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There great at the moment. Are'nt they? Able to take on almost any foe conceivable.
But will they still be worth it in 5th edition if the rumours of the powerfist nerf hold true?
ie The -1 attack. Otherwise I'll just give me DA-RW biker verteran sergeants power swords.
ps You guys think plasma guns are good with bikes? Or are meltas just DOWNRIGHT better.
So what do you guys think.
Meltas are slightly better and much much safer on bikes, losing a 15pts marine due to your own shooting is bad enough, you really dont what to lose somthing that costs over twice as much...
Originally Posted by Karmoon
I don't know much whats going to be in 5th ed. But from what I do know is that you will need to pay for 2 powerfist/power weapons, to get the +1 for dual weapons.
But as for melta guns, they are far better than plasma guns on bikes. Because you will probaly be moveing your bikes, so your plasma gun can only shoot half range, which is then the same range as your melta gun. Also, your melta gun will be a higher strenth, and better AP, and you don't have to worry about burning yourself with a melta gun.
All religion, my friend is simply evolved out of fraud, greed, imagination and poetry.
- Edgar Allen Poe
space wolves will only be a little less strong in counter attack
Imperial Guard Variants 69/20/9
Space Wolves 17/16/2
I.G. Armoured Company 7/3/2
I.G. BFG 0/1/2
But if you play Ravenwing, then plasma on bikes coupled with an apothecary is a really good deal.
"One must do violence to the object of one's desire; when it surrenders, the pleasure is greater."
Marquis De Sade
Considering how nasty a powerfist is, I think 5th edition making it so you only get one attack per powerfist is completely reasonable. Considering a single powerfist can kill most vehicles, acts as a power weapon, and can insta-kill most units, limiting power fists is one of the only rule changes that actually makes sense. The Initiative 1 part is almost completely irrelevant as it is now simply because whatever carries a power fist tends to have the saves or wounds to have little trouble with surviving long enough to survive to use the weapon.
Plus, the ridiculous Run! rule for every army more than makes up for power fists being toned down a bit.
Considering that powerfists are, right now, pretty heavily overpowered and underpriced, Space Marine armies should be happy if that's their major issue to worry about. Look at the poor Tyranids: their most powerful gun can only glance, but glancing will no longer destroy a vehicle (save open-topped vehicles or skimmers). Plus, rending being downgraded takes a chunk out of the Tyranid armies fairly limited anti-tank effectiveness.
Plus, how many players actually rely on powerfists to do most of the damage? I've played against a bunch of Space Marine lists and powerfists just don't come up that much. The most horrifying use I've seen for them is the ridiculous new Biker Warboss + Biker Nobs + Pain Boy + Powerfists unit for the Orks. Cover saves, decent armor saves, Feels No Pain, invulnerable saves, multiple wound models, AND 15+ powerfist attacks on the assault. Unless they stupidly run into an ultra-CC squad with powerweapons, they're gonna wipe out pretty much everything they hit. I wouldn't be surprised if Games Workshop has that specific tactic in mind by nerfing the powerfist rules.