Switch Theme:

Power attacks and when to use them, aka why PP why  [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
The Conquerer






Waiting for my shill money from Spiral Arm Studios

And Vigilents wouldn't be useless anymore.

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!!! 
   
Made in us
Terrifying Wraith




Houston

In my limited experince, a 'good' use of locks are when the opponent would first have to move the model to engage, this is because breaking a lock happens during the attack portion of the models activation, ergo they must forfeit that turns movement.
Examples:
1. Locking from behind a model. Even if the lockee breaks the hold they will be unable to turn and face the locker, eliminating the fear of focus/fury fueled counter attacks.
2. Locking at reach. This is a gargossal only perk, as they can use their natural reach on power attacks to lock a model without reach. Again, even if the model breaks the hold they would be unable to retaliate.

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

 Wehrkind wrote:
I think they need to let lights lock heavies, if they pass the str test. That would make it more reasonable to use, since the light won't likely kill the heavy, but can slow it down. Plus it is cool to imagine a lot of little guys trying to swarm a big beast or jack to keep it busy.


Up until the Errata after the Stormwall was released, Lights COULD lock Heavies. In fact, the Minuteman jumping behind a Heavy and arm locking from the rear was a pretty common tactic. That round of errata was a huge nerf to 'Locks.

I still like it for situations where I can't really hurt something but need to keep it in place.

This message was edited 1 time. Last update was at 2013/02/27 19:42:38


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
 
Forum Index » Privateer Press Miniature Games (Warmachine & Hordes)
Go to: