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Im starting Space Wolves as my first army, and I chose the company of Erik Morkai, mainly because my name is Erich but also because i like his battle style. Anyways, I gave him runic armor, a frost axe, and i was wondering whether to give him a storm shield for the 3++ save or just keep his bolt pistol and purchase the belt of Russ for the 4++ save. The belt of Russ is 5 points cheaper and i get an extra attack with the pistol, but the 3++ save is tempting. Any opinions?
I don't know any stats for the new Space Wolves, but if he is already a close combat orientated character, then maybe the shield would be the way to go.
What I mean is, the extra attack is nice, but is it overkill for this hero? If so, the shield would be a better investment.
if it helps, he gets 4 base attacks at very high weapon skill (not sure if i can post it or not)
4 base attacks is, frankly, exceptional from almost any point of view.
Adding the extra hit is tempting, but let's be honest: it's overkill. With his WS and gear, if you ever find yourself desperately needing the extra hit, something has gone horribly awry and you're probably better off with the extra durability - it might let you outlast that Carnifex, or fend off those Banshees long enough for another squad to wade in and save him.
Maybe try magnetizing both options so you can switch them around??
depends on his initiative
if he hits first you want more attacks, if he hits later you want a bigger save
frost blade function like power weapons with 1 more strength, not like relic blades.
SW characters can buy Eternal Warrior, yeah?
Keep the 4++. If your enemy is spamming power fists/claws, pick up Eternal Warrior. That's what the invulnerable is meant to prevent anyway.
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Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
I would have to say, keep the pistol, and grab the 4++ Belt. The extra high STR attacks will help ensure wounds on tougher opponents, ie Nob Bikers and such, and more wounds at this point just helps clear more trash if they attempt to bog you down.
But mostly the choice still needs to reflect the intended target of the unit, and the other conditions which highly affect your choice. What are you planning attacking? What is going to try to stop you? Is your opponent going to throw an MC in front of you, or tar pit you with a 30+ mob? How many invuln saves can your opponent make you roll?