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Fangs with Plasma


logan_grimnar18

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Totally depends i think. Early in the edition i ran 5 plas exactly for the reasons youve stated but eventually that became 3 plas/2 las which then i ran with for a long time. Post codex though, Im running 3 las/1HB/1ML to abuse the mortal wounds.

 

I think 5 plas is still really good but i think based on my opponents i rely on them to take big stuff down at range and I was feeling that 12" difference in almost every game. Its for sure not a bad choice though.

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I think if you have a vehicle they can start in like a rhino and the cp to spare they can be really good. Flat 2 damage on the overcharge and an average of 2 shots each can really put out some serious hurt, more than the lascanon in a lot of situations but you really need to abuse the disembarking 9" move to reliably get them to where they need to be and then reroll failed wounds if your shooting at anything with t8.
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The short answer is, it depends.

 

Plasma has a significantly shorter range than Las, but is both cheaper and more versatile. While Las is really only good at dealing damage to large, multi wound, single model units (like vehicles); Plasma is good at single model units but also not bad at smaller, single and double wound, multi model units (like marine and terminator squads). The trade off for that cost efficiency and versatility is the shorter range.

 

But yes, Long Fangs excel at Plasma because of their natural reroll ability.

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Looks like most of everyone's response is "depends on the tactical situation available". However since you ask, let me tell you what my "depends" would be to run plasma fangs

 

1) Fighting Necrons - Due to the way Quantum shielding on most of their vehicles work, running big damage stuff like Lascannons or even Predator auto cannon with 3 damage is risky as he could totally roll under the damage bracket and negate entirely. For overcharged Plasma, he will have to roll a ONE to save himself, therefore plasma has greater potential to hurting Necron vehicles.

 

Also apparently many of their floating vehicles such Ghost Arks, Doomsday Arks, Annhilation Barge and Catacomb Command Barge are only T6, which means even non-charged plasma can hurt them easily. so yeah, plasma remains the bane of Necrons. the downside though, is that most of them can auto-heal so you may still want to overcharge

 

2) The other big "depends" for me, is how lucky do I feel about my D3 hit rolls today? Because majority of the time, I get a disapointing one shot off. :(

 

3) One other "Depends" plasma cannons are quite cheap so they make a good filler for your Lascannon or Missile teams. 

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I am also fond of plasma for Long Fangs. Combined with the "Wolf's Eye" stratagem to give full rerolls to wound and even T8 targets will feel the burn.

 

I normally include some plasma for my Long Fangs but I haven't tried a full pack of 5 (yet).

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If your playing an aggressive list I can see them being useful either on the hunt and taking up a firing position on a flank, or maybe coming in mid field in a drop pod, and forming an anchor for your battle line. Maybe with some scout snipers for character killing? If you have other bigger targets moving up the board too, it forces your opponent to make a choice.

 

Can scouts ride in pods? Can't see anything that says no.

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I use them all the time. Generally  i outflank and hide them from sight in the first turn. This freaks out the opponent. Because when they enter the game i use wolf's eye and keen senses at the same time and usually kill my priority target. And for 164 points they are dirty cheap and have really good damage output.  Additionally outflanking them bypasses the range problem. 

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I use them all the time. Generally  i outflank and hide them from sight in the first turn. This freaks out the opponent. Because when they enter the game i use wolf's eye and keen senses at the same time and usually kill my priority target. And for 164 points they are dirty cheap and have really good damage output.  Additionally outflanking them bypasses the range problem. 

 

This tactic will cost about 3 CP though. However I'm thinking of doing this with multi meltas in future since they're cheaper than Lascannons now.

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I use them all the time. Generally i outflank and hide them from sight in the first turn. This freaks out the opponent. Because when they enter the game i use wolf's eye and keen senses at the same time and usually kill my priority target. And for 164 points they are dirty cheap and have really good damage output. Additionally outflanking them bypasses the range problem.

This tactic will cost about 3 CP though. However I'm thinking of doing this with multi meltas in future since they're cheaper than Lascannons now.

I did it with HBs against orks my last game and while nerve wracking to lose that first turn shooting they did great. Super cheap and knocked off two grot squads off his backfield obj when they came in, even without wolfs eye. Created enough threat to peel off a big mob from hitting my main line buying time too. Was awesome, totally a key part of the win.

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I use them all the time. Generally i outflank and hide them from sight in the first turn. This freaks out the opponent. Because when they enter the game i use wolf's eye and keen senses at the same time and usually kill my priority target. And for 164 points they are dirty cheap and have really good damage output. Additionally outflanking them bypasses the range problem.

This tactic will cost about 3 CP though. However I'm thinking of doing this with multi meltas in future since they're cheaper than Lascannons now.

I did it with HBs against orks my last game and while nerve wracking to lose that first turn shooting they did great. Super cheap and knocked off two grot squads off his backfield obj when they came in, even without wolfs eye. Created enough threat to peel off a big mob from hitting my main line buying time too. Was awesome, totally a key part of the win.

 

 

Here's my to do list:

 

1) Outflanking the afore mentioned 5 multi melta, or at least 3 multi melta in them

2) 5 Heavy Bolter team supplemented by WG Terminator with Storm shield and cyclone.

3) Item 1 and 2 except using Drop pod (gasp! in 8th edition?!) to save Outflanking CP.

 

Whether facing Orks or CSM, I think either will be useful. The Ork will be bound to have a few vehicles that need dying, maybe even a deff dread.

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I'm a fan of plasma fangs. I find them really diverse. I tend to run two units with a company ancient between the two. While they don't kill really really big stuff they certainly soften them up so that your other stuff can kill them. 

Very good vs medium tanks especially. 

They sort of make everything else in my force one shot stuff and that's how I think of them. A supreme support unit. Not the best by any means but do everything sort of ok.

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This thread planted a seed which has sprouted as part of my new Stygian Wolves force

 

One of my key units is a Long Fang pack that I will send on the hunt

5xPlasma Cannons

WGPL with cyclone ML and SB/SS

 

When they arrive on turn 2 I use keen senses then overcharge and wolf's eye (2CP combo)

5D3 overcharged plasma and 2 krak missiles hitting EVERYTHING on 3's (eldar and insane flyers too) rerolling 1's on the primary target

Rerolling wounds

 

They can take on anything from elite infantry to vehicles and serve as the fire support for 3 deep strike RPs and their WG-TDA escort

 

If the LF pack dies off the WG-TDA will be the last one and hopefully find his path as a lone wolf rerolling to hit and wound with his cyclone launcher

 

 

My Stygian Wolves hunt for xenos relics to turn against our enemies as the fates darken following the destruction of Cadia

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