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Grenade launchers are relatively simple tubular weapons which can launch several different types of grenades using means such as compressed gas or an electromagnetic charge. Grenade launchers benefit from their ability to fire ordnance on an arching trajectory, allowing their shots to clear obstacles and lay down suppressive fire on unseen foes. Bitz: 2 Parts, Type: Infantry, Unit: Warhammer 40,000 Dark Eldar Hellions, This is the phantasm grenade Launcher of a Dark Eldar Hellion skyboard. Suitable for miniatures in 28mm scale. For my current squad setup, I have one guy with a flamer, 7 guys with just the Lasguns, one guy with a lasgun and a Vox Caster, and a sergeant with the Las pistol. Someone told me that I am able to equip my squad with two 'assault weapons' (Example: A flamer and a grenade launcher, etc.). What are the rules regarding assault weapons and is it true what I was told about them?
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It's not gonna make or break your army, but for 1 pt, it's absolutely worth it. One of the two grenades will be better against virtually any target than a single bolt shot, so you'll likely be using it every turn.
If you run auto or stalker bolt rilfles, you might get a bit less value out of it.If you're just working with Dark Imperium, there's probably other things you could get that are a higher priority than this. But if you're looking to squeeze that last bit of optimization out of your primaris force, this certainly fits the bill.One thing to keep in mind (and anyone feel free to correct me if I'm wrong), even though you can take two auxiliary grenade launchers in a 10 man squad, you can't actually use them both. Only 1 model can use grenades per unit, and this just increases the range of the grenade to 30'. A bit of an oversight I believe. What would be higher priority? I am trying to add onto my army.Just speaking from personal experience, the first thing I would get are some more Hellblasters.
Those guys are the all stars of the primaris line, and you'll probably want 5 more at least. You'll also need to get some anti tank into your army somewhere, although that probably means going outside the Primaris line.
They just don't have much in the way of anti tank right now. A las predator or two should work fine (I have vindicators, but I'm going more fluffy with my Crimson Fists).But if you are planning to do all primaris, you will need more intercessors to fill out your battalion detachment. When you do make that purchase, definitely go for the full size box so you can get the two grenade launchers. That should give you 20 intercessors, which is a good backbone for your army.With the recent point changes in CA, you should have a solid semi-competitive list that's pretty easy to pilot.
Mounted upon a Mark IV Raven Pattern armed with a Ravenwing Grenade LauncherA Ravenwing Grenade Launcher is a specially customised Grenade Launcher commonly utilised by the elite of the 's 2nd Company, commonly called the. Ravenwing Black Knights employ adapted to fire even at the high speeds at which they race across the battlefield upon their Mark IV Raven Pattern. These Grenade Launchers can also fire specialised shells utilising ancient technologies in addition to the standard. Rad Shells spread contaminated, radioactive fragments that have a toxic and debilitating effect on a foe, while Stasis Shells are impregnated with an ancient and now poorly understood technology that when detonated, momentarily freezes the flow the space-time continuum, causing the reaction times of any enemies nearby to be dramatically slowed if they are caught in the area of effect.Sources.
Codex: Dark Angels (6th Edition), pp.
Warhammer 40k Auxiliary Grenade Launcher
I thought of putting this in the Tactics area but I think this is a broader picture question. With flamers in overwatch being a pretty powerful weapon I was wondering if this changes the synergy of our weapon load outs. I think that there is 3 main issues range, power, and weapon mix. If you think there are more please add.
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Now the Grenade launcher and flamer are the same points so no issue there.1. RANGE: The extra range of the launcher means more shooting at range which is great for IG but the template even if it only fires as overwatch has a chance to hit multiple targets. So does the extra turns shooting at range compare fairly/unfairly to a probably one time shot of overwatch?2. POWER: The launcher has the option of a single high str shot or a low str blast. This does give you options but I almost always find my self shooting the Krak for the str. Where the flamer has a solid str template. So does the option of high and low str compare to the template?3.
