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April 17, 2012 by lloyd
Darrell talks a bit about Shooting with Plasma Weapons and the Get Hot Rule. What’s been your experience with using Plasma, is it a must take weapon in your army?
I agree with Darrel I find the plasma cannon wondrous. I run 6 obliterators in my CSM list. I have never had to much trouble with the gets hot rule. With oblits having two wounds you have to be having a bad day if you roll gets hot twice. I find that I use the plasma cannon more often then any other weapon on the oblits with the multi melta coming in a close second.
Thanks for the tip Darrell, this will help me when I equip those long fangs in the future, to be honest I don’t see the problem with a plasma weapon, you have a 1in 6 chance of the plasma ‘getting hot’ and even then you get your normal armour save, its all about the dice when it comes down to it, just need to work out the overall risks vs the gains and i think strength 8 ap 2 is worth the risk
it’s actually strength 7, if it was any higher then odds are most things you would hit would be instant-killed due to the Instant Death rule.
oops sorry my mistake thanks for that.
Yeah I love plasma cannons. I run my venerable dreads with them, move 6″ and fire, never have to take a “gets hot” test and the BS 5 makes them ultra accurate. No better feeling then vapourising a squad of wolf guard with a well placed plasma cannon shot.
Plasma weapons in general work a lot better on vehicles- but the plasma cannon is just awesome now, especially if you’re facing a mass of nids or guardsmen, just pop it off into the middle of them and you’re bound to hit something.
The rapid fire of the plasma gun makes it actually a tiny bit better than a melta gun against lighter vehicles that are between 6 and 12″ away, as long as they have AV12 or less you have a 1 in 3 chance of a penetrating hit and pretty much 50/50(not exactly but if someone wants to do the mathhammer and correct me go nuts) of at least a glancing hit, if you can stun a vehicle with the first guy shooting at it you can use the other anti tank weapons on other vehicles/monstrous creatures this turn and come back for it next time since its not going anywhere (landraiders etc notwithstanding).
There’s another reason to take plasma though, they’re glowey so you have a great starting point if you want to do source lighting on a model and personally I think they look better than melta guns too.
I love running my Leman Russ Executioner with plasma cannon sponsons, it has a big price tag but the ability to put out 5 plasma blasts can make it up quick.
I like plasma even though my guys usually burn themselves. Be they guardsmen or chaos space marines. Now this brought me upon an interesting question, I don’t know if the conditions are ever possible but I’ll ask it anyway: What if an infantry model(i.e. someone who has to test for the Get’s Hot rule) had a Twin-Linked Plasmacannon?
It can happen to imperial guard with the “bring it down” order.
If you take the re-roll for twin linked, bring it down or any thing similar only the second roll counts, even if its worse, say you roll a 2 first time but you’re BS3 so thats a miss you re-roll and score a 1 you take a save, but if you roll a 1 then re-roll it and score anything but a 1 you don’t need to take a save.
Same for the Techmarine’s Twin Linked Plasma Pistol in the video. (shame on you Darrell for not covering twin linked )
i.e. the tech marines TL Plasma pistol, i’d say take the wound, then re-roll, twin linked counts for nothing if you’re roasted
Another example of that are beyond HP 5 models that get to re-roll.
I love plasma cannons, when ever i play my space marines at least on squad has to have one or I have a unit of devastators with two. I will say this though, the first squad i put together I gave a plasma gun too and in their first game it overheated and killed the marine on the first shot
I must say I’m pretty fond of plasma-cannons too,as I use a 2 plasma-cannons/2 heavy bolters devastator squad,and I never lost marine to over-heating…What’s true too is that my luck is rather terrible most of the time….also master of the forge or “plain” techmarines with servo-harness can be quite effective when armed with another plasma pistol,and may get great conversions,too…
i love using plasma pistols in my assault squad. just jump behind an enemy rhino or something else with low armour. with 2 or 3 shots the chance to get the enemy on foot is quite large, then its just to run in and chop them up in the assault phase.
I find the plasmacannons to be great on a devestator squad with a lascannon or a missile launcher as well because str7 can hurt any non-av14 and if it is a raider i shoot it to try and scatter on to somethng nearby that it can hurt.
It would be last of 3rd/ early 4th edition, but I did manage to make my own devastator flee off the board because of heavy plasma casualties.
I find weapons that may potentially damage their user a bad rules mechanism and avoid them, since the (potential) bonus never really outweighs the risk involved.
like plasma cannons myself. Never had too much trouble with gets hot. I also use the pistol in assault squads occasionally for fun.
