I like stalker squads, I got some reasonable mileage out of them when the gun was 4 points, so down 3 points ea. should make them quite points efficient. I usually just shoved them in cover somewhere in the middle of my deployment with good sight lines, and include 2-3 guys holding storm shields for a 2+/3++ unit thats annoying to displace. Occasionally throw in a term with cyclone just to add in some AV. Think that squad went down 23 points now. As for shotguns.... I think they should be free, and even then they would see minimal use. Losing out on 2 SIA shots at the range they function. On top of that for 1 point more you can get a storm bolter. They have some fringe uses I suppose reasonable gun to give to a squad that is expecting to be w/ in 8" range of the enemy and advancing to do so (frags/sometimes infernus), and gives extra anti charge insurance. Not that anyone ever wants to charge a squad with 2 frags anyways...
Only other way I see shotguns being useful is part of some combat squad amalgamation split that is sending a couple vets with VVs and terms expecting to see close combat, as they would sorta function act as a charge deterrent, w/o costing the 20 points of a frag. Giving one to a blackshield or normal vet splitting off with that group might be reasonable. They are just very niche weapons. Not necessarily bad just not great. Its fire mode options need a tune up when compared to SIA IMO.
Crypt clearer = ok but SIA bolter would be better except between 12"-16" and if you are having to advance to get in range to shoot a frag or get on an obj.
Wyrmsbreath = hand flamer +1" range for 7" and not pistol this is fine, not great, but its an ok option in a pinch.
Xenopurge = With the rise of marines and all the primaris out there this one strangely finds some use by virtue of the ap-1 at 8" or less range making it 2 damage. But unless you are fighting a lot of multiwound or FNP t3/4 enemies its pretty specific in its use.
I think they could polish the shotgun up to reasonable usage if they made a couple minor changes. Give crypt clearer + 1 str at half range, OR give it ap -1. Make wyrmsbreath ap -1 OR let it reroll failed wounds. For Xenopurge give same treatment as crypt clearer, either AP-2 OR +1 str at half range. That would at least make it more competitive with the boltgun at that range 2 shots wounding on 2s or ap-2 (free) or the SB at that range 4 shots wounding on 2s or ap-2(1 point more) Having to compete with SIA necessitates the weapon function a little better than it does current to see much use. Its one of what, 4 weapons unique to DW and its probably the least functional weapon with hvy thunderhammer being 18 points now.
Edited by GrinNfool, 05 December 2019 - 07:13 PM.