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Wednesday, November 24, 2010

Dark Eldar Blast Pistols


I saw some questions on this earlier in the Chatbawks so thought I'd address them here. 15 point pistol which has the same profile as a DL but range 6". Six inches I hear people scream! It's the same as an infernous pistol but replaces melta with lance status and no AP1 (which sucks) and there seems to be an excessive amount of dislike for them. Don't really understand why... In comparison to the Infernous pistol it's pretty good if not as good. Lack of AP1 is a thing DE generally just deal with and get lance spam instead. In terms of points it's the same price (15) but has the added cost of needing to buy the Sarge (for now only Imperial Armies don't buy leader upgrades as they are included into the Squad's price). This is annoying but has the added benefit of increased Ld (generally to 9 or 10), more attacks in combat and access to other gear like Agonisers, PGL, etc. All in all it's pretty decent compared to the Infernous pistol, less useful with lack of AP1 and not as good at popping armor when you hit 3" but still a viable option for some squads. Note, some squads.

However, you cannot just hand these guys out willy nilly. This is the same for most upgrades. What blast pistols do is offer some redundancy to certain squads (i.e. Warriors with a Blaster) and duality to other squads (i.e. Wyches). Yes 15 points is expensive and you have to pay for the squad leader upgrade (which again has other benefits) so it's probably not the best bet to take them on every unit you have but the ability for an anti-infantry unit to whack an anti-tank shot into a tank is very valuable. Also being able to operate two anti-tank guns in a 5 man warrior squad (+ Venom) means you can have a bunch of cheap Troops (150) in effective anti-infantry transports much like Space Wolves and Blood Angels have with razorbacks (notice how they operate with two anti-tank weapons as well).

Yes it's expensive and no it's not an auto-include but they can be very useful. They are most useful when there is only a single anti-tank shot available (such as small Warrior squads) or to provide even the bare minimum of anti-tank to squads which don't have any (such as Wyches) and including a couple pistols in these units can really help out in tight situations.

Comments (24)

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I think 6" is too short. It exposes the squad. Not so bad if they are MEq and perhaps packing FNPm but scrawny t3 and 5+ [even with FNP] seems too risky for me. Are you only talking about the Lance-pistol being fired from vehicles?

I would like to see a DE vs DE tactica. We expect them to bully all those lack-of-finesse armies [like my poor Templars] but how about against their only equals ~ themselves? lol

I think the Leader is needed. Ld 9 is important, imo, when you don't have ATSKNF or a re-roll to bail you out.

Wyches. They aren't exactly hitty, ja? Are they just an envelope for Archons, etc?
5x Warriors, Blaster, SYbaryte w/Blast Pistols, Venom w/Splinter Cannon = 150

150 pts for a good troop is a steal. Take them.
Decent review of these controversial weapons. Mind you, how people can be upset with pistols with the lance rule confuses me. Is nothing good enough. Does everyone want the victory gun?

48" Range S:X Rules: Heavy 1, Victory (Powered by WAAC energy cells the victory gun hits automatically and destroys its target on a 2+)

You know what? I think the same people who don't like blast pistols would be upset that the victory gun isn't twin-linked andheavy 3...

Blast pistols are cool and allow for even more flexible squad design. If you don't like them, leave them at home. Otherwise get ready to take realistic pot-shots are landraiders if the opportunity arises. Brilliant.
1 reply · active less than 1 minute ago
Broadside railguns are twin-linked, so why not the GG gun?

In all seriousness, I'd say Haywire grenades are a better investment. Having most of the squad glance a tank is golden, and will cost less then the pistol. I can see some uses for it, it's just I'd rather have it in a dedicated assault unit that will ROCK close-combat.
Its not that they are bad or anything, str 8 ap 2 lance is nothing to sniff at, its more how they compare to the inferno pistol which is almost twice as good at dealing with armour on a tougher platform. Pistols seem like an ok bet on CC based characters as they pay the same but are BS 5 or more and gain extra attacks over say the blaster config, also they are Going to WANT to be in The 6" zone

Its more the range that really causes any concern, 150 point troop sounds great , except its not really a solid troops choice, its 5 t3 models and a paper transport , very easy to kill and you need to be within 6" to get the benefit of the pistol (not helping that fragility at all), I cant really see 5 warriors being any good at defeating much in CC so I just dont get it. Why would you ever want to be that close ?

So no , I dont have a problem with the pistol its more I dont get this sudden fad for throwing them on mini warrior squad,s so I suppose over all I'm agreeing with Kirb , they aint shit, they indeed have their limited uses, its not like you were seeing plasma pistols everywhere was it ..... I really don't think the inferno should have been bought into mainstream use as its now the new yardstick by which all pistols will be measured.

