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Made in us
Violent Space Marine Dedicated to Khorne





Wehrkind wrote:

The advantages of the big PF is really that it is so flexible. It kills more MEQs than it's points in marines.


A veteran sergeant with a Power Fist costs 45 points, so assuming his squad charged, that veteran sergeant would need to survive 3 (!) full rounds of combat (because of the I1) to reliably make his points back against very many units.

For almost all of the units you actually WANT to get Space Marines into close combat with, you'd actually be better off with the 3 bolter (or even BP/CCW) Marines. I think the only exception is MEQ's. Since just about every CSM 3+ save squad will beat a Tactical Squad or non furious-charging Assault Squad in close combat, this leaves basically a shooty squad of another SM army among very few other units as a unit you want to get into close combat with and would rather have a Power Fist Veteran than 3 more Marines.

A little math:
3 Bolters within 12" shooting at a squad with WS4 T3 Sv5+:
6 shots = 4 hits = 2.67 wounds
Those 3 Bolter marines attacking in close combat have 3 attacks (they receive the charge, opting for the significantly more effective 2x bolter shots)
3 attacks = 1.5 hits = 1 wound = .67 unsaved wounds

So those 3 marines cause a total of ~3.34 casualties in a turn.

Obviously, start adding in special weapons (instead of 3 marines, take 2 Marines and a plasma gun for 5 fewer points than the veteran with power fist) and the Veteran becomes even worse, comparatively.

Here's the Veteran Sergeant, replacing those 3 marines, in an identical scenario:
1 Bolt Pistol shot = .67 hits = .447 wounds
3 Attacks (S8) = 1.5 hits = 1.25 wounds (no saves allowed)

The Veteran with Power Fist causes a total of ~1.697 casualties in a turn, about half as many as the 3 bolter marines.

But against another marine squad, the results are very different:


6 Bolter Shots (again, the additional bolter shot is more effective than the additional attack gained from charging- about 11% compared to 8% chance of inflicting an unsaved wound)

6 Bolter Shots = 4 hits = 2 wounds = .67 unsaved wounds
3 Attacks = 1.5 hits = .75 wounds = .25 unsaved wounds- .92 wounds total, compared to

1 Bolt Pistol shot= .67 hits = .33 wounds = .11 unsaved wounds
3 Power Fist Attacks = 1.5 hits = 1.25 wounds (no saves), for 1.36 wounds total

And that's about as effective as the Veteran Sergeant gets compared to an equivalent number of points spent on other Marines.

Unfortunately, not everyone plays static Marine gunline armies, and unfortunately, not everyone who does lets them sit there while your Tac Squad with a hidden 'Fist advances up the board at them.

The reasons I continue to field them, however, are:
1. Although there isn't any unit I want to be in close combat with that I really need the Power Fist against, it's going to happen from time to time, and without the 'Fist present many units will tear through an entire Marine Squad.
2. Many units either:

a) will get wrecked by my Marine squad in CC anyway, or
b) have Initiative > 4 anyway, or
c) are MEQ's, so Power Fists will be *slightly* more effective, or
d) a lot of players don't really understand/ haven't worked out the numbers, and the presence of a Power Fist will affect their strategy, to my advantage

or some combination of the above.

Really, the ideal situation I can think of for Power Fists is that I'm playing against an army with relatively high toughness, and a low model count as far as the shooty squads go(I know that exists, and that it's called Nidzilla). Then I think about how awesome it wound be to have a 6-man infiltrating Veteran Squad, with 2 power fists- for only 163 points! Then I remember how much better in that same situation, not to mention almost any other one a 6-man Infiltrating Tactical squad with 2 Plasma guns is. And for 30 points less.

This message was edited 2 times. Last update was at 2008/01/18 22:58:51


whitedragon wrote:
Well, I could run some numbers for you to help you decide, but according to popular opinion, math doesn't make any difference in 40k, so why bother. So instead, I'll recount a completely unverifiable, anecdotal piece of evidence to leverage my position.

One time, I had 8 Berzerkers charge some blood claws, and all the blood claws were killed. Another time, a squad of Grey Knight Terminators charged my berzerkers in cover, and my Berzerkers killed them all. Another time, my berzerkers got shot before they could reach the enemy, and another time they won me 100 bucks because a guy didn't believe I painted them myself, and he bet against me.
See how helpful that was?
 
   
Made in us
Regular Dakkanaut




Colorado

Are powerfists overrated?

At 15 points and +1 Attack for a bolt pistol - No

At 25 points, no +1 Attack, and more vulnerable to allocated wounds - Yep.

While the wicked stand confounded
call me, with thy saints surrounded 
   
Made in us
Violent Space Marine Dedicated to Khorne





But when were PF's ever really 15 points? They were always 30, because you wouldn't buy a vet for any other reason.

whitedragon wrote:
Well, I could run some numbers for you to help you decide, but according to popular opinion, math doesn't make any difference in 40k, so why bother. So instead, I'll recount a completely unverifiable, anecdotal piece of evidence to leverage my position.

