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Mixing up Pulse Rifles and Pulse Carbines
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Old 22 May 2007, 21:56   #1 (permalink)
Shas'Saal
 
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Default Mixing up Pulse Rifles and Pulse Carbines

I just wanted to get a feel of the opinion of these two types of weapons within a Firewarrior unit. What is the general feel about mixing the two weopons within a unit? e.g. 6 Rifles and 6 Carbines etc.

Ok, so they're both S5 AP5 Rapid Fire, but the Rifle leads in with a greater range. The Carbine gets Pinning.

Is it worth just taking a few Carbines to hopefully gain a successful Pinning attack?

Would it be best to have, say, a Firewarrior team in a Devilfish purely with Carbines, to get up into the front line to get that closer range and attempt Pinning?

Thanks.
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Old 22 May 2007, 22:06   #2 (permalink)
Ethereal
 
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

Hard to say. I tend to prefer units of just one or the other, but I haven't experimented much with it. 6-man Fire Warrior teams with Carbines make excellent diversions and "hidden" scoring units that can lurk at the edges of the battlefield.
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Old 22 May 2007, 22:10   #3 (permalink)
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

Quote:
Ok, so they're both S5 AP5 Rapid Fire, but the Rifle leads in with a greater range. The Carbine gets Pinning.
Actually, the Carbine is Assault 1, i.e. it gets less shots at 12", but you could - in theory - charge after shooting.
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Old 22 May 2007, 22:12   #4 (permalink)
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

Although why you'd want to do that in most circumstances is beyond me...
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Old 22 May 2007, 22:13   #5 (permalink)
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

There's a rather good overview of pinning here.
To summarize: "pinning, although useful, should not be a primary tenant of your tactics."

Most people prefer units that are either one weapon or the other, as it simplifies shooting. The general consensus is that the pulse rifle is the better weapon- Rapid fire, better range, and since Tau don't really do assaults, the whole "charge after firing" thing is kinda useless.
Quote:
Originally Posted by Shas'O K'Vor
Would it be best to have, say, a Firewarrior team in a Devilfish purely with Carbines, to get up into the front line to get that closer range and attempt Pinning?
If anything, go the other direction. Rifle squads are better mounted, because that allows for a FoF attack, while the mobility of carbine squads lends them to a foot-slogger role. There has been some discussion of using a squad of "mobile infantry" armed with carbines as a decoy/sacrifice unit that draws the enemy into positions where they can be wiped out.

If you really want pinning, look to sniper drones. Pinning with AP 3 is much better than pinning with AP 5, plus they've got a much better range than a FW squad, and can split their fire much more efficiently.
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Old 22 May 2007, 22:16   #6 (permalink)
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

I agree with Khanaris, always choose between all rifles or all carbines.

I played for a long time 2 carbines on a 12 man FW squad, I can't think of a time that they scored a pining test...

It depends also of the use of the squad.
If you are going to use FoF I would advise 2 all Carbine squads.
If on foot use all Rifle.

It works for me anyway. :P
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Old 23 May 2007, 00:10   #7 (permalink)
Shas'Saal
 
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

Personnaly, I hate pulse carbine. They got a poor range and the pinning they can do is often impossible because most army have high Ld.

In my FW squads, I have only 2 pulse carbine. It was a mistake to put them in.
It being assault 1 is not usefull at all, since FW in Close combat = dead FW! Even if they assault, their poor initiative make them start second, and can be mowled in the first turn.

Pulse rifle all the way!
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Old 23 May 2007, 01:00   #8 (permalink)
Shas'El
 
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

I play a 8-man carbine squad (unmounted) in most of my 1500 pt. games. They're useful as a distraction and as protection for the static units of my hybrid.
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Old 23 May 2007, 01:12   #9 (permalink)
Shas'Saal
 
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

I usually have a carbine unit. I just put them out there and say, You have to take a Ld test, Oh your C'tan has to charge that useless 8 man carbine squad they saved my commander lots of times before.
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Old 23 May 2007, 01:16   #10 (permalink)
lonely tau
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Default Re: Mixing up Pulse Rifles and Pulse Carbines

Hiya,

I've always viewed Pulse Rifles as the better weapon in this case, but if you really want to use the Pulse Carbine then I would suggest 1 per 4 members in the squad (ie, 3 in a 12 man squad, 2 in an 8 man squad, etc).

The balance of an extra shot (rapid fire) and 6" extra range with pinning has always been a rather delicate one, because singularly the Pulse carbine has my vote, but because you are dealing with squads the 24 shots out of an FOF, in my opinion, beat out the 12 from a Carbine squad, which only causes 1 pinning test at the best.
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