Weapon MIX: For me the big factor in weapons has been how it matches up with the role assigned to the squad but with overwatch and the potential it has to be a factor this has change. For example I take a 31 man blob with AC to hold rear obj and the GL matched well with this setup, but the GL were just there to be close to the same targets as the AC were now I could take 3 flamers and get 3 - 9 hits on a unit before they charge and that is were IG has problems. Or does it still mix better with the squads trying to move up and take midfield obj where you have a better to use the flamer in its own right and still get the overwatch for good measure?So do these factors change how your arming your IG? I have always felt like our main power is our hvy weapons and most of the special weapons just came along for the ride. But with the vast majority of or enemies wanting to be in close combat with us the flamer in overwatch seems to bring a strong tool that will fit in well with the standard gunline. Any thoughts and opinions are welcome. I'm sticking with my 3-GLAC Veterans, personally, on the basis that those guys should be standing and shooting at range, and I've got flamers on my Chimeras anyway.
Sure, there's no overwatch involved when my Chimeras get charged, but I do have a lot of them.I can definitely see the Blob getting plenty of use out of flamers, though, to the point where FLAC might be the new black - you'll be in a strong position to first deplete enemy numbers when they charge, then drown them in saves and/or be functionally challenge-proof if you're also bringing a stock Sarge or two alongside the now-presumably-compulsory wall of power axes. I prefer grenades as well, and more so now when you consider the new rules of snap shots/overwatch/etc and wound allocation. I'm also not impressed by the amount of wounds when firing a template weapon during overwatch; maybe against marines that's a scary amount, but Orks won't even notice it (models affected should be exponential to squad size or something).I prefer grenades also because they can actually hurt a vehicle, one lucky vet squad really could take out light armor in one round of shooting. You can still fire a grenade during snap shots/overwatch as well, you just have to shoot a krak genade at their head. There's also the grenade launcher's versatility and range as well; light anti-armor or blast to handle swarmy stuff, as well as a much longer range than a template weapon. They can be more effectively used in the back of a squad if your worried about wound allocation, and once you get ready for that fateful charge you don't have to worry about daft maneuvering to push them up front at the last minute so you can actually use them.I haven't really found much reason to change my infantry's typical weapon loadouts (even if I've had to become less reliate on vehicles): suicide plasma vets and grenade grunts.
Although now I'm starting to see great potential in ratlings and special weapon sniper teams. In all honesty, now they can snap fire on the move, heavy weapons are tempting even on 'go get em' blobs.I think if you're literally making a blob for a bayonet charge, the flamer is a good buy. Stack up 4+ squads, a couple of commissars (precision shot protection), 3-4 power axes and meltabombs and a priest with an eviscerator and go a-hacking.For a more tactical unit, grenade launchers are probably better, but I can't help thinking that even with the cost differential, plasma guns seem the better buy. I prefer the lowly GLer over the flamer. I have 17 GL models, 6 Flamer models, and one HF model.
As the Monkey of Jaw and others have pointed out it has the best range option and the ability to kill vehicles. It also pairs well with thrown grenades when you close on the enemy. 2 Blast templates has the 'potential' to cause more wounds than a flamer template.
2 Krak rounds has a better chance of punching vehicle armor than a flamer.Some units like vets, CCS, and PCS might have good luck mixing a Heavy flamer in with Grenade launchers if you plan on getting them into charge range or going in behind enemy lines. The normal flamer can be considered laughable by most T4+ or 4+ Sv armies. Though the heavy flamer will make most SM players just look at you funny and say 'LOL 3+!' , it would make 4+ save units think twice before charging. Flamers are the providience of PCSs, SWS, and Suicide Death Vet Squads against Nids or Orks (Normally they have Meltas, and with the MC spam I am seeing in Nids, the suicide death squad still frequently has meltas vs nids.)I like to give flamers to small throw away units, PCSs I normally have 2 or 3 sitting around, on top of Creed, and sometimes even al Al'rahem.
One PCS is normally loaded out with flamers and placed to the front of a formation. They get shot at a lot in shooting, but if I keep them below cover, and incoming them, they are good, when an enemy starts to close, I have them get back into the fight, then burn burn burn.
Then Overwatch. So on so forth.In a IS blob, if I give them a SW at all it is a GL. A tough decision here, because I like them both equally.I guess I'm going to go with flamers here despite majority vouching for GLs, because I'm probably more of a pyromancer myself. 'Burn baby burn baby! The main reason is nothing more than denying enemy cover saves + possible more masses of hits under the template. Not to mention a few automatic random hits during overwatch, of course.In regards to where to put these weps, it depends entirely on which units & how you want them to function.
With possibly the most baller name in all of Skyrim, J’zargo is a Khajiit apprentice mage who players can find at the College Of Winterhold. He’s an extremely powerful mage who uses a variety of skills and elemental attacks in battle that can make even the most hardened enemies as soft as microwaved butter.While J’zargo can come off as somewhat of a jerk, he is still a good companion to have on the road. She’s a great pick for any gamer who plans on killing a lot of people, innocent or not, as Jenassa doesn’t really care who you’re killing, as long as you’re killing.She does have to be paid in order to recruit her services, but it's well worth it; she’s good at sneaking and uses a variety of weapons when putting down the many foes of the Nord’s homeland.Strangely enough she can also be selected for marriage, which seems like a super risky proposition. How to get followers on skyrim. If you have to pay her 500 septims just to fight by your side, why would you ever consider getting hitched?Regardless, her travel banter is fittingly dark and brutal, making her a fun companion for the road.
I generally look at each of the theme in my armies first and then decide what spec weps are to be given to certain IG units. Another factor I look at is the level of firepower overall within an army. So, for example, if I am low on anti-horde firepower & need to a couple of counter-assault elements, I add in some flamer SWSs. I dont think this to be true. Despite the changes to vehicles, your referring to hull points, mech vets are still boss.
Much like 5e AV saturation is what makes the mech list work, this hasn't changed in 6e, and being IG we get amazing transports at super cheap points. Ive been running a list with 5 units of mech vets without carapace and they work just fine. Yes, sometimes a chimera gets taken out due to hull points but thats relatively rare as my opponents have bigger fish to fry.2 dettas and 3 russ's.
Click to expand.The Tau have actually been shown to be very interested in other cultures. They don't always agree with what they see, but they're interested nonetheless.Also worth noting is that the Tau have the Water Caste, who specialize in getting to know other cultures in order to find ways to tweak them to be in line with the Greater Good. For example, gue'ves'ra who were former Imperial Guard are noted to still be allowed to practice their faith in the Emperor. They've just been convinced that, since the Emperor wants to protect humanity and the Tau want to protect all life, obviously the Emperor would want them to join the Tau Empire. The Tau Empire is much like early Christianity in that regard. Why try to stomp out local religious practices if you can make them work for you? Click to expand.when else would you use one?
It's a gun, and guns shoot things.Maybe you're thinking of older editions and their rules that were far more complicated/layered? Remember 8th has 'simplified' things a lot, resulting in things like tanks being able to shoot all their turrets and sponsion weapons at a target, regardless of facing, despite the fact that logically at least half of them shouldn't be able to see let alone aim at the target from most angles, which is why the models for these tanks have so many of these turrets and sponsions to begin with. So I have a question about the 30k and 40k galaxy, that I’d like answered in a way that disregards maintaining the status quo of the narrative. If we take the million worlds line at its word, around what percentage of those worlds would have over a billion people living on them?I’m pretty sure it’s stated in the beginning of Horus Rising that about 1 in a 1000 is able to become an Astartes. We’ll assume that number has changed a bit for the worse and say by the 41st Millennium 1 in a 100,000 is able to become an Astartes.With that in mind, what is stopping the Astartes Chapter from taking 100 of their Astartes and establishing a new Chapter on one of those planets that houses 1 billion people or more?
37mm Grenade Launcher
Once the new chapter has grown to 1000 men, they would do the same.I’m honestly not sure how long it takes to go from Neophyte to full Battle Brother but let’s assume it takes around 50 years for the easy number. After 50 years has passed the legion would steadily get a pool of Astartes every year that could be used to counter losses and grow the Chapter.I definitely get this is most likely a status quo thing but I’m curious for any answers I’m not thinking of. So I have a question about the 30k and 40k galaxy, that I’d like answered in a way that disregards maintaining the status quo of the narrative. If we take the million worlds line at its word, around what percentage of those worlds would have over a billion people living on them?I’m pretty sure it’s stated in the beginning of Horus Rising that about 1 in a 1000 is able to become an Astartes.
We’ll assume that number has changed a bit for the worse and say by the 41st Millennium 1 in a 100,000 is able to become an Astartes.With that in mind, what is stopping the Astartes Chapter from taking 100 of their Astartes and establishing a new Chapter on one of those planets that houses 1 billion people or more? Once the new chapter has grown to 1000 men, they would do the same.I’m honestly not sure how long it takes to go from Neophyte to full Battle Brother but let’s assume it takes around 50 years for the easy number. After 50 years has passed the legion would steadily get a pool of Astartes every year that could be used to counter losses and grow the Chapter.I definitely get this is most likely a status quo thing but I’m curious for any answers I’m not thinking of.