Switch Theme:

What the duce is the point of chain swords?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

So me and LBursley did battle last night and it was rad. But I noticed that my chain swords didn't really do anything to benefit my squads because the only rule I could find for them was that I would get 2 attacks if my sergeant had 2 of them.

Are they completely useless or do they have some greater purpose that I have missed?
   
Made in us
Dakka Veteran




Lexington, KY

That's what they do.

At least in the SM codex, sergeants get a bolter and bolt pistol, with the option of trading the bolter for a chainsword, so you can either give them an extra shot (from a bolter over a bolt pistol) or an extra attack in assault (from having paired close combat weapons), but not both.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

Ick.
   
Made in us
Longtime Dakkanaut





Indiana

No one takes dual swords on purpose unless its just a modelling thing, you normally do BP CCW.

But yeah there is no benefit. If you think about it, no they would not be as powerful as a power sword, and the rules arent fine enough to distinguish between the heft and power of a normal sword and the cutting action of a chains sword, so they act the same.



​ ​​ ​​ ​​ 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

Seems like I should just rip them off and give my sgts. bolt guns.
   
Made in us
Longtime Dakkanaut





Indiana

You could but he gets less attacks in close combat.

Jervis does it I think, can't go wrong.

This message was edited 1 time. Last update was at 2009/07/25 23:42:32




​ ​​ ​​ ​​ 
   
Made in gb
Sister Vastly Superior




Pistols (of any sort, up to and including plasma) count as a second CCW.

Chainsword is the first that is required. Could well just model on a combat knife or bayonet, though.

I collect:
Guard - 2k of mostly infantry
DA - 2k of deathwing, 2k of other bits (no vehicles)
Sisters - mostly converted/proxy because I'm waiting for therange to go plastic.
Tau - 2k with no riptides because I can. 
   
Made in ca
Infiltrating Broodlord






They give all my CSM 2 attacks in close combat, on top of my bolters for range.

Tyranids
Chaos Space Marines

 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

It seems to me that having tac marines enter cc is a failed endeavor though. I try and use Cato and my vanguard for those kind of shenanigans because they just wreck entire squads. I just started playing again though so I am basically a huge noob.
   
Made in ca
Decrepit Dakkanaut





I rather like the fact that Chainswords are just Close Combat Weapons. It means I've been able to replace all the Chainswords in my force with Scout Combat Knives and I don't have to dither about with 'counts-as' before games.
   
Made in gb
Longtime Dakkanaut




United States of England

If you arm your Marine Sgt with a Bolter and Bolt Pistol, I don't belive you get an extra shot!

A Sgt gets 2 attacks anyway, so arming him with a CCW would give him 3 attacks, if he's assaulting he gets 4 etc etc...Its worth bearing in mind, that an Infantry model can never get more than the bonus +1 for an extra weapon, so even if your Sgt was carrying 6 Chain swords (all strapped to his back!) he'd still only get the +1 for an extra CCW in the assault phase!

To be honest, I also wondered about the "use" of a Chain sword over, well, a tooth pick....but in gaming terms they're the same!

This message was edited 1 time. Last update was at 2009/07/25 23:59:44


Man down, Man down.... 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

The extra shot would be from rapid fire at 12 in or less with a boltgun. So having the ccw on my sgt grants him an extra attack? Army builder told me that it would only do anything if I had 2 of them..damn lying computer programs.
   
Made in us
Stalwart Ultramarine Tactical Marine






Anybody wonder why the Eldard chainsword (on Scorpions I believe) get plus one to their strength but SM do not?

Spam, Spam, Spam, Spam. Last seen at most tournements. 
   
Made in us
Shrieking Guardian Jetbiker




Los Angeles, CA

because the eldar chainsword that grants +1 str is a "Scorpion chainsword." The eldar have other models with chainswords, and those dont get the +1 strength.

Eldritch Raiders 2500
Ogre Kingdoms 1500
LotR-Mordor 750 
   
Made in us
Longtime Dakkanaut





Indiana

Because they are Eldar

Powerfists are much better anyway, I would always take one over BP CCW



​ ​​ ​​ ​​ 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

Speaking of power fists. Where does it say how much str the grant?
   
Made in us
Longtime Dakkanaut





Indiana

In the weapons special rules section. It doubles your base ST.



​ ​​ ​​ ​​ 
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

Back in 2nd edition, swords were different than regular CCW.

Swords (both power and chain) let you parry one attack. What parry did was make your attacker re-roll one successful hit in assault.

Of course all that changed in 3rd edition where chainswords became generic CCW.


 
   
Made in us
[MOD]
Madrak Ironhide







They're there to be annoying to paint.

DR:70+S+G-MB-I+Pwmhd05#+D++A+++/aWD100R++T(S)DM+++
Get your own Dakka Code!

