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I have the codex but no rule book so forgive obvious questions.
I designed a warboss with a huge choppa, bionic arm and custom slugga to give it assault.
1. How many times does he get to shoot before he charges. I assume just once with 2 dice.
2. How many attacks does he get on the charge?
3. Has anyone tried this combination?
4. has anyone tried the combination of choppa and uge choppa for dealing with different targets?
It seems to me that although the power Klaw would chew through terminators and the like if he got to use it because he is attacking last the chances are that he would get hammered before he got the chance to use it. It also seems like a waste of his high initiative if he has power of the Waaaagh, or does he only get one attack at the low I and the rest are at his normal I. I thought the strength seven of a uge choppa would be quite effective against light vehicles as well. I wanted to stick him in a big squad of stikkbommaz to take care of tanks and stuff as well.
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I have yet to notice an advantage to using a 'uge choppa over a power klaw, other than points.
They both force you to strike last, but the power klaw ignores armor and gives you one better strength.
1) kuston slugga-More dakka(I'm assuming) makes it an assault 2 weapon, meaning on a given turn you can roll 2 dice in the shooting phase for the warboss.
2)Let's count em for illustration sake(4 base, +1(2close combat weapons), +1 Charge, then +1 bionik arm(its own profile), which makes it 6+1 attacks on the charge by my math.
3)I have not tried it because as I mentioned above, I just don't see the point in chosing the 'uge choppa over the powerklaw, I think its well worth the points for the added bonuses.
4) The powerklaw/choppa, however(essentially the same thing, only better IMO)has been tried with great success. Just remember that you must chose one weapon to use per assault phase, meaning you cannot mix-and match CC attacks unless there is a special rule allowing you to do so.
hope this helpes.
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Doesn't the 'Uge Choppa make the Warboss S7 and the Powerklaw S10? (a differance of 3 S)Originally Posted by theyakThe 'Uge Choppa is two handed, will you still get the +1 attack for 2 close combat weapons?Originally Posted by theyak
The 'Uge Choppa is indeed a pointless weapon, +3 S and no armour saves make the Power Klaw massivly superior. If the 'Eavy Choppa struck in Initiative order and only allowed 5+ armour saves it would be differen't, but as it is go Slugga+Powerklaw.
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Don't forget that a Bionik Arm gives you +1 for two CCW even though it is wargear.Originally Posted by Silver Wings
I use a 'Uge choppa, Bionik arm, kustom slugga load out.
this gives me 6+1 S7 attacks on the charge at initiative 1, I have used this to succesfully take out squads of terminator marines, and once I took out a whole squad (3) of obliterators.
And lastly I think it makes for a really cool model since I used a WF Chaos Ogre as the figure, with another slugga boy arm on the back of the right shoulder (holding the pistol) as the bionik arm.
Edit: As I sat and thought about this later today I realized that if you wished to use your alternate weapon (in my case the slugga) you would still have 6+1 attacks they would simply be at S5 initiative 4 ( instead.
Last edited by trollzwei; July 27th, 2006 at 07:18.
Excuse my confusion...why does the 'uge choppa make you go last? I didn't see it mentioned anywhere that two handed weapons have that effect. I thought it went at normal initiative in which case there is a huge bonus because potentially you could be getting 6 or more stength 7 attacks before your enemy can which might be better than 6+ attacks going last. Nothing sucks more than dying before you can unload some whupass.Originally Posted by theyak
Cry Havoc and let slip the poodles of war
From the wargear section:Originally Posted by poodle
"An Ork with a 'Uge choppas always strikes last in close combat"
I think the power klaw is better. Both strike last so there is no difference there. POwer klaw doubles the strength to 10 instead of 7, meaning he can wound models with 8T on a 2+ and it negates armor saves. The choppa only lower it's save to 4+, meaning he still would have a 50% chance of saving.
Last edited by Scrythe; July 27th, 2006 at 15:20.
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Power Klaw is vastly superior, since it also enables you to crush vehicles with ease.
As well as all the other reasons pointed out above.
power klaw all the way. i do something that a lot of people are against. Mega Armour on my WB and 5 of his nob entourage. 2+ saves, pk, shoota for 30 points, yah, they move as if in terrain all the time but can you beat 2+? sure you can rock 3+ in eavy armor, but pointly considered its a lot more expensive to go 'eavy and pk. though you do get choices such as bonce and cyber arm...its kind of a toss up. but my retinue and wb have nuked more boss/heavy units than have taken them out. imo very worth it. throw em on a wartrukk and they get wherever they need to go and dont giva-crap about the terrain movement.
The only advantage of a 'Uge Choppa over Power Klaw is the cost in points. That's it.