|I'll have a "P" please Bob|
As I was putting these lists together, I realised that I was putting in some things that I never use - Power Weapons and Plasma Guns. Rapid-firing S7 AP2 guns and ignoring armour in close combat; what's not to love? Well, that brings me to my only major gripe with the 5th edition rules. Sure, there are some minor things that need tidying up but nothing like this:
You can be too killy
Imagine the situation where you're rapid firing at a 5-man Grey Hunter pack containing one guy with a Meltagun. You manage to do 2 Plasma Gun wounds and 4 Bolter wounds. So, now I can stick the 2 AP2 wounds on the unfortunate Meltagun guy and then take 4 saves against the four remaining guys. In essence you've "lost" a wound.
Power Weapons have the same issue since they go at the same initiative step as the rest of your normal attacks.
Now, I know that some people say that this is realistic, since if you're firing your Plasma Gun twice, you're just as likely to hit the same guy twice. However, we're playing a game featuring 8 foot tall genetically engineered supermen from 38,000 years in the future so realism doesn't really come into it!
Plus, when it comes down to it, people prefer the strength-doubling properties of Power Fists and the vehicle destroying goodness of Meltaguns...
Hopefully, we'll see a tweak to wound allocation in 6th edition that means you have to allocate armour-denying saves first and then allocating other wounds afterwards. It would be nice to see Plasma Guns and Power Weapons becoming a viable alternative to the ubiquitous Melta and Fist if only to give some variety to the armies you come up against.
Proud of Plasma? Pulling for Power Weapons? Let us know