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Okai, i have been playing a few games against terminators now, and it seems that any leader with power weapon joins a unit with at least another power weapon can crush a unit of terminator almost twice the point cost. So, my question is. Do you thing power fist or similar weapons (ie. evicerators, chainfists, thunder hammer, daemon hammer...) are really worth it, since, you'll be wounding pretty much always on a 2+ against pretty much anything. But is it really worth it striking last? Under what condition would it be good to take power fist for a leader, or take a power fist squad (space marine terminators)? Any other close combat weaponry would you guys recommend over power fists other than a power weapon for a space marine leader
It depends what you throw them against. If you're throwing them against units with a lot of PW attacks, then not at all. Against tanks, line troopers, big things? Hells yeah.
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With out a doubt. having a Vet sarge w/ a power fist is awesome.
Yeah the best place to put a powerfist is on a veteran sergeant.This way the powerfist is hidden and your opponent shouldn't be able to take out the whole squad before the powerfist can make its powerful attacks.Originally Posted by bonjordo
You should never put a powerfist on a independant character.He losses his high initiative and is likely to be struck down before he gets to attack back.The only exception to this is if you give your IC a power weapon aswell,but even this is not a good option as it costs a lot of points and can be a waste.
Terminators with powerfists are good because of their strong 2+ armour save,so they are likely to live to be able to strike with them.And most enemy HQs will find it hard to take out a whole squad of termies before they get to strike back,so when they do strike back they can instant kill the enemy,or just kill.
So, essentially, only take a power first type weapon when the guy is in a squad that won't get wiped out in one turn. Because, right now, im kind of curious what weapon to army my inquisitor with, striking at initiative 5 is tempting, but wounding on a 5 or 6 is not. While striking last is kind of bad....but in most case i'll be wounding on 2+ is....Because, the last game i play facing Grey Knights and Ultramarines, my Inquisitor lord with evicerator, 3 crusaders, 3 acolytes, 2 chirurgeons took out 7 grey knight terminators 1 brother captain, 15 or so grey knights before he fell. So, i dont know if that was just pure luck of the die, or is a powerfist-like weapon really worth taking on a human warrior with a huge retinue
Last edited by Kerosive; January 4th, 2006 at 06:31.
I used to use a sanguinary priest to lead my death company and he carried a thunder-hammer. He didn't always make up his points but when he did it was great to watch him knee-cap hive tyrants and smack chaos lords out of the ballpark. It was always nerve racking watching him dodge all their attacks first.
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Trick is, I'd recommend that you very rarely, if ever, put a Power Fist (or equivalent) on an Independent Character.
The beauty of a Vet. Sergeant w/ Power Fist is that he can't be singled out in combat, so will almost always gt his attacks in; an IC, on the other hand, can get singled out. Not to mention, the IC generally has a better Initiative than most standard troops in the game.
The best thing to do when you want to give your IC a Power Fist (or equivalent) is to also throw on a Power Weapon, get a good invulnerable save, and maybe even the Adamantine Mantle.
I made a Black Templars Chaplain for monster (Dreadnoughts, Wraithlords, Tyranid MC's, etc.) hunting; gave him a Thunderhammer (already has a Crozius), the Adamantine Mantle (already has a Rosarius), and the Holy Orb of Antioch (take off a wound before he hits CC). Haven't tested him out yet, but on paper he's pretty nice.
Absolutely take the PF. Think of it this way; if by some tactical error your tac squad gets caught in CC with a dread or MC, then the PF is the only shot you've got to take it out, unless you happen to have MB on the unit. Otherwise, the damn thing will eat up the whole squad, or chase you off the table (since even the Know No Fear rule doesn't work if you are within 6 inches of an enemy model)
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I agree. Don't waste a high initiative model. I get uneasy putting one on a vet sgt just because I4 is really not that bad. But, when facing mc's, dreads, etc., it is a good idea. If there are no big scary things, then you'll just pummel other stuff into the ground.Originally Posted by Lost Nemesis
Lord Baal of the Ordo Sanguinius Clan
Also, note that you don't HAVE to use the power fist if you don't want to. For example...
A unit of Orks rush you and charge into close combat, but don't manage to get the power of the waaagh! thing. At this point, you want to inflict as many causualties as possible before they hit you with 4 heavy close combat weapons a piece. Now, if you're fighting something that's faster than you already, or its a tactically better option to use the power fist, by all means, do so. Just don't give it your Independant Characters, because they can't attack through other models in the same unit in close combat, because they count as a seperate unit, and this means you're opeining yourself up to a LOT of attacks before he even gets to swing the thing. A vet sarge with a power fist is nice because he can't be picked on by the enemy (unless they have Mind War or something) and he can swing it when he's attacking through friendly models.
Hope this helps,