Switch Theme:

Power fists?  [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
Pauper with Promise




Looking at running a vanilla marine army. Right now on my ten man tac squads im running a meltagun and a ML, was wondering if sneaking in a power fist is really worth the 25 points?
Any help would be appreciated.

1500 1000 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Well, they're great for popping armour of the light and medium variety, and act as a great deterrent and eliminator of the big bads that would otherwise devestate your unit in close combat. If you can afford them, take them. They're not integral to marines, being a shooty army, but you'll be thanking yourself when the enemy gets into assault.

This message was edited 1 time. Last update was at 2010/06/20 05:13:38


 
   
Made in us
Consigned to the Grim Darkness





USA

They're pretty good for their price, and instant death on most independent characters.

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
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

It is a S-8 Attack vs a T-4 vs MEQs Characters and kills on a 2+ vs most MCs

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in ca
Angered Reaver Arena Champion






It largely depends on your list. I have used power fists and power weapons on squad sargents in the past, but have since gotten away from using them. I don't want my tacticals in combat much anyways. The points went to waste more often than not. I'd rather skip the gear on a couple squads and get an extra landspeeder

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

A power fist is Dreadnought insurance.
My Tactical squads are usually not equipped with power fist/weapon,
since there are power fists elsewhere (Dreads, Termies).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Knight Exemplar




NYC, NY

I never fear a power fist, I fear the assault.

NO! that should definitely NOT be a rule!!!! Thats just gross! I don't want some slaanesh warrior charging me, Screaming a BloodLust filled roar, with his Jolly Roger Flopping around!!!! Thats just gross! I mean.....if it was a female warrior and she wasn't that bad looking, I think I could capture a few prisoners. My 'Interrogation' skill will be most useful then - Commissar NIkev

< That is why this sight rules.
 
   
Made in us
Esteemed Veteran Space Marine





I take mine as insurance, though melta bombs are probably a better buy...

Look too cool to go without though.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

All of my sergeants take power fists. Power weapons are too unreliable to get wounds in, and given how melee-happy 5th ed is, power fists are a must. The insurance these give you from vehicles, walkers, Nobz, Warriors, and just about anything else.

Check out my Youtube channel!
 
   
Made in us
Dakka Veteran




it really depends on the purpose of the squad, in my book.

I give squads that are hunting heavy infantry (plasma squads) power fists, so when the infantry they are rapid firing on charges back, they can put them down.

if I have a squad thats going for vehicles, I see little point to give them a fist, because melta guns + melta bomb will likely work as well, and be cheaper. sure, melta bombs only give 1 attack, while a fist gives 3, but depending on the armor of the target, the odds of getting a penetration aren't all that different sometimes.

if a dreadnought attacks, just use combat tactics to get out of there. not like you have to stay in combat as a marine player unless your winning or tying.

After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
 
   
Made in us
Longtime Dakkanaut





Probably wouldn't if I were you.
It's quite a few points on the off-chance they need to attack a vehicle with better rear armor than 11 or a walker.
Prefer meltabombs meself.







There's just an acre of you fellas, isn't there? 
   
Made in us
Long-Range Land Speeder Pilot





power fists all the way. nothing like crunching ic's and having a back up plan against mcs and vehicles. Also lets you stand a chance at beating walkers, you get 1 attack per round with melta bombs, you get 2 attacks with your weapon skill with a pfist.

You love it you slags!
Blood Ravens 1500 pts 
   
Made in fi
Rough Rider with Boomstick




Finland

Never leave the base without them. My troops do not always have the luxury of choosing when and with whom they get into melee with so a PF gives some insurance. Vehicles, Monsters or heavy infantry, a PF gives a chance to take some of them with me to Valhalla .

12001st Valusian Airborne
Chrome Warriors
Death Guard
 
   
Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

In a 1500 - 2000 point vanilla army I wouls typically take 3 tac squads I would only ever give a PF to one possibly 2 Sgts as if all three of my rac squads are in cc I have done something wrong.

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 
   
Made in gb
Lord of the Fleet






London

I would say you should drop the Missile Launcher and take the Power Fist. Even though the ML is free, the fact that you can't move and shoot it would probably lead to two uses for your squad.

1: Your squad hangs back, providing fire support with the Missile Launcher. Melta and Power Fist become unecessasy.

2: You charge forward into the enemy troops, getting the most out of your Melta at short range and Power Fist in CC. Because of this the ML becomes unecessary due to constant movement.

IMO, take the fist and drop the ML.

