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![[Post New]](/s/i/i.gif) 2010/06/21 03:49:52
Subject: Power fists?
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Sadistic Inquisitorial Excruciator
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Grambo wrote:Hell,who has shooty marines?I made mine close combat marines FTW!
C: SM are better as a short-range shooty army rather than in melee (except for TH& SS terminators).
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![[Post New]](/s/i/i.gif) 2010/06/21 05:20:26
Subject: Power fists?
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Consigned to the Grim Darkness
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Eh, they aren't quite as good at short-ranged shooty as Sisters are. But they're MUCH better at assaulting.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/06/21 10:21:39
Subject: Power fists?
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The Dread Evil Lord Varlak
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The powerfist may or may not be worth it, depending on how you play your list and how it matches up with other armies in your area. If you find you can keep your tactical troops away from melee, and just plonk them onto objectives while shooting then it's 25 poitns you can spend elsewhere. On the other hand, not everyone finds their lists working that neatly, in which case giving your tactical squads one more option sleeve can be a match winner. The powerfist lets it survive assault from walkers, MCs and middle-tier infantry assault units, and that can be potentially game winning.
It's something that each player needs to work out for themselves, in actual play.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2010/06/21 10:42:44
Subject: Power fists?
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Stealthy Space Wolves Scout
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I've always taken the fists on all sergeants (except termi's) since my army was decimated back in 4th and all that remained was the sgt's from 3 tac squads and 1 dev squad, who contiued on regardless a carnifex each and holding a single objective (I love combat shields and 4 attacks on the charge, was a bit miffed when 5th changed that though)
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Emperor's Faithful wrote
- I would rather the Blood Angels have gone down the darker path of the Flesh Tearers than this new "Awesome Codex McBatnipples". *blegh*
6 Marine Armies and counting... Why do I do it to myself ? Someone help me I'm an addict |
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![[Post New]](/s/i/i.gif) 2010/06/21 11:32:44
Subject: Power fists?
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Arch Magos w/ 4 Meg of RAM
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I don't like Powerfists on anything that isn't planning on getting the charge. Tactical Squads are NOT good at close combat, so if you're charging an enemy squad you already expect to win; the Powerfist is rarely the deciding factor. On the other side, Tactical Squads are not push overs, so whatever is engaging them is very good at their job (Nobs, Berserkers, Terminators, Banshees); in that situation maybe getting 1 kill back won't make the difference.
"Powerfists scare away Walkers and Big Bads!" Hah. Hah hah. Hahaha. So mean Mister Dreadnought comes crashing into your squad. He eats 3 guys, and you swing back. Your chance of causing atleast an immobilized is .25. He'll usually have nom nom'ed the whole squad before you hurt him. Same thing with MCs, except you don't have that .10 chance of killing them. You pull wounds off one at a time (and it will only be one at a time, even less if they have an invulnerable save) while he kills Marines by the fist full.
As for instant deathing ICs: you usually won't. Any respectable IC will be running around with a 4+ invulnerable, or be too killy for it to matter (Kharn). Even my Chaos Sorcerer doesn't mind your Powerfist. You have a .4 chance of killing him. Those aren't terrible odds, but you probably won't get it on the first turn and there isn't going to be a second turn. As you're swinging last, and the squad that's engaging you is good at their job, you might not even get to swing anyway.
No, I find that Powerfists are not worth their points for Tacticals, Plague Marines, Guardsmen, Jews, or Gentiles. On Khorne Berserkers, sure; the 4 attacks on the Skull Champion makes it reliable. Nobs, sure! Warbosses, Grey Hunters, Blood Claws, Terminators, all because they have the stats and rules to bring out the best in the weapon: more attacks to make it reliable, or more durability to make sure it gets to swing. Only then is it worth the 25 points.
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![[Post New]](/s/i/i.gif) 2010/06/21 11:44:23
Subject: Power fists?
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Veteran Wolf Guard Squad Leader
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Above good point well made. My mileage differs but I agree with the point. PF on my GH squad is much, much more effective than on a vanilla tac Sgt.
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DC:80S++G+M+B+IPw40k96#-D++A++++/fWD180R+T(T)DM+
Please check out my Wolves: http://www.dakkadakka.com/dakkaforum/posts/list/333299.page
Space Wolves Ragnars Great Company (4000)
Ultramarines IV Company (4000)
Cadia's Foot your Ass (3000)
Khorne's Fluffy Bunnies (2500)
Praetorian Titan Legion (3 big angry robots + 1 skinny tech priest)
High Elves, Empire, Dark Elves, Brettonians |
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![[Post New]](/s/i/i.gif) 5858/06/26 05:04:58
Subject: Power fists?
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Sadistic Inquisitorial Excruciator
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I'm in full agreement with DarkHound on powerfists and general close combat capability of Tactical Squads. Hell, I'm even not a huge fan of power fists in Grey Hunter squads. I'm rarely planning on charging with them unless the target squad is a pushover. Rhinos rarely allow charges anyway, they are as lethal receiving assaults as they are delivering them, and I like to even the odds first with some rapid fire love. The totem and Wulfen tend to be enough for that occasional combat phase.
Plus there's the issue of the Grey Hunter with PF only having 1 attack, forcing you to buy a Wolf Guard, which while great for special weapon and leadership, deprives you of the 10th Hunter and his free special weapon.
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This message was edited 1 time. Last update was at 2010/06/26 05:05:47
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![[Post New]](/s/i/i.gif) 2010/06/26 05:08:55
Subject: Power fists?
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Legendary Master of the Chapter
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give them a power weapon!
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/06/27 21:00:19
Subject: Power fists?
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Fixture of Dakka
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The power fist is almost always invariably a better choice than a power weapon when arming a sergeant. A case can be made for BT & BA due to the S5 but the power fist is still the best bet versus MCs & walkers.
G
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![[Post New]](/s/i/i.gif) 2010/06/27 21:07:09
Subject: Re:Power fists?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Power fists are good choices, but as a player gains expierence he will begin to realise that he can spend those pts elsewhere.
and so he begins to use PWs instead of PFs.
Sometimes he may leave the Sergeant naked.
and then he begins using the PF in conjunction with Melta guns as dedicated Tankhunters. then he gives the sergeant a combi-melta soon afterwards.
PWs eventually get put with Flamers as they are both likely ending up in CC.
and so the maturing of a player is witnessed.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/06/27 21:44:04
Subject: Power fists?
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Lord of the Fleet
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GT is 100% spot-on.
Powerfists are a good versatile choice - this makes them the defacto choice if you're not entirely sure what the squad will be doing.
As your list get's tighter, they are no longer always the best choice.
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