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Special Weapon Squad Equipment question
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Old 24 Nov 2007, 04:08   #1 (permalink)
Ethereal
 
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Default Special Weapon Squad Equipment question

So, I was thinking about arming my Special Weapon squads with 2 flamers and a demo charge, but I'm trying to figure out how cost-efficient that would be.

Because, you drop them down(they're parachuting penal squads) and if they let loose with the flamers, there could be nothing for the Demo-charge to kill, but, if you do it vice-versa, its the same for the flamers!

Please help!
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Old 24 Nov 2007, 06:15   #2 (permalink)
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Default Re: Special Weapon Squad Equipment question

2 flamers will never kill an entire squad of MEQs or SEQs. By a sheer stroke of luck, they could combine with the other 4 lasguns to take down a squad of GEQs, but demo charges will be really helpful against heavily armoured opponents.
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Old 24 Nov 2007, 06:18   #3 (permalink)
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Default Re: Special Weapon Squad Equipment question

Yaifrog basicly got it right. Just the flamers and lasguns won't do much. But what is a SEQ?
I know MEQ=marine equivelant, GEQ= Guard Equivelant, and TEQ= Terminator Equivelant but I have never heard of SEQ.
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Old 24 Nov 2007, 06:44   #4 (permalink)
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Default Re: Special Weapon Squad Equipment question

SEQ = Stormtrooper Equivalent. Basically, this only refers to Stormtroopers and Fire Warriors.
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Old 24 Nov 2007, 13:29   #5 (permalink)
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Default Re: Special Weapon Squad Equipment question

Quote:
Originally Posted by Yaifrog
2 flamers will never kill an entire squad of MEQs or SEQs. By a sheer stroke of luck, they could combine with the other 4 lasguns to take down a squad of GEQs, but demo charges will be really helpful against heavily armoured opponents.
Not only that, but demo charges are cool.

If your opponent is shooting at the one special weapons squad with a demo charge instead of the plasmagun, super pew pew kablamm Command Squad - then atleast something is in your favour. :P

Frankly, losing two men with flamers isn't that bad.
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Old 24 Nov 2007, 13:47   #6 (permalink)
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Default Re: Special Weapon Squad Equipment question

Alrighty then, I think I'm going for twin flamers with a demo-charge then. Thanks for the help!

Catachan Model Penal squads here I come!
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Old 24 Nov 2007, 14:51   #7 (permalink)
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Default Re: Special Weapon Squad Equipment question

The point is moot; all weapons in a unit fire at the same time.

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Old 25 Nov 2007, 02:43   #8 (permalink)
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Default Re: Special Weapon Squad Equipment question

Not nesecarily. I thought that since you only get 1 shot with the Demo Charge you get to choose when, you don't have to use it on your first round of shooting.
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Old 25 Nov 2007, 09:00   #9 (permalink)
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Default Re: Special Weapon Squad Equipment question

Thats what I thought.
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Old 25 Nov 2007, 10:52   #10 (permalink)
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Default Re: Special Weapon Squad Equipment question

Quote:
Originally Posted by GeekyGator
Not nesecarily. I thought that since you only get 1 shot with the Demo Charge you get to choose when, you don't have to use it on your first round of shooting.
Of course not, you can use it when/if you want to use it. But that's not the issue. Legatus' concern here is that using the flamers could leave the demo charge with too few potential victims to be worthwhile or out range altogether. Or vice versa. My point is that unless otherwise stated, any weapons fired by a single unit in a turn are considered to be fired simultaneously and so all hits are calculated and resolved simultaneously. You don't do one at a time and remove casualties as you go.

Quote:
Originally Posted by page 22 of the rulebook - 'Rolling dice to hit'
When a unit fires, roll all of its To Hit dice together.
Quote:
Originally Posted by page 23 of the rulebook - 'Roll to wound'
As with shooting, roll the dice together...
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Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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