Valk
   
Made in us
Esteemed Veteran Space Marine





Valkyrie wrote:I would say you should drop the Missile Launcher and take the Power Fist. Even though the ML is free, the fact that you can't move and shoot it would probably lead to two uses for your squad.

1: Your squad hangs back, providing fire support with the Missile Launcher. Melta and Power Fist become unecessasy.

2: You charge forward into the enemy troops, getting the most out of your Melta at short range and Power Fist in CC. Because of this the ML becomes unecessary due to constant movement.

IMO, take the fist and drop the ML.

Valk


Huzzah ignorance!

Combat squads do wonders...?

Melta bombs just don't cut it against walkers, and fists don't cut it against land raiders...
   
Made in gb
Lord of the Fleet






London

Inquisitor_Syphonious wrote:
Valkyrie wrote:I would say you should drop the Missile Launcher and take the Power Fist. Even though the ML is free, the fact that you can't move and shoot it would probably lead to two uses for your squad.

1: Your squad hangs back, providing fire support with the Missile Launcher. Melta and Power Fist become unecessasy.

2: You charge forward into the enemy troops, getting the most out of your Melta at short range and Power Fist in CC. Because of this the ML becomes unecessary due to constant movement.

IMO, take the fist and drop the ML.

Valk


Huzzah ignorance!

Combat squads do wonders...?

Melta bombs just don't cut it against walkers, and fists don't cut it against land raiders...


Who said anything about Walkers and Raiders? I'm talking about CC in general.
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

I give my powerfists to all my Vanguards. I have entire squad of powerfists. Boy they are great agianst vechiles.
Anyway I also give them to Tacitcal squads if they are needed. Powerweapons for plasma squads. Powerfists for up close and personal stuff.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Esteemed Veteran Space Marine





Valkyrie wrote:
Inquisitor_Syphonious wrote:
Valkyrie wrote:I would say you should drop the Missile Launcher and take the Power Fist. Even though the ML is free, the fact that you can't move and shoot it would probably lead to two uses for your squad.

1: Your squad hangs back, providing fire support with the Missile Launcher. Melta and Power Fist become unecessasy.

2: You charge forward into the enemy troops, getting the most out of your Melta at short range and Power Fist in CC. Because of this the ML becomes unecessary due to constant movement.

IMO, take the fist and drop the ML.

Valk


Huzzah ignorance!

Combat squads do wonders...?

Melta bombs just don't cut it against walkers, and fists don't cut it against land raiders...


Who said anything about Walkers and Raiders? I'm talking about CC in general.


Ok, your "dropping the ML" advice is still rubbish.

You never did, do I need to put in a line to break thoughts; like this?:

-------------------------------------------------------------------------------------------------------------------------------------------

I like imperial fists!
   
Made in us
Long-Range Land Speeder Pilot





it seems like sound advice, why have a missile launcher in a squad if its charging up with a meltagun and pfist? As for combat squading a 5 man marine squad will get thrashed if its charging up and doing etc w/ its pfist.

As for the op: i field my tactical squad as 10 man w/ plasma gun, missile launcher and power fist. I put them in a rhino and tell the truth rarely end up using the pfist. Everytime i had to use it it it has saved my squad or at least put the hurt on the enemy

You love it you slags!
Blood Ravens 1500 pts 
   
Made in us
Consigned to the Grim Darkness





USA

The bolter is better if you're going to be doing a lot of moving and shooting. The ML is better if you're going to stand in one place and shoot. Neither one matters if you're going to assault-- you don't lose your BP when you purchase an ML.

This message was edited 2 times. Last update was at 2010/06/20 23:45:00


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
 
   
Made in ca
Angered Reaver Arena Champion






Melissia wrote:The bolter is better if you're going to be doing a lot of moving and shooting. The ML is better if you're going to stand in one place and shoot. Neither one matters if you're going to assault-- you don't lose your BP when you purchase an ML.


Dropping the free ML is always a bad choice. On the move you gain only 1 shot since you have the BP anyways. The option for shooting the ML is worth the couple shots you might miss per game from the rapid firing.


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Esteemed Veteran Space Marine





Joetaco wrote:it seems like sound advice, why have a missile launcher in a squad if its charging up with a meltagun and pfist? As for combat squading a 5 man marine squad will get thrashed if its charging up and doing etc w/ its pfist.

As for the op: i field my tactical squad as 10 man w/ plasma gun, missile launcher and power fist. I put them in a rhino and tell the truth rarely end up using the pfist. Everytime i had to use it it it has saved my squad or at least put the hurt on the enemy


You make it sound so simple...

