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Made in gb
Kinebrach-Knobbling Xeno Interrogator






I've got a Chaos Terminator Lord and can't decide whether to give him two pairs of lightning claws or whether to go with the Khorne Daemon weapon (Which adds a full 2D6 attacks, giving my maximum attacks as (If I assault into combat) 17 attacks).

However, I aren't sure which would be better against, say, a Space Marine army. Any help?

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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

This is more a tactics based question than a YMDC rules question. Even so, I would recommend a normal Daemon weapon over the Khorne variety in general, since a single 1 on 2d6 is not that rare an occurrence (little less than 30%). Also, I am not sure how you get 17 attacks, 12 DW + 1 Charge + 3 Base = 16 (DW is 2 handed so no bonus for an extra CCW).

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Made in gb
Pulsating Possessed Chaos Marine






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Against a SM army I'd usually go with the Khorne demon weapon, they both take up each hand but the khorne weapon can get a HUGE amount of attacks, however the lightning claws re-roll ability might make up the balance in the amount of wounds that are inflicted....



 
   
Made in gb
Kinebrach-Knobbling Xeno Interrogator






Great Unclean One wrote:Against a SM army I'd usually go with the Khorne demon weapon, they both take up each hand but the khorne weapon can get a HUGE amount of attacks, however the lightning claws re-roll ability might make up the balance in the amount of wounds that are inflicted....


It looks like it's two sides of a square then really.

calypso2ts wrote:This is more a tactics based question than a YMDC rules question. Even so, I would recommend a normal Daemon weapon over the Khorne variety in general, since a single 1 on 2d6 is not that rare an occurrence (little less than 30%). Also, I am not sure how you get 17 attacks, 12 DW + 1 Charge + 3 Base = 16 (DW is 2 handed so no bonus for an extra CCW).


Ah, I must have managed to miss the tactics section. I do apologise. But is an extra strength point worth this change?

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Made in gb
Decrepit Dakkanaut




Yes, wounding on 3s and, more importanly, only wounding youself 1/6 of the time is better than the potential other attacks.

If you can swing it, and have enough to soak up losses, then a footslogging unit of bezerkers with a juggernauhgt kord gives you S5 attacks with up to 18 attacks on the charge. However you are still probably just going to do what I do: roll 1 or 2 "1"s each round and kill yourself. For predicatability i would always suggest Lightning claws.

Calypso you forgot the MOK adds one attack.
   
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[MOD]
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Somewhere in south-central England.

I am moving the thread to Tactics.

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Made in us
Ship's Officer






Khorne Lord can get up to 18 attacks.

3 Base + 1 for MoK, +1 for Charging, +2D6 for Bloodfeeder, and +1 if he's on a Juggernaut.

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 H.B.M.C. wrote:

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Rotting Sorcerer of Nurgle





@Xca|iber:
Hell no to the juggy, you are stuck roving around on foot and that's ass.

@OT:
Risk Averse: Claws.
Risk Loving: DW.

As to which DW, are you a fluffy player or one who doesn't care?
Generally just look at the DW and see which has the most utility when compared to your local meta.

This message was edited 1 time. Last update was at 2010/03/08 17:10:40


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Made in gb
Kinebrach-Knobbling Xeno Interrogator






Sanctjud wrote:
@OT:
Risk Averse: Claws.
Risk Loving: DW.

As to which DW, are you a fluffy player or one who doesn't care?
Generally just look at the DW and see which has the most utility when compared to your local meta.


I aren't a massively fluffy player, I just go for whatever looks like it'll pack the most dakka .

I was originally going for the Blissgiver, but I misread the rules and changed my mind when I learned you could save from it.

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Made in us
Stabbin' Skarboy






I like the daemon weapon, but unmarked lords and nurgle lords seem to have the most utility (strength 5 wounds MEQs 66% of the time, while 4+ rerolled wounds MEQs 75% of the time.)

   
Made in us
Ship's Officer






@Sanctjud: Right. I was just pointing out how the attack calculation broke down. (Somebody up above was asking how he calculated 17 attacks, so I figured I would be thorough).

Also, you can save from any Daemon Weapon wound, provided you have an invulnerable save. (Unless the Blissgiver removes the power weapon clause... IIRC it doesn't).

But yes, the Khorne one is more killy.

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in us
Banelord Titan Princeps of Khorne






The undivided demon weapon is the bee's knees because it's +1S. That's huge. Lightning claws are a close second because they give you the most reliability against alot of things, even those with higher toughness.

The Khorne DW gives you too much change to kill yourself.

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Mira Mesa

Nerbil wrote:I aren't a massively fluffy player, I just go for whatever looks like it'll pack the most dakka .

I was originally going for the Blissgiver, but I misread the rules and changed my mind when I learned you could save from it.
No, all the Daemon Weapons ignore armor. You can take invulnerable saves against it, but that's true of any of the weapons the Lord can take.

Anyway, I'd roll with MoK, Lightning Claw, Combi-plas. The combi-plas is almost a certain two kills, which I find to be better than simply getting another attack. If you really want a Daemon Weapon, take Undivided or the Plaguereaper (?). They're the only ones that midigate the Lord's biggest fault: S4. I've had some awesome games with the Undivided Daemon Weapon, but I'm good at rolling 6s when I need to.

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