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Marc
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PostSubject: Special Weapons   Wed Feb 11, 2009 6:43 pm

Back in the day a player would not think twice and have every squad pack a Plasma Gun that could. Enter 5th edition.. more hordes.. more tanks.. more cover saves.. maybe not so quick to glue that Plasma Gun on Neutral

So which special weapons do you players use these days?
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wittdooley
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PostSubject: Re: Special Weapons   Wed Feb 11, 2009 6:58 pm

Give me Meltas with my Vulkan!
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Makari
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PostSubject: Re: Special Weapons   Wed Feb 11, 2009 9:55 pm

Flamers

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Sexiest_hero
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PostSubject: Re: Special Weapons   Wed Feb 11, 2009 11:56 pm

Combie-weapons.
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Mike Leon
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 2:12 am

You know meltas make me horny.
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Makari
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 6:42 am

Mike Leon wrote:
You know meltas make me horny.

your very disturbing lol

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The footprints made in the sands of time are not made by sitting down... Unless your playing Warhammer WAAAGH!

New times calls for new Records:
Orcs & goblins (3-1-2)
Empire (0-0-0)
6th Edition
Orks (0-0)
Marines (3-1)
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Chethrok_Bloodfist
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 11:57 am

He's not the only one ... nothing tickles my itch more than nice, big gouts of flame and plasma spewing from big tubes held by gene-enhanced military chaps.
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Makari
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 12:35 pm

Orks smile real big when people take meltas!!! Not to say they aren't worth it cause I do take a melta gun in 2 of my squads of six But I flesh out the rest of my squads with flamers... The whole being free and hitting more seems to out weight the other.

And if the tourney in Dayton was any indication of things to come you better beleive that at least 33% of the armies will be orks!

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New times calls for new Records:
Orcs & goblins (3-1-2)
Empire (0-0-0)
6th Edition
Orks (0-0)
Marines (3-1)
Imperial Guard (0-0)
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Marc
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 4:08 pm

makari wrote:
And if the tourney in Dayton was any indication of things to come you better beleive that at least 33% of the armies will be orks!
Solid point green one..

What about mixing choices within a squad?
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Affliction
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 5:17 pm

Still think Plasma is the way to go, up to 4 shots in a squad, can with marines almost 3 insta kills (armor saves if roll a one most of time you can save) and can be used as anti-tank on the light vehicles (Rhino, Chimera, etc) and also a reliable side shots on things like Preads, and vindy that allows you to use the bigger stuff on the tougher vehicles if no side shots available.

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Mike Leon
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 5:33 pm

I don't like flamers because they don't do anything to MEQs and I already stomp all over Orks with Blood Angels anyway, so I don't need any extra help with that. Now that I think about it, the same logic applies to vanilla marines with boltguns. They already have plenty anti-swarm firepower.

I wouldn't mix. Heavy weapons are too useful to pass up.
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Makari
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PostSubject: Re: Special Weapons   Thu Feb 12, 2009 6:54 pm

We will need to play again for the Hordes...

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New times calls for new Records:
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methoderik
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PostSubject: Re: Special Weapons   Mon Feb 16, 2009 9:53 pm

Meltas and Flamers all day.

Plasma no longer worth the risk.
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methoderik
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PostSubject: Re: Special Weapons   Mon Feb 16, 2009 9:58 pm

Marc wrote:

What about mixing choices within a squad?

You mean like missile and flamer for free? I don't think Tacticals can get more than one special anymore.

Or do you mean like Sternguard with combi-meltas and combi-flamers combat squading out of a pod at two different units? That usually works well.
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PostSubject: Re: Special Weapons   Today at 3:01 am

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