I run the same list with few modifications, the only modifications being on tanks...

I have missle launchers, just in case I need to use them.

5 marines will be killed by what now? Sure if they are foot-slogging, though they were already a goner.

What would you rather deal with? Five squads in tanks, and five squads out of tanks, with alot more dakka, or five squads in tanks with less shooting, and more durability.

Multiple small units provide target saturation, as well as less chance to die at once.

One deathstar can reasonably smash through three of those units, though they're not going to care if you have five or ten marines.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

if your giving your squad a Melta gun then the PF is worth having. you can assault the tank you were shooting if the melta flubbed. melta bombs are better if the tank was sationary, but if the tank moved the 3 attacks of the sergeant will give you a better chance to kill the tank. MBs are cheap, so slap one on if you have 5 pts leftover.


Squads that have longer ranged weapons don't need the fist. squads with flamers should take a PW if they take anything at all.

also you want a Combi-weapon of the same type your combat squad is carrying on all your sergeants. that way you have an extra shot for when its needed. and its pretty cheap to do.

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
Consigned to the Grim Darkness





USA

Dracos wrote:
Melissia wrote:The bolter is better if you're going to be doing a lot of moving and shooting. The ML is better if you're going to stand in one place and shoot. Neither one matters if you're going to assault-- you don't lose your BP when you purchase an ML.


Dropping the free ML is always a bad choice. On the move you gain only 1 shot since you have the BP anyways. The option for shooting the ML is worth the couple shots you might miss per game from the rapid firing.

Mn, I stand corrected. I forgot the ML basically has the same stats as a bolter anyway on the frag round, so it can cause just as many wounds anyway, but at a longer range and with the ability to knock out light vehicles and wound monstrous creatures easily, too.

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
 
   
Made in us
Fixture of Dakka






on board Terminus Est

I always take a power fist in my tactical & assault squads. They can turn the tide of battle. They aren't cheap but they are very effective.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Esteemed Veteran Space Marine





Grey Templar wrote:if your giving your squad a Melta gun then the PF is worth having. you can assault the tank you were shooting if the melta flubbed. melta bombs are better if the tank was sationary, but if the tank moved the 3 attacks of the sergeant will give you a better chance to kill the tank. MBs are cheap, so slap one on if you have 5 pts leftover.


Squads that have longer ranged weapons don't need the fist. squads with flamers should take a PW if they take anything at all.

also you want a Combi-weapon of the same type your combat squad is carrying on all your sergeants. that way you have an extra shot for when its needed. and its pretty cheap to do.


Combi-weapons...

Flamers? Yes.

Plasmas? Maybe...

Melta? Hell no!

Too many points for the melta, O.K. for the plasma gun, flamer squads go nice with the combi, since flamers usually only get one shot anyway.
   
Made in us
Nimble Pistolier





America

Hell,who has shooty marines?I made mine close combat marines FTW!

"I dont over react,i just get pissed easily"-Me
FOR THE PELIVIC THRUSTING LEIGIONS!
Starting WHFB empire
1250pts Tyranids
 
   
Made in us
Consigned to the Grim Darkness





USA

Heh. That's certainly a viable way to do it. But just remember you do need a squad or two to hang back on a home objective on objectives games. If you're doing all KP games, assault based marine armies are indeed pretty good though.

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
 
   
Made in us
Knight Exemplar




NYC, NY

it really depends on the purpose of the squad, in my book.

I give squads that are hunting heavy infantry (plasma squads) power fists, so when the infantry they are rapid firing on charges back, they can put them down.

if I have a squad thats going for vehicles, I see little point to give them a fist, because melta guns + melta bomb will likely work as well, and be cheaper. sure, melta bombs only give 1 attack, while a fist gives 3, but depending on the armor of the target, the odds of getting a penetration aren't all that different sometimes.

if a dreadnought attacks, just use combat tactics to get out of there. not like you have to stay in combat as a marine player unless your winning or tying.


He, odds of penetration. Er, I mean, yes I agree with your tactics.

Curse you immature humor.

NO! that should definitely NOT be a rule!!!! Thats just gross! I don't want some slaanesh warrior charging me, Screaming a BloodLust filled roar, with his Jolly Roger Flopping around!!!! Thats just gross! I mean.....if it was a female warrior and she wasn't that bad looking, I think I could capture a few prisoners. My 'Interrogation' skill will be most useful then - Commissar NIkev

< That is why this sight rules.
 
   
 
Forum Index » 40K General Discussion
Go to: