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===Special Weapons=== *'''Flamer:''' A bit different in 8E. Templates are gone, so flamers do 1d6 Str4 autohits from 8" range. Thus, they may hit even single models several times and your flamers will never be out of position...but your enemy may bunch 20 gaunts together and you'll still only hit 3.5 on average. Due to its rate of fire being random regardless of the number of enemies, range so short it cannot be used right after an outflank and ''no longer ignoring cover'' while also lacking any AP whatsoever, you cannot depend on this weapon alone to beat hordes like it used to. Still, being an assault weapon that always hits, there's no penalty for advancing and firing, especially for Special Weapon Squads. It's also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9" away to ignore its 8" range (making it statistically likely that they'll simply ''fail'' their charge to begin with). *'''Grenade Launcher:''' Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient AP and Str. Furthermore, there is no more rear AV10 to target anymore. Frag grenades average 3.5 lasgun shots, make of it what you will. *'''Meltagun:''' Good against ''anything with lots of wounds'', not just vehicles. 12" Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma yet safe. Damage doesn't spill, so it's more efficient against singular huge targets of any kind. If you manage to get to 6" for melta range, the average Damage goes from 3.5 to 4.47, making it more reliable. However, it is expensive: 12 points for regular guardsmen and 17 for anyone with BS of 3+ or better. On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range, but you have to be close to reap the maximum potential of metlaguns. The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close (preferably via a transport or Valkyrie) melta can be the better option. *'''Plasma Gun:''' See the Plasma Pistol, but in Rapid Fire. A bit less powerful than in 7E due to the new mechanics, but it can be fired safe so it's ok. You only need to supercharge against [[Grey Knights|mean]] [[Tyranids|bastards]], but against mean [[Chaos|bastards]], you ''need'' to supercharge. Curiously, it's about half as cheap for models with BS4+ (7pts) as it is for BS3+ models like Veterans and Scions (13pts). Given that you have a variety of ways to re-roll 1's ('''"Hero of Hades Hive"''', etc.) casualties from supercharging can be easily minimized. **Given it has the same 24" range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns are the default special weapon choice in most squads. Remember, it is only 7 points on BS4+ models. Point for point, plasma is the most efficient weapon for regular guardsmen at engaging tough targets. As for BS 3+ units (vets, Scions, etc.), there is room for debate between plasma and melta. The question should always be: "what is this unit going to be doing?"
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