I mainly use meltaguns for my Grey Hunters because I know that my plasma gunners will kill themselves when I need them the most, leaving the pack with no special weapons. They are perfect on Dreads though.
Have I ever lost men to “gets hot”? Yes I have. On average one of my plasma weapons turns around and bites me in the azz, once every game or 2. And ones every 3 of 4 games, I fail my armour save.
As for blast templates. I have seen them do more harm than good. In the last Apocalypse game I played, I lost 1 squad and my partner lost 1 squad to large blast templates. My opponent however also took out 4 of his partners squads in the same manner.
The range, 2 shots and ap2 make me equip all my tac-squads with plasma rather then melta. As for tank hunting I use more specialized units for that so I don’t miss meltas in the least.
I usally take either Meltas or Flamethrowers, I don’t know why but I achieve it every time I take Plasmaweapons to roll a 1 and obviously fail my 3+ armour save. But Plasmacannons on vehicles are fierce, my brother uses the Leman Russ with the Heavy 3 Plasmacannon (can’t remembeer the name of it ATM) and another two Plasmacannons on each side. 5 Plasma-templates are fierce, they wipe-out whole troops of vanilla terminators or SM squads, it’s expencisve but hey all he has to do is name one of my troops in range and I can take it of the table.
I have run Devs with 4 plasma cannons in the past. They can be quite nasty. Although I don’t really do that anymore. mainly because A) they’re too much of a fire magnet… B) they’re buried in the tac unit so are a little harder to kill C) since I usually run 4+ tac squads anyway, point for point it’s better for me to put them in tac squads… at 5 point per versus 25 for the devs, the tac squads just make more sense. However if I knew it was likely my opponent was going to field a Dread & Termie list I would go for the devs since my tac squads would be lascannon heavy. But as my usual combo I field 4 tac squads, 2 with Plasma cannons and 2 with Lascannons and a dev squad with 4 missile launchers.
im a huge plasma fan i run a cannon and a gun in every tac unit and i have 10!
I think they’re a must have. The S7 AP2 shot is worth the risk and if you can put one or more in a unit with Feel No Pain… OMG… It’s a no brainer.
i don’t believe anyone pointed this out yet but the Tau plasma rifle does not have gets hot as “Tau favor a form of the technology that forgoes a degree of stopping power for increased safety of the operator.” pg 27 Tau Codex
He mentioned it in the beginning of the video. Well, said that they use an advanced sort that doesn;t get hot.
I have always enjoyed giving my marines plasma cannons. The model is super cool. I like to run 10 man squads with a Razorback and then combat squad so I have mini devistator sqauds. The Plasma cannon sits at home and blasts away. Funny story: 1: I have killed 3 chaos termies just as they beamed in and 2: I have deviated at point blank range behind the back of the Cannoner and killed my HQ. You have to have huge cajonnes to point blank with plasma cannon.
My cousin once destroyed my dark reapers with plasma cannons then later in the game one of his devastators killed all the other guys in the unit and ran away. A small amount of justice.
Question: If the SM firing a Plasma weapon dies due to “Get’s Hot” can I remove another model in the squad in his stead, and thereby keep the Plasma weapon?
Nope. It would be nice, but sadly it doesn’t work like that.
Nope. It’s where the weapon gets too hot and starts to explode and melt down. Assume that if a casualty is caused, the weapon exploded to kill the guy (or girl) and if it isn’t caused, then the weapon simply needs to cool down before it can gout again.
I am also a huge fan of plasma. Most pople here use either melta or flamers because of mech dominance, so they can pop the transport and then burn whatever was inside and is now packed close together.
I think that plasma weapons are underrated, because you can quite easily pop a transport with S7, and from further away with 24 or 36 inch range. And if another squad is nearby a S7 template ignoring even terminator armor is much deadlier on packed unit.
I regulary play two tac squads with plasmagun/plasmacanon in my BA army. I remember playing a guy with DA army, who laughed when he saw BA army with Tac Squads. He wasnt laughing when I killed two termie squads in one turn after they deepstriked in.
Im totaly in love with plasma my normal opponents are chaos marines orks and guard i no the last to plasma cannons are abit of an over kill but i dont care xD i always field a devastator squad of 4 plasma cannons and every squad i have takes a plasma gun and a heavy bolter the sheer lack of enemy models by the time they reach bolter range is worth all the friendly losses you might take but so far from all the games ive never lost more than one plasma cannon a game tbh it is quite a low chance for them to die from it
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