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Made in us
Possessed Khorne Marine Covered in Spikes





What's the best way to equip champion CSM, and the Khorne Skull Champions? Mine right now is this way

Skull Champion w/ power fist

Aspiring Champion w/ power sword

I'm not sure where to go really? I really want to give my Skull Champion a power sword instead of the fist to keep his initiate 5 when he assaults. But i heard its almost "mandatory" to take a PF with skulls....

The purpose of argument is informative discourse, not to see who finishes in front.


 
   
Made in us
Fixture of Dakka



Chicago, Illinois

Is because if they dont take a fist a dreadnought or walker can easily tie the whole unit up for the game.


Automatically Appended Next Post:
Is because if they dont take a fist a dreadnought or walker can easily tie the whole unit up for the game.

This message was edited 1 time. Last update was at 2009/12/13 23:01:20


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Rotting Sorcerer of Nurgle





In general: a fist.

Power weapons are 'functional' on Zkull Champions: only if their task is 'Counter Assault'.

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Made in us
Possessed Khorne Marine Covered in Spikes





wow that sucks yeah. makes sense. can I just bring meltabombs to avoid that? I know they kinda suck because you forgo all attacks but in the case when a walker locks me I can still use them right?

The purpose of argument is informative discourse, not to see who finishes in front.


 
   
Made in us
Dominar






Melta bombs hit walkers only on a roll of a 6 most of the time. Unless you can get them en masse or on the cheap (which Chaos can't do) then they're generally no good vs Walkers.
   
Made in us
Possessed Khorne Marine Covered in Spikes





awww, I thought the rulebook was 2d6 penetration+8 or something.

The purpose of argument is informative discourse, not to see who finishes in front.


 
   
Made in us
Fanatic with Madcap Mushrooms






Chino Hills, CA

It is.

However, you need a 6 to hit before the 2d6+8 Penetration occurs.

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Made in us
Possessed Khorne Marine Covered in Spikes





ohh, is that ability based on your weapon skill? (because it's close combat) or ballistic skill? Or just a set number due to walkers?

The purpose of argument is informative discourse, not to see who finishes in front.


 
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Grenades such as melta bombs only hit walkers on 6s in close combat.

   
Made in ca
Decrepit Dakkanaut





It's a set-number. The only Walkers you really need to worry about are Soul Grinders and Ironclad Dreadnoughts though, the rest are vulnerable to krak grenades. With proper support from your own Dreadnoughts, Daemon Princes, transports, etc, you really shouldn't be getting caught by enemy walkers in close combat. Skull Champions in particular benefit from Power Weapons because they can cause A5 S5 I5 on the charge, which can go a long way to preserving those Berzerkers rather than waiting until A4 S9 I1 attacks with a Powerfist.

What you really want on Aspiring Champions is a Combi-Weapon, so you have that extra piece of nastiness to shove in your opponent's face. There's something about having a squad of CSM armed with dual flamethrowers melting an oncoming Ironclad to really make your opponent rethink their counter-charge strategy. The extra attacks and regular initiative (I5 on Skull Champions!) makes Powerfists pretty wasteful except for squads in a shock-assault roles, and Troops shouldn't be wasted on such roles.

This message was edited 2 times. Last update was at 2009/12/14 16:09:33


 
   
Made in us
Banelord Titan Princeps of Khorne






A Berzerker Champion makes excellent use of a powerfist because he has 1 more base attack then most sergeant/champion/upgrade characters, mitigating the loss of an extra attack with a second CC weapon.

Also, the Champion's solid WS5 allows him to hit much more often with his powerfist, making him much more effective against anything than a normal CSM champion with a fist.

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