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 Post subject: Pulse Carbines
PostPosted: Aug 09 2012 02:28 
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Are Pulse Carbines ever worth taking in Fire Warrior squads? I've seen a few guys at my old FLGS take either one or two in a squad, or a full squad of them. With the Rapid Fire and general shooting changes in 6th, it seems they got even worse in comparison to pulse rifles. I generally take two Fire Warrior teams in my 1500-point list, and they both take full rifles.
So does anyone take them? Why? Any interesting under-the-radar tactics you've come up with?

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 03:05 
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I have an entire squad of them and until the new codex comes out, I'm stuck with them.

There is currently no reason to field them in 6th, as the only extra you get is pinning (doesn't work against many units due to fearless) and loses out on range and shots.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 03:20 
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People used to take it because on the move it had more range than rapid firing pulse shots. It still has that advantage but it is less significant now that pulse rifles rapid fire at 15"

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 04:24 
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Although we can move and still fire 30.

I used them in 5th and as a result still have a squad armed with them ;(
As for using them in 6th can we pin in over watch? If so it might be an interesting choice for an assault squad armed with photon grenades as well. Just a thought and way to unreliable but might happen and would be fantastic to see the look on the guard players face as his squad is pinned instead of crushing the pesky fire warriors.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 04:28 
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indigoon wrote:
Although we can move and still fire 30.

I used them in 5th and as a result still have a squad armed with them ;(
As for using them in 6th can we pin in over watch? If so it might be an interesting choice for an assault squad armed with photon grenades as well. Just a thought and way to unreliable but might happen and would be fantastic to see the look on the guard players face as his squad is pinned instead of crushing the pesky fire warriors.


I haven't seen anything in the rulebook to contradict this. Looks to me like you can indeed pin units in overwatch. Although very unreliable, it'd be a great to see assaults completely stopped in their tracks. :D

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 04:31 
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Might mean taking a few gun drone squads as an assault buffer might even be effective against some armies. If only markerlights lasted till assault phase :(.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 05:55 
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The Overwatch rule specifically says it cannot cause Morale Checks or Pinning.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 07:02 
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Maybe you guys want to look at this article about EMP Commandos, in that case the carbines might be useful, at least the grenades are useful again thanks to the hull-points (but that is not the topic here).

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 10:04 
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CaptainTrips01 wrote:
indigoon wrote:
Although we can move and still fire 30.

I used them in 5th and as a result still have a squad armed with them ;(
As for using them in 6th can we pin in over watch? If so it might be an interesting choice for an assault squad armed with photon grenades as well. Just a thought and way to unreliable but might happen and would be fantastic to see the look on the guard players face as his squad is pinned instead of crushing the pesky fire warriors.


I haven't seen anything in the rulebook to contradict this. Looks to me like you can indeed pin units in overwatch. Although very unreliable, it'd be a great to see assaults completely stopped in their tracks. :D


Overwatch cannot cause morale tests.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 08:47 
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Totengraber wrote:
The Overwatch rule specifically says it cannot cause Morale Checks or Pinning.


Ah, thanks Totengraber. There goes that strategy. :sad:
In that case, I do like that EMP commando idea. Something to consider now that I'm starting up 40k again.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 08:56 
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Honestly I think the EMP Commando strategy is dead since you can't assault out of transports at all nor can you assault after outflanking. This kills both mounted Fire Teams' and Pathfinder Teams' ability to target vehicles in assault without first standing out in the open.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 09:03 
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I do believe the Pulse Carbine is dead in the 6th edition right now. Primarily for the reasons O'Shaska mentioned. You might keep one in a squad just for that chance to cause a pinning result, however I personally would rather just have a pulse rifle. It is a bummer for I have about 12 fire warriors all equipped with pulse carbines. If anyone has a good use for them in the 6th edition please share, I would love to be able to get these guys back onto the field.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 09:46 
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Che Gue'vesa is right though, the EMP commando team looks reasonable. But as for just Pulse Carbines, I think thats dead.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 10:36 
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Dearborn wrote:
Che Gue'vesa is right though, the EMP commando team looks reasonable. But as for just Pulse Carbines, I think thats dead.


The problem is delivery, which was originally Devilfish or outflanking, and both now require a turn of standing out in the open before you can assault. As for tactics, I suppose if you wanted to use mass Fire Warriors as assaulting units Carbines would work. It sounds crazy but I knew a guy who claimed to make it work, his reason being 36 Fire Warriors will kill something on the charge. For extra hilarity add Pedro Kantor since his +1 Attack bubble affects "friendly units". Your opponent will never see it coming :D

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 11:05 
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You also have to use your meta to advantage, act like there is nothing special about them, then you hit them, no one would expect tau to assault. its even better if you have high priority units on the field too, say a team of crisis jumping around. It doesn't matter what or how effective in game they are, they just have to look the part.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 11:22 
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O'Shaska wrote:
Dearborn wrote:
Che Gue'vesa is right though, the EMP commando team looks reasonable. But as for just Pulse Carbines, I think thats dead.


