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I recently acquired a box full of marines and I have decided to paint them up as Salamanders. I'm going for flamer and multi-melta squads but I don't know what to give the sergeant. Is a PF worth the bother or should I stick with the bolter?
I like to give all of my Sarges a powerfist and bolter. Only 1 less shot if you plan on charging and is better for shooting things at range.
Space Marines: W15/L7/D3
Imperial Guard: W6/L4/D0
Long answer - you don't _need_ a power weapon but any squad with one will beat you up in close combat, and close combat in general will grind on longer than it needs to.
edit - wrote power weapon without thinking, fists are much better for a number of reasons.
Last edited by A.T.; June 12th, 2009 at 17:55.
I'm always quite happy with some power attacks in a space marine squad.
The new rules make a sergeant with a powerfist less viable then under the old rules, still, a power weapon will not dissapoint.
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Fists are never a waste on tac squad imo. I've never regretted taking one.
I always take powerfists on my sergeants. Although they don't strike at initiative I have never regretted taking one.
If you have the points combi-flamers aren't bad to pair up with a powerfist on your sergeant.
"Into the fires of battle, unto the anvil of war!"
-This space for rent-
Salamander project log
I really like power fists on sergeants for the simple reason that it can insta kill most HQ/special characters; It may not happen often (since you should avoid as much as possible close combat with tacticals), but the sight of a typical sergeant taking down Kharn / Typhus or some other high point lord is worth it in my opinion.
Personally though , i'm a sucka for themes; So i like to have , for example ,a "Plasma" squad with plasma cannon, plama gun and plasma pistol on the serge. The added benefice of PP is the distraction it will cause you opponent: "Did you really take a plasma pistol on your sergeant?... at 15 point? ... for that?... really?" And while he's distracted BAM! a sharp kick to the face.
For Salamanders i'd really consider combi- flamers/melta on sergeants; Since Vulcan twin links those, it can be quite useful when taking down tanks or swarms. Combat squad your troops and field them in a razorback or land speeder storm for scouts, move up (Or stay put, depending on the situation) and unload your metla/flamers with deadly precision.
Last edited by seismic; June 12th, 2009 at 18:55.
"The things that appear are a vision of the unseen"
-Anaxagoras of Clazomenae
I usually don't take power weapons/fists in squads with heavy weapons (plasmas/ML) since I try to keep them out of assault range, near the back. And if they're getting assaulted, it means there's someone more wrong than just not having a power weapons (ie the rest of my army is gone).
In "assault-oriented" tac squads, power weapons are essential for sure!
Really, you should determine what you want the squad to do, and mold the Sgt accordingly.
P.S. I dont play ppl who deepstrike or infiltrate usually, hence no PW/PF in my shooty squads...
Space Marines (W/L/D) - 3/3/6
The powerfist is THE weapon of choice for my marine squads unit leaders.
The powerfist, while striking once less than its counter part, the powersword will invariabley wound much more often.
The powersword is only useful against infantry, the powerfit can be used against MCs and Vehicles, it will deter walkers and it will ID most ICs.
Id suggest taking a combi weapon or storm bolter to go along side the powerfist, choose one that fits the role of the squad you will deploy him with.