One time, I had 8 Berzerkers charge some blood claws, and all the blood claws were killed. Another time, a squad of Grey Knight Terminators charged my berzerkers in cover, and my Berzerkers killed them all. Another time, my berzerkers got shot before they could reach the enemy, and another time they won me 100 bucks because a guy didn't believe I painted them myself, and he bet against me.
See how helpful that was?
 
   
Made in nl
Longtime Dakkanaut





Cypher037 wrote:To all those who claim that a main advantage of power fists id fending off MC, walkers: What!?

When is the last time an MC/walker got in close combat with your marines army? Lets go through the list of MCs/walkers that even want to be in close combat shall we?

Deadnoughts: hmmm. Ass cannon, or a couple cc attacks. Hellfire dreads won't even be advancing. Also, even if it wanted to be in cc, when has a dread made it even halfway across the board. They're so flimsy. The exception to this is podding ven dreads.

Every single nid MC is shooty. Maybe the odd flyrant will be looking for cc, but in general, if you see scytals on mcs, you should be happy.

Wraithlords, even with wraithswords, are gakky in cc and would much rather be firing their two BS4 heavy weapons safe inside cover/psyker range.

The Avatar is also an exception, but he's slow moving.

Deamon Princes are an exception. They're probably the biggest threat because they're fast. However, If you can get even one turn of shooty off on him he's screwed 'cause he's so squishy. Also, regular dudes actually do threaten him as he's only T5 3+ save.

Defilers are a joke.


Am I forgetting anything? Anyway, as long as there at least a couple of fists in the army (which I strongly advocate on assault squads), then basic squads dont' need to "fend off" big things. Also, regarding tanks, would you rather shoot your 1 S9 shot and two S7 shots, or charge and hit on 6s?
I'm not saying power fists aren't an essential part of a marine army, I'm just saying that the fending off MCs/walkers aspect is an illusion.

-Leo037



I would also like to shoot MC and dreadnoughts down instead of being locked in CC.. But in reality..IT Happens!
Fighting against Shootie godzilla means that the MC's are not often close combat upgraded. its better to get in CC with a few elite devourer fexes because with a power fist you can handle them.. Countercharging a flying close combat hive tyrant ist bad at all..

What you are talking about is the fact that you have to give the powerfist to a squad for the right reason. I dont give my havoc's a powerfist either because the need to shoot not assault! But I make sure that my Havoc's and 2 tactical squads are ' protected' with at one powerfist-champion being near.. Maybe the dont get in CC with a dreadnought..but why should I give them a normal power weapon.? you even got a better chanche wounding a T3 model with a fist..
   
Made in us
Trollkin Champion




North Bay, California

shogun wrote:I would also like to shoot MC and dreadnoughts down instead of being locked in CC.. But in reality..IT Happens!
Fighting against Shootie godzilla means that the MC's are not often close combat upgraded. its better to get in CC with a few elite devourer fexes because with a power fist you can handle them.. Countercharging a flying close combat hive tyrant ist bad at all..

What you are talking about is the fact that you have to give the powerfist to a squad for the right reason. I dont give my havoc's a powerfist either because the need to shoot not assault! But I make sure that my Havoc's and 2 tactical squads are ' protected' with at one powerfist-champion being near.. Maybe the dont get in CC with a dreadnought..but why should I give them a normal power weapon.? you even got a better chanche wounding a T3 model with a fist..

I'm not disagreeing with you. People just seemed to be overrating (lol) that aspect of powerfist utility, so I thought I'd pipe in.

-Leo037

"Of course the people don't want war. But after all, it's the leaders of the country who determine the policy, and it's always a simple matter to drag the people along whether it's a democracy, a fascist dictatorship, or a parliament. Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism." -Hermann Goering (high ranking Nazi)

So it goes.

Support your LGS! Don’t buy online or from GW stores.  
   
Made in ca
Infiltrating Broodlord





Canada

There are many times I have asked my opponent "Do you have a Fist in that squad?" When they say "no", I relax and smile. And then tie them up with a Sentinel or Dreadnought. I had a squad of 3 sentinels tie up Typhus for 3 turns, until a Chaos Dread made it over to help the S4 little rotter out. I've seen someone charge a Basilisk with jumppacking Assault Marines...but no Fist (?!); it survived several turns and still got to shoot every turn. A Dakkafex with no close combat upgrades managed to (eventually) wipe a Fistless marine tac squad in CC. A Fist just makes the unit threatening against everything (vehicles, ICs, MCs) and prevents it getting tied up for half the game in a CC it can't win.

Don't think of it as a 15/25 point upgrade to a 30 point sgt or AC - think of it as a 15/25 point upgrade to a 100-200 pt squad. I mean, would you say "Gee, a lascannon is a 25 point upgrade to a 6 point Imperial Guardsman - no way man, too expensive just for the chance to threaten vehicles. My lasguns will do me fine!"? It's not a 25 point upgrade to a 6 point guardsmen - it's a 25 point upgrade to a 60-70 point squad of 10 guardsmen.

This message was edited 1 time. Last update was at 2008/01/19 19:19:51


-S

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