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Is this a good idea? I heard this guy talking about this, and this doesn't seem too smart, at least to me it doesn't. Any comments? Reason is that I am going to be getting a jump pack Chap for my Raven Guard army soon.
personly i say pas on the thunder hammer because it acts as a powerfist and when you do that you end up wasting the chaplins inititave value
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I have one with a TH and one without. I only use the one with when I play someone that give me a lot of grief with tanks. Like a player using a lot of hammerheads or against a tank heavy IG force. But in a standard game I don't use the TH.
I agree with both of you, TH wastes I value but is useful against lots of tanks.
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Or if you charging a group of multi-wound models you can insta kill with the hammer you might want it, if you'll survive to use it.
The thing is, chappy comes with a regular power weapon, so you aren't really losing anything, just gaining a useful backup against armor and multi-wound models (especially nid godzillas) and you get an extra attack for having two one handed weapon. It gives you good flexibility although in most cases an ordinary power fist is just as good, but with 5 pts difference, it really doesn't matter. There are a few other options for good ol chappy like lightning claws that costs just as much, or just going for a bolt pistol, but the thunder hammer is a good way to ensure that just about anything has a reason to fear you in HTH.
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I was just a part of a similar discussion here: http://www.librarium-online.com/foru...ing-claws.html
about the chaplain with an added powerfist.
I personally, really dislike this idea. Chaplains already come very well equipped. That is why they were considered a bargain unit, and still are(for what they do and come with)
I'm constantly harping about list design and having specific roles for your units. By diversifying your units you accomplish 2 things- the unit becomes more expensive and less effective, mainly because you have too many tactical choices for that unit, and people change their minds mid game about what they want a unit to accomplish.
Giving the chappy a powerfist/hammer to be able to switch hit gives him the illusion that he can take on the really big bad nasty things that ICs should stay away from and leave to whole and specialist units to take care of.
A lot of this is due to the fact with 4th edition assault rules, in order for your chappy to get his powerfist attacks he has to be in base contact with what ever big mean ugly thing that he's trying to take down, and most likely it WILL squash you first(from dreads to TMCs)
The powerfist is awesome when hidden in a squad, not when a single brave(stupid) man charges the towering monstrosity of death. And since the PF strikes LAST, In ALL cases whatever is charged will allocate all of its attacks on the chappy first and poof. dead chappy.
Stuff like that should just plain be reserved for squads designed to take them out. Chaplains are most definitely designed for anti-troops. If you must send him in have him with a squad and keep him only there to allow for the re-rolls, and let the squad take it out.
Want to take out TMCs and other monsterous stuff? GET A LIBRARIAN. They fit that role perfectly.
There are a lot of space marine players across the many stores I've played at, and I've only ever seen a powerfisted chaplain do well once, and that's because the player had some excellent dice rolling(5 invuls saved from 3 power weapon and 2 strenght 8 hits [strange how I remember these things but other stuff I can't])
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WINDMILLS DO NOT WORK THAT WAY!
i disagree. That is what most people think but i have found that equipping him with such versatility really throws off the opponent. I usually put my chappy w/ TH in a squad od assault marines w/ melta bombs. This squad is my go to squad. I very rarely lose it and I have brought down everything from full squads of marines to land raiders. The versitilty of this squad is very useful b/c as a fast attack jump squad they are able to take on anything thrown at them
Also just to clarify what I meant earlier, lets say your fighting Ogryn or something, you can A)cause 3 wounds to take down a model or kill a model each time you cause a wound, now I know this doensn't come up much but it is something to think about. Lastly, yah don't take the thunder hammer to take out MC's unless they suck in Melee or you plan on getting lucky.
The thing is - you can still take PF/TH with your veteran sergeant! Better to take a hidden hammer than one on a character that has a farily high I value besides...