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Multi-melta over Plasmacannon now?


Commander Nicky

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It does seem (in theory) that smaller boards, with new melta and eradicators rules, will lead to vehicles dying like flies. Perhaps all vehicles need a duty eternal/-1damage rule?

 

Vehicles got a an offensive buff in 9th in that they can all now move and fire at full effect.Unfortunately that does nothing for their survivability (although I suppose killing your enemy is a pretty good way to survive ;) ).

 

I think screening vehicles is going to be important, even for an army like Marines, as will the choice of vehicle. Many Marine vehicles are now T8 so meltas only wound on a 4+. Use screening to stop Eradicators getting within 12". Even consider using a Librarian with Psychic Fortress for a bubble of 5++.

 

Eliminators are basically a one-shot unit because coming on close to the enemy for a small squad is not likely to end well. A regular squad is only 9 wounds, even if they are at T5. If they are close to you, tag them in combat and you don't have to worry about them (unless they are pesky Ultramarines ;) ).

 

Vehicles need support in 9th. They are more powerful than in 8th but there are bigger guns out there so you need a combined arms approach. You cannot leave them unprotected or specialist tank hunters will have a field day. The other option of course is to go infantry-spam and deny those melta rifles any high value targets.

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I think that Iron Hands in particular will do better with tanks than most Marine armies.  The various combinations of FNP, Psysteel, Ironstone, and Psychic Fortress will help keep our tanks alive, and the combination of our extra repairs and the "double wounds for damage track" help to keep those tanks in the fight.  All this is why -- once I can actually start playing again, probably after the New Year -- I'm going to try my hand with my old tank-heavy style lists with a focus on T8 vehicles.  Specifically I want to run my LRR, Vindicator(s), Stalkers, and Ironclad Dreadnoughts -- all T8, which helps ameliorate the strength of melta.  For those of you who run Primaris, Repulsors and I think Gladiators are also T8.  Something to think about.

 

As for the actual plasma cannon vs multimelta debate, the melta is clear superior in a close-range firefight.  For a unit that wants to get stuck, either it or the grav cannon are more useful.  However, the plasma cannon still has a role as back-field fire support thanks to its longer range.  Quad-plasma Devastators, or a Tactical Combat Squad with plasma, have a niche sitting on a home objective or providing a deep-strike box-out while still able to contribute significant fires in support of mid-field engagements.

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I think there are good platforms for plasma. Inceptors seem fantastic for 50 points each. The blast rule means they actually have great dakka and they're particularly punishing to anyone who takes a squad of 6+ marines. The plasma option might now be best for the Redemptor as well.

 

I think it's pretty clearly settled that devastator squads are not one of those platforms. They're outperformed by grav, which fires twice as many shots at no risk to the bearer, and melta, firing the same number of shots at much higher power. The game is now about controlling midfield so you don't want characters sat back babysitting devastators, meaning it'll never really be safe to overcharge them. You could pay CPs for it as ultramarines but I don't really think that's a good use of CPs. That's worth doing on inceptors and not much else.

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Well I guess. You can leave a dreadnought to buff some plasma devastators. That's a decent option if you've got something like a Contemptor Mortis, and it'll benefit from the rerolls itself. Personally I think I'll already be using redemptors further up the field, where using the Lieutenant's version of the strat. And I'm fairly sure grav cannons are simply better than plasma. It does work though.

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