Though I can see an argument for pistols on wyches making sense.
2 replies · active 748 weeks ago
Getting into melta range for an Infernus shot is a pretty risky thing, you have a 2" zone. AP1 is the real benefit, and it's awesome.
And being able to get two anti-tank guns in a 5 man squad which essentially doubles your chances to drop tanks.

Am I speaking French? lol
Good article Kirbs. I'm starting to become very high on Blast Pistols. I think the primary use, as mentioned, is the 5 man double Lance squad. I think if the BP will add a 2nd Lance to a squads it's worth it (like the warriors above). Adding a pistol for some just in case AT (ie wyches) is a waste. Wych transports should always be moving too fast to use it and you'll never shoot a tank when youre on foot because that means you're exposed to return fire next turn. I think the BP has use on an Archon as well since his BS is so high (the blaster/blast pistol debate is a stalemate in my opinion now).

As to the 6" you need to separate your lances in your head. Don't use the Lance warriors on transports. That leaves them open to return fire and a charge from the squad inside. Use long ranged lances to pop transports. Use the lance warriors on battletanks and speeder types. 2 lances has a decent chancre of shaking any vehicle protecting the fragile warriors and venom
1 reply · active 748 weeks ago
neverXmoor's avatar

neverXmoor · 748 weeks ago

Move Raider12, disembark in front of Rhino, get an extra lance shot in from the Wych squad before wasting any of your other lances to crack the transport. Could work, but don't know if it's worth paying 15 points for a one shot lance weapon, sacrificing fleet and your pistol shots to use it ...
Sorrowshard's avatar

Sorrowshard · 748 weeks ago

In our currently mechanised environment , the nature of lances means that sometimes you will not have been able to de mech anything , your wyches will then be stuck doing nothing , however having the pistol gives you the option of a gamble to pop the transport and assault the contents , due to being str 3 its nice for the wyches to attack under strength units too, pistols help with that. finally , wyches are a viable tarpit for dreadnoughts , with haywires I can even conceive of times where you will charge one, most of the results from a glance or pene will help the wyches in combat with it , especially stunned or immob results as your grenades will no longer need 6's

This is admittedly all theory and I will be happy to test it.

ERm, who needs to separate what , the 5 man mini squad is blaster and pistol and blaster , they need to be within 6" to be effective thats only ever going to be situationally useful , warriors in a venom should really not be that close to the enemy .
3 replies · active less than 1 minute ago
Re Wyches, nothing to charge, stay in your transport, move 12 and fire the lance.

Warriors in a venom should absolutely be that close if thu have 2 lances. Zipping p and popping a rhino full of angry tactical marines? Stupid. Picking off land speeders, preds on the flank, getting behind the chimeras to shake hydras and medusa? Smart.
Sorrowshard's avatar

Sorrowshard · 748 weeks ago

Staying in the transport is hardly ideal, guessing this just boils down to personal preference,really you want your wyches up the table and beating face as fast as possible, sitting in your transport is asking to have it shot and then its likely your wyches are stranded, outside of combat wyches are possibly the softest thing in the game .....

Rather than argue about it too much I'm going to try and stay objective , maybe ill even playtest it a bit , but in my head its crap, its melta range but without the almost guarantee of damage a melta offers on a supremely fragile platform.

be interested to hear how it goes for you
If you moved up within range and failed to kill anything, you may be about to lose your unit. Gambling on killing something will often be a better option, the question is how much are you willing to pay for it?
The problem of the blast pistol is less in the weapon, and more in the platform. To use the example given, consider the infernus pistol. What are the common platforms? Sanguinary Guard? Vanguard Vets? Death Company maybe (I don't recall)? Dante? Perhaps on an ASM squad sarge? Each of these platforms is fairly resilient to light arms fire, and is able to provide good mobility for the gun.

Compare this to the blast pistol. Typically, I've seen it on warrior squads and wych squads. The problem for the former is that on turn 1, they are unlikely to see use. Instead, they'll zoom forward, hopefully in a position to reduce enemy fire being pointed their direction. Or, if they do see use, it will most likely be just the blaster in the unit (as you can only move 6" and fire). Turn 2, assuming the venom/raider is still in one piece, they move forward 6" and will hopefully be able to get in range. Or, they move 12", pop out of their transport, hopefully kill something and die horribly in the return fire. So, I guess my point is the weapon is fine, and even functional in the current builds I've seen. But it is far from being reliable AT firepower. And at that point, is there a better, more reliable use of the points to accomplish the same goal?

