Infreak wrote:I remember looking at a thread where Extra Hand Weapons and Halberds were compared. Halberds ended up being slightly more effective in most situations.If I can find that thread I'll link it. In either case I think that +1 Str on your attacks works in your favour better then forcing 5 or 6 more saves.
Halberds vs EHW is +1
Str vs. +1 Att. With the average Chaos Warriors, in say rows of 5 and
FC, you get 11 attacks at
Str 4. +1 to
Str means an extra 1 in 6 attacks will wound against the average opponent. They then take a total of a -2 penalty to armour.
The +1 Attack gives a total of 16 attacks in the same situation, and a -1 penalty to armour.
Putting statistics up against something of regular power/toughnes, lets say High Elf Spearmen, the average is as follows (rounded):
Halberds: 11 attacks, 6 hit, 5 wound, no armour save, 5 casulties
EHW: 16 attacks, 8 hit, 5 wound, +6 armour = 1 save, 4 casulties
If you used Great weapons, you can expect the result to be the same as Halberds in most scenarios, except that you don't get any chance of striking first. They may be more effective against higher toughness and saves (a
Str 6 hits gives a -3 penalty to armour), but that would only be expected on the elite models you don't want to be losing the inititive to, and there would be the likelyhood of characters and some elite units having ward saves.
and remember Halberds, EHW and shields all cost 1 extra point, and Great weapons cost 2. You can buy your sorcerer a nice little trick with an extra 20-odd points, or add some more mauraders too.
(personally, I prefer regular weapon and shield becuase I deal with alot of Swordmasters and the like and with
MoT, still getting a 5+ Armour save after the
Str Modifier plus a 5+ Ward save in
CC really pisses them off, and their base strength is enough to bypass their regular armour and still wound on a +3

)