The problem is delivery, which was originally Devilfish or outflanking, and both now require a turn of standing out in the open before you can assault. As for tactics, I suppose if you wanted to use mass Fire Warriors as assaulting units Carbines would work. It sounds crazy but I knew a guy who claimed to make it work, his reason being 36 Fire Warriors will kill something on the charge. For extra hilarity add Pedro Kantor since his +1 Attack bubble affects "friendly units". Your opponent will never see it coming :D


I think this would be a terrible tactic to try in the face of any decent unit for several reasons. With the changes to assaults, lower initiative models are at an even worse disadvantage than before. Casualties are removed from the front of the unit and pile-in is only 3", potentially keeping many or all of the surviving firewarriors out of combat entirely. Including a casualty or two to overwatch, this does not stack the odds in our favor. Low attacks, strength, initiative, weapon skill, and middling armor save; Firewarriors are terrible in combat, period. Delusions to the contrary will put a lot of Shas'la in body bags.

Carbines were marginal in 5th at best! Some seem to have a fascination with them, but with new rapid fire rules and overall boosts to shooting I think it is sheer folly to take them at this point. It is far better to have a unit of rifles, moving back and raining down long range S5 shots, while also presenting a strong overwatch if assaulted, than trading the range and the extra shot for the chance to put firewarriors in close combat.

It is very fun to imagine swamping some tactical marines with thirty firewarriors, but rarely do such scenarios present themselves. I can think of very few units I would like to charge with an equivalent value of firewarriors, and none that I would not rather shoot at long distance.

Sit tight, you wide-eyed pulse carbine dreamers; If I know GW like I think I do, they will probably be great in our next codex. But for the time being, enjoy the pulse rifle.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 09 2012 11:34 
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BabaGanoosh wrote:
O'Shaska wrote:
Dearborn wrote:
Che Gue'vesa is right though, the EMP commando team looks reasonable. But as for just Pulse Carbines, I think thats dead.


The problem is delivery, which was originally Devilfish or outflanking, and both now require a turn of standing out in the open before you can assault. As for tactics, I suppose if you wanted to use mass Fire Warriors as assaulting units Carbines would work. It sounds crazy but I knew a guy who claimed to make it work, his reason being 36 Fire Warriors will kill something on the charge. For extra hilarity add Pedro Kantor since his +1 Attack bubble affects "friendly units". Your opponent will never see it coming :D


I think this would be a terrible tactic to try in the face of any decent unit for several reasons. With the changes to assaults, lower initiative models are at an even worse disadvantage than before. Casualties are removed from the front of the unit and pile-in is only 3", potentially keeping many or all of the surviving firewarriors out of combat entirely. Including a casualty or two to overwatch, this does not stack the odds in our favor. Low attacks, strength, initiative, weapon skill, and middling armor save; Firewarriors are terrible in combat, period. Delusions to the contrary will put a lot of Shas'la in body bags.

Carbines were marginal in 5th at best! Some seem to have a fascination with them, but with new rapid fire rules and overall boosts to shooting I think it is sheer folly to take them at this point. It is far better to have a unit of rifles, moving back and raining down long range S5 shots, while also presenting a strong overwatch if assaulted, than trading the range and the extra shot for the chance to put firewarriors in close combat.

It is very fun to imagine swamping some tactical marines with thirty firewarriors, but rarely do such scenarios present themselves. I can think of very few units I would like to charge with an equivalent value of firewarriors, and none that I would not rather shoot at long distance.

Sit tight, you wide-eyed pulse carbine dreamers; If I know GW like I think I do, they will probably be great in our next codex. But for the time being, enjoy the pulse rifle.


I used the phrase "for extra hilarity", I know this tactic is a joke tactic at best. Doesn't change the fact it would be hilarious to see in practice.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 10 2012 12:40 
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The current Pulse Carbine only experiences a three inch band of superiority over the thirty inch ranged Pulse Rifle. So on that alone the Pulse Rifle is the better choice ninety percent of the time.

Were they to make it Assault 2 or exchange Blind for Pinning or give it a complete grenade launcher as a separate attack profile would it be the equal to, or perhaps even better than the Pulse Rifle.


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 Post subject: Re: Pulse Carbines
PostPosted: Aug 10 2012 06:27 
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O'Shaska wrote:
For extra hilarity add Pedro Kantor since his +1 Attack bubble affects "friendly units". Your opponent will never see it coming :D


While I recognise this as a joke tactic, be aware Kantor only adds an attack to friendly units chosen from Codex: Space Marines, as per the FAQ.

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 Post subject: Re: Pulse Carbines
PostPosted: Aug 10 2012 07:37 
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I really hate to say it, but with the fact that rapid fire guns can move and shoot at the same effectiveness as an assault gun, I really don't see much use for the carbine on our standard firewarriors. Makes me sad because unless I'm really pressed for bodies half my troops now sit in a box

Spoiler: show Wherein Daedalus waxes about why he will miss them


But yeah - since aside from the Pinning bit which I personally have never actually help me, the pulse carbine is at best a short-ranged version of the rifle (36" threat vs. 24"). There is, as Jefffar pointed out, a 3" inch section (21" to 24" threat) where the carbine is dead-on equal the rifle. Less than that, and the thing is half the firepower for the same cost.

Edit: I need moar coffee. Credit was to Jefffar, not tyranny12 :D

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Last edited by Daedalus Nix on Aug 10 2012 10:22, edited 1 time in total.

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