"...he could never understand the sense of a contest in which the two adversaries agreed upon the rules." Gabriel Garcia Marquez, One Hundred Years of Solitude 
   
Made in us
Missionary On A Mission




The Eye of Terror

A bolt pistol counts as a CCW in close combat. So your arge can either have a bolter and a bolt pistol, letting him rapid fire, or a bolt pistol and chainsword, giving him 2 CCWs, so he gets a bonus attack in CC. Replace the chainsword with a power sword and you have a good close combat unit, 4 attacks on the charge, with 9 T4 sv3+ ablative wounds around him (that aren't that shabby in CC either, WS4 S4 2 attacks on the charge)

 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

Oh cool i didn't know pistols counted as CCW.
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

It's never a bad idea to go back and re-read the rulebook carefully. I've had to do it several times, and I'm still fuzzy on a few rules (meaning I have to go look 'em up).


DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Steady Space Marine Vet Sergeant







SignsPoint2Fail wrote:It seems to me that having tac marines enter cc is a failed endeavor though. I try and use Cato and my vanguard for those kind of shenanigans because they just wreck entire squads. I just started playing again though so I am basically a huge noob.

Yes but what about guarding from cc.

-to many points to bother to count.
mattyrm wrote:i like the idea of a woman with a lobster claw for a hand touching my nuts. :-)
 
   
Made in us
Missionary On A Mission




The Eye of Terror

A tac squad is better in CC than:
Fire warriors in any number
Guardsmen in any number.
Sisters of battle
Kroot
Eldar Guardians and Dire Avengers, as well as any aspect that isnt CC based.
Tac Marines with less points spent in CC than them

All of these enemies are seen very commonly, so tac squads are worth spending CC points in.

 
   
Made in au
Mekboy Hammerin' Somethin'





Fedan Mhor

Plus chainswords look badass cool.
Why wouldnt you want your Sarge to literally carve up some xenos and heretics?

1500 
   
Made in gb
Member of the Malleus





Grimsby

Although tactical squads shouldn't normally enter cc willingly, they are often charged by rampaging orcs etc, so an extra cc attack is useful.
I personally set up my sargents with either Plasma pistol and power weapon - This means they get +1 cc attack, and their shooting and cc attacks all ignore armour saves - this more than makes up for the lack of a bolter but does unfortunatly makes them 30 points more expensive.
Or I arm them with a power fist and bolt pistol - This means they have a good chance of killing most things in cc but don't get too expensive.
Chainswords are cheap and cheerful, though I wish they gave rending as they should when you think about it :(

I'm not sure why but I feel like pointing out, as your a noob, that ALL marines have bolt pistols unless otherwise stated which means heavy weapon models can still fire something even if they have moved (its also useful for point blank firing if you have a plasma cannon in the squad, that way you run no chance of a AP2 blast scattering into your own men)

In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....

First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint  
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

You get a +1 attack if you combine it with a bolt pistol or somefink.

Also, they are AWESOME. RUHNUNNUNUNUNUNUNUNUNNNN!!!!!!!!!

Texas ChainSWORD massacre in POWER ARMOUR!!!

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in us
Shunting Grey Knight Interceptor





Louisville, KY United States

Grim.Badger wrote:Although tactical squads shouldn't normally enter cc willingly, they are often charged by rampaging orcs etc, so an extra cc attack is useful.
I personally set up my sargents with either Plasma pistol and power weapon - This means they get +1 cc attack, and their shooting and cc attacks all ignore armour saves - this more than makes up for the lack of a bolter but does unfortunatly makes them 30 points more expensive.
Or I arm them with a power fist and bolt pistol - This means they have a good chance of killing most things in cc but don't get too expensive.
Chainswords are cheap and cheerful, though I wish they gave rending as they should when you think about it :(

I'm not sure why but I feel like pointing out, as your a noob, that ALL marines have bolt pistols unless otherwise stated which means heavy weapon models can still fire something even if they have moved (its also useful for point blank firing if you have a plasma cannon in the squad, that way you run no chance of a AP2 blast scattering into your own men)


I totally forgot about the bolt pistol thing. Useful information
   
Made in au
Freaky Flayed One





Australia, Melbourne

the fact that all marines have bolt pistols is revolutionary to my tactics like, my dev squad really benefits from that, do you just say, oh, those models are firing bolt pistols this shooting phase?

Just a man, standing in front of a paint pot, trying to remeber if I rinsed boltgun metal in it.  
   
Made in gb
Longtime Dakkanaut




United States of England

Its funny, in the heat of a game, you really need to sbe switched on to your armys rules, or you will forget something that could be the difference between winning or losing.....

Remember, the rule book is only ever any good if you remember that there is a rule that you need to look up!

Already I've realised from this thread that:

I always forget that the Heavy weapon Marine could fire his pistol in the shooting phase if he moved!

Theres so much that a commander can miss......is a plus point in the game, its also a drawback.

Man down, Man down.... 
   
 
Forum Index » 40K General Discussion
Go to: