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With the new SM codex, I am wondering if I should keep power fists in my force or not.
What is everyone's opinion?
I will include a poll, but you are free to explain your choice or not.
If you have a squad of 5, I'd go PW. Not enough meat shields.
If you have a squad of 10, go with the PF. He'll last longer that way. Also, if you're lacking in the anti-tank department and encounter ultra-tough HQ's, a PF will come in handy.
Nah, your basic marine comes with krak grenades. 6 str vs rear armor or most tanks for each model = one dead tank.
Agreeing with jy2, it helps to have more bodies when wielding a power fist.
Additionally, the squads intended use and target, is something to consider. If its going after a transport and its contain cargo, a power fist would serve well with a strong change of disabling the transport.
If its a countercharge squad the extra attack will most likely be more useful, in eliminating the threat sooner. Or even dealing with hordes in CC.
2 ways of using a fist.
Dedicated (and protected). Requires lots of bods in the squad to keep it alive as long as possible, so potential to waste lots of points if the fist fails, but packs a real punch, especially if it works
Disposable. Attached to a small squad (5man, scouts pref), and used to slap a tank or MC once, hitting it fast and hard and probably dying trying. Its cheap, can be wasted and doesn't mean the end of the world if it fails.
yes i would have to agree with the consensus so far that the pf is situational. Like a lot of "uber" weapons you need to have a gameplan for it and tailor, at least slightly, the unit using it to maximize its effectiveness or minimize its loss.
Power Fis is better in most situations. Space Marines are tough enough to stand againt most enemies in close combat. However, there are some enemies that Space Marines can't kill in close combat without the assistance of a power fist (carnifexes, daemonprinces, dreads, avatars, etc etc). Therefore, to increase their close combat potential, I would say a power fist is more useful than a power weapon.
There is a third choice for HQ - relic blade. Increase strength still hitting with the standard initiative, but without the additional attack. Its quite a good middle ground in my opinion but only available for HQ. Its what im using as its worth it with the higher initiatve of a captain. The rest of my stuff uses powerfists for large squads and power weapons for smaller squads as suggested above.
I generally use fists for WGL and blood claws for 3 attacks on the charge and PW for grey hunters so they can get 2 attacks even when they don't charge. I'm rethinking the PWs though because I run my grey hunters with bolters so if I charge or get charged its pretty much 2 attacks either way.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
would a captain benefit from having a power fist