With the wyches, it's a bit different, as the squad leader adds some hittyness to the unit, and will grant a chance of doing something against various vehicles that can present problems for such a CC oriented unit. Of course, I'm not generally a fan of wyches, as they excel at winning against units DE generally don't have trouble with. They do work well as a tarpit, but the fact that they will rarely win combat against many hard targets (though a hekatrix w/ agonizer will certainly help) means that this can fluctuate greatly. Obviously if there was a way to bump them up to 3 pain tokens quickly (cronos perhaps?), that would help quite a bit. Regardless, the additional points on a blast pistol aren't bad here in my opinion.
1) meltapistols are AP1. Blastpistols, and the weaksauce sister pistol, are not.
2) all are extremely short-ranged.
3) all are costly.
4) meltapistols come on dudes that don't risk death when vehicles go boom.

If you want to add a blastpistol, that's +25 points. Not cheap, at all.
4 blastpistols and sybarites equal another venom with 5 dudes on it, or a lord with a real blaster. In fact, 4 pistols are so expensive, you can put a ravager on the field instead.

It's priced as if it were a meltapistol, carried by a space marine. That's the problem.
Think of pistol sybarites like the dark eldar equivalent of marine powerfists. In other words, not utterly useless, but clearly a secondary piece of bling to put spare points towards, and act as a form of anti-armor insurance - rather than anti-character.
3 replies · active 748 weeks ago
We know lance pistols aren't as good as infernous pistols; get over it?

That 25 points gives you an Ld boost to 9 (you complain about GH with 8 so shush) and doubles the effectiveness of Warrior anti-tank (assuming with a blaster) and infinitely improves Wych anti-tank by actually giving them a chance to take out tanks and they should have a Hekatrix anyway for a combat weapon. Wyches are combat units so are close anyway and 5 man warrior squads if anti-tanking are going to be close anyway, too (though it can be done from the safety of their transport).

If you want to run around with 5 man troops with only one anti-tank gun. Go for it. Even if infernous pistols weren't melta weapons or AP1 they'd still be taken in MSU BA armies because they provide two anti-tank shots in a 5 man squad.

Yes they aren't as widely applicable as infernous pistols because they are as good but in the above cases, very much worth it.
But 5 warriors, sybarite or not, won't even get to use their leadership, 'cause they get removed by lasguns, exploding transports, and a charge from 10 guardsmen.

The infernus would not be favored without AP1, because angels get combi-meltas, too. Not all dinky squads BA put on the field even carry one, because 15 points is still expensive for a pistol that short-ranged. On sang guard, yes. Assault squads? Sometimes, but far from something you always include.

When I have 25 points left, I'll throw some on - just like I do with powerfists.

Remember, if you take nightshields on all your dinky units' transports, you can hang outside of rapidfire range all game long, shooting blasters at people, but if you want that extra lance to do something, you have to get within range of all the enemy's small-arms - which your vehicles happen to be allergic to.
And yet 10 RF lasguns kills 1.7 Warriors... Ld9 can be of significant use, like not running from explosions.

ASM always have infernous pistols when running MSU Mech unless you're really strapped for points. Again, double the chance is pretty damn good. MSU DE can run a bunch of Venoms with 5 man warrior squads in them for a bunch of anti-infantry and rely on things like Trueborn/Ravagers/Scourges for DL anti-tank but when those Warrior squads need to pop opne tanks that extra 15-25 points is well spent. When a unit breaks through you're a lot more comfortable throwing one unit forward to pop and block if it's got two lance weapons compared to 1.

It's not as applicable as the infernous pistol because yes, it is worse. But in the right setup, it's very useful and just like the infernous pistol if you really need to shave points (like say you need 10 more points for a Ravager), you drop em but they aren't add-ons and certainly aren't as bad as PFists on tac squads.
I think the point Kirby is making is that they aren't "must-take", but that they do have their place if you want to put them in your list for the two reasons he already mentioned, redundancy and duality.

Also, I think infernus pistols aren't as exciting in BA units simply because you have other options within the squad and paying another 15 points is just simply overkill. Whereas adding the only ranged anti-tank option to a squad of wyches might be more useful.
1 reply · active 748 weeks ago
Cookie for you.
Having read the article and all the comments I think I would give them to Wytches, but not Warriors.
Of course I am not sure I would ever actually take a five man warrior squad anyway...
Kirby, I assume the warriors disembark to fire their pistol along with blaster correct?
With that 6" range, I can't really imagine a venom surviving an entire enemy shooting phase only 12" away from a target.

If they have to disembark (venom moves 12", hop off 2", shoot 6") wouldn't a squad of five t3 5+ sv models be terribly vulnerable? Is this squad expected to die after stunning/hampering whatever their target is?
1 reply · active less than 1 minute ago
That's kinda why some people don't like Blast Pistols. You're basically taking this fragile squad, getting them insanely close to an enemy squad, then firing.

They're good for SOME units, but not many, mainly assault units that could use a bit of tank popping. It's better to consider that, based on the number of times it's likely to be fired, it's more of a combi-lance.

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