targets.

Its main strength is the fact that you force your opponent into more thinking: hide models, careful movement (which slow down the whole unit)...
Anyway you shouldn't place the aimed shot on sergeants, but on special/heavy weapons.
 
#5 ·
It depends on what you face. Personally I find the grenade launcher far more versatile. If you need or want to move you can still fire. It is strong enough to take down transports and it can also combat hordes. The platoon command with 4 grenade launchers can lay down a lot of fire so that'd be quite a safe bet. Plus if you throw in heavy weapons you can stick missile launchers in the squads. Adds a little anti tank for those squads zooming to your objective in transports and also the frag missiles can add to a grenade launcher barrage.

If you want sniper rifles take ratlings or have them on a company command the BS4 really adds a lot as you need the hits to get the wounds.

A
 
#6 ·
Its main strength is the fact that you force your opponent into more thinking: hide models, careful movement
I've never seen sniper rifles have this kind of effect on an enemy. Demolishers yes, but snipers no.

It's a moot point if the platoon is small; nothing you bring will have a big effect anyway. One thing you might do is use sniper rifles in the PCS exclusively. The idea here is that the infantry blow up the enemy transport (maybe with CCS orders to help) and the PCS can then try to pin them. If the infantry have the snipers then they'll generally be wasted against armor.
 
#10 ·
Alright, grenade launchers it is. And if I decide to use sniper rifles it will be on the PCS. For now I'm taking a minimum sized squad to start with. I'll test out snipers on the PCS (proxying my space marine scouts with sniper rifles most likely) but I'm thinking an auto canon and a couple grenade launchers is probably best for that squad as well. I want to run a vendetta so I may also have the PCS ride it with 4 flamers and hope they don't scatter to bad.
 
#13 ·
I am still trying to get to grips with 6th so apologies if I get this allied bit wrong...

How about a veteran squad with 3 x sniper rifles and an autocannon?

BS4?
 
#15 ·
If you want something to hold a position that's small, but would discourage most things I would say take GL's and back them up with AC's once you're there. I, personally, take squads with 3 GL's, a VC (of course) and just about fill up all my Platoon choices (excluding Convicts, they suck) But, if you're going for allies, then just take your min size Plat, and give everyone possible a GL.
 
#16 ·
Actually I'm starting to revaluate conscripts with chenkov and send in the next wave. Yes, they're pricey, and yes, they're poor in combat and they flee every other turn, but they shoot 24" (with ork BS, but still plenty of shoots) and with unending numbers you are guaranteed to hold one or two home objectives all game long while soaking huge amounts of fire!
 
#18 ·
I'd leave the Sniper Rifles to Ratling Squads they are cheap and have a high BS. When on any other squad it feels like its making the squad stay in one place just so the Sniper Rifles get to shoot. Sometimes they can be useful on the Company Command Squad and Platoon Command Squad but still. I'd go with the Grenade Launchers they are cheap and have a higher strength.