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Pulse Weapons
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Old 31 Dec 2005, 18:10   #1 (permalink)
Kroot Shaper
 
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Default Pulse Weapons

Which do you guys like better? The rifles or the carbines?
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Old 31 Dec 2005, 18:29   #2 (permalink)
Shas'O
 
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Default Re: Pulse Weapons

Hey there, please use the Search tool in future - it gives you all the information you need on which to equip your squads with.

General verdict: Untill the new Codex comes out, Carbines are effectively useless. The chances of pinning most enemies is nill.
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Old 31 Dec 2005, 18:34   #3 (permalink)
Kroot Shaper
 
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Default Re: Pulse Weapons

If you have enough carbines, sure its easy to pin enemies. Except for Space Marines or Necrons. They are virtually impossible to pin.
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Old 31 Dec 2005, 18:39   #4 (permalink)
Shas'O
 
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Default Re: Pulse Weapons

Wrong. No matter how many wounds you cause, you can only ever make one pinning test per squad of firing carbines. To break it down:

Pinnable:
Stupid IG players - without Commisars, Vox-Casters, etc.
Tau - without Ethereals
Tyranids - without synapse... like that'll happen.

Not Pinnable:
Just about anything else.

Sure, I've pinned a Chapter Master's command squad before - but it's luck, certainly not usefull, repeatable probability.
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Old 31 Dec 2005, 19:17   #5 (permalink)
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Default Re: Pulse Weapons

The only thing an increased number of carbines will do is increase the chance that you will wound, its always one pinning test per firing squad. Also since there are a vast number of high leadership units if not entire armies out there it is not a very usefull thing. A couple just for kicks and the off chance is ok but in general the rifle is a far better weapon to go with. The carbines are really just broken in 4th edition as now rapid fire weapons are much better on the move.
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Old 31 Dec 2005, 19:22   #6 (permalink)
Shas'El
 
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Default Re: Pulse Weapons

Pulse Rifles.

I face waaaay too many marines, which are immune to pinning. > Why sacrifice a lot of range and an extra shot at close range for a useless ability? If pinning wasn't so useless (like half the units in the game are fearless >), I'd probably give them a tie. But as of right now, Rifles blow Carbines out of the water.
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Old 31 Dec 2005, 19:28   #7 (permalink)
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Default Re: Pulse Weapons

Rifles. The rifle have more range and they look sleeker.
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Old 31 Dec 2005, 20:09   #8 (permalink)
Kroot Shaper
 
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Default Re: Pulse Weapons

Quote:
Originally Posted by Commissar Black Behemoth
Pulse Rifles.

I face waaaay too many marines, which are immune to pinning.* >* Why sacrifice a lot of range and an extra shot at close range for a useless ability? If pinning wasn't so useless (like half the units in the game are fearless* >), I'd probably give them a tie. But as of right now, Rifles blow Carbines out of the water.
Marines are not immune to pinning.
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Old 31 Dec 2005, 20:20   #9 (permalink)
Shas'O
 
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Default Re: Pulse Weapons

Technically, but realistically they are - lowest Ld they get is 8, mostly bumped to 9 by a Captain or Veteran Sergeant, often to 10 with a Chapter Master... throw in a Chaplain or Standard Bearer, and the position in favour of Carbines becomes untenable.
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Old 31 Dec 2005, 20:24   #10 (permalink)
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Default Re: Pulse Weapons

I know, its unlikely, but almost nobody is immune to pinning tests
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