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![[Post New]](/s/i/i.gif) 2012/06/28 12:20:30
Subject: Imperial guard power weapons
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Flameguard
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I'm currently assembling my new steel legion force that is set up to be made into a blob infantry army and was wondering if there is any reason my sargeants shouldn't have power axes at this point in the game? I was going to give them swords to better fit into the whole armie's aesthetics, but being able to strike at S4 with no negatives against MEQs seems to be fantastic. The maul just won't kill who I need it to kill and the sword leaves me weaker but faster. Even with Furious Charge, the lack of I bonus anymore means that even the faster part is more or less unseless.
Anyone care to correct my analysis?
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![[Post New]](/s/i/i.gif) 2012/06/28 12:23:22
Subject: Imperial guard power weapons
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Painting Within the Lines
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Well as a Ork player I would go for the fist.
You've got enough bodies for the fist not to die.
But wait till wound allocation in combat is read about...
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![[Post New]](/s/i/i.gif) 2012/06/28 12:39:13
Subject: Re:Imperial guard power weapons
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Flameguard
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Imperial guard sargeants can't take fists. Rather, I was thinking of modeling the "power weapons" as axes, so they get the +1 S and I 1. I would LOVE to have fists.
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![[Post New]](/s/i/i.gif) 2012/06/28 12:56:26
Subject: Imperial guard power weapons
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Rotting Sorcerer of Nurgle
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Its +2 str, and were not positive how you get power axes til Saturday... So id hold off modeling those
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![[Post New]](/s/i/i.gif) 2012/06/28 13:06:44
Subject: Re:Imperial guard power weapons
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Flameguard
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Yeah, of course I'll wait to confirm everything. S5 blob sargeants would be crazy mean.
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![[Post New]](/s/i/i.gif) 2012/06/28 16:03:30
Subject: Imperial guard power weapons
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Stealthy Kroot Stalker
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KrimsunBaron wrote:Well as a Ork player I would go for the fist.
You've got enough bodies for the fist not to die.
But wait till wound allocation in combat is read about...
There are rumours that say Squad Leaders are characters and thus can be challenged in cc to single them out.
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![[Post New]](/s/i/i.gif) 2012/06/28 16:26:04
Subject: Imperial guard power weapons
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Stone Bonkers Fabricator General
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axes are just +1 str and init 1 ap2
mauls are +2 str normal init and ap4
swords are ap3.
Until we know how you single out characters and sargents with challenges I wouldnt do anything.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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