Switch Theme:

Fist or sword? Beat down or cut down???  [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 gb
Judgemental Grey Knight Justicar






Ok, quick question, should I have the doomfist (extra attact strength 10) or the nemisis sword (reroll on everything) to take down Vehicles. mainly av14 stuff.

This message was edited 1 time. Last update was at 2011/05/02 10:34:26


 
   
Made in gb
Longtime Dakkanaut





Dundee, Scotland/Dharahn, Saudi Arabia

If you're vehicle killing, bear in mind that the NDK (which I assume you're talking about) is a MC and as such will roll 2D6 for armour pen
So an average armour pen roll of 17 with the Doomfists or 13 with a re-roll for the sword.
I'd go for the doomfist if all you want it for is anti armour.
More hits and more chance to pen.

This message was edited 1 time. Last update was at 2011/05/02 10:47:46


If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it.
item 87, skippys list
DC:70S+++G+++M+++B+++I++Pw40k86/f#-D+++++A++++/cWD86R+++++T(D)DM++ 
   
Made in gb
Judgemental Grey Knight Justicar






marv335 wrote:If you're vehicle killing, bear in mind that the NDK (which I assume you're talking about) is a MC and as such will roll 2D6 for armour pen
So an average armour pen roll of 17 with the Doomfists or 13 with a re-roll for the sword.
I'd go for the doomfist if all you want it for is anti armour.
More hits and more chance to pen.


Thanks I just wanted to make sure.

I am gonna use grand master to give it the scout then I can take out most of their long ranged stuff before they even know it.

Just another quick question. the hammer is the same except it has a vehicle shaken thing. don't know if its worth it.

This message was edited 2 times. Last update was at 2011/05/02 11:03:15


 
   
Made in gb
Stealthy Grot Snipa




Are you forgetting the hammer? Strikes at normal I aswell. Hammer is my suggestion.
   
Made in gb
Judgemental Grey Knight Justicar






InquisitorVaron wrote:Are you forgetting the hammer? Strikes at normal I aswell. Hammer is my suggestion.


Yes but the chance of the doom fists killing a vehicle is very high. there is a very high chance its gonna be shaken anyway. So I don't know if its really worth it.

This message was edited 1 time. Last update was at 2011/05/02 11:02:32


 
   
Made in us
Mutilatin' Mad Dok





There's currently some debate over whether doomfists get to double strength on the DK due to wording (DCCW doubles strength of "the walker" which was never an issue before now since only walkers had DCCWs). If it's ruled that they do get to double strength, do keep in mind that you still have one doomfist after you've added the sword and you get to choose which one to strike with. The only thing you would lose by adding the sword is the +1 attack for dual weapon.
   
Made in gb
Judgemental Grey Knight Justicar






Bludbaff wrote:There's currently some debate over whether doomfists get to double strength on the DK due to wording (DCCW doubles strength of "the walker" which was never an issue before now since only walkers had DCCWs). If it's ruled that they do get to double strength, do keep in mind that you still have one doomfist after you've added the sword and you get to choose which one to strike with. The only thing you would lose by adding the sword is the +1 attack for dual weapon.


I am sure it doubles its strength because otherwise they would have called it a force weapon.

And dreadknight is pretty much a huge walker. Also I have magetised my entire army even some terminator weapons. So I can exchange what I want. However, I want to draw up an army list before I make all of my models and point limitations.
   
Made in us
Fresh-Faced New User





first off aside from looking neet, the hammer is worthless. and if you go with the sword you lose an attack for not having the pair of close combat weapons, even though the sword is neet.

i would take the doom fists, you dont really need anything else. the doomfists already make you str 10, plus your a MC so you get that wonderfull 2d6 pen for funzies.

i would just throw a psilencer and a flamer on mine and call it a day.

"Treat them with honor, my brothers. Not because they will bring us victory this day, but because their fate will someday be ours"


 
   
Made in us
Mutilatin' Mad Dok





I do hope you are right; it would be silly for it not to double the strength. That said, it could explain why the hammer upgrade costs 10 pts as it's pretty bad otherwise.

I'm waiting to field it until the FAQ comes out. If the fist doesn't double strength I'll use the hammer, otherwise I'll either use the sword or save points and go fists x2.
   
Made in gb
Lord of the Fleet






If the fist does double strength then double fists is easily the best way to go.

If it doesn't then both the sword and the hammer have now become worth considering.
   
Made in gb
Judgemental Grey Knight Justicar






I think I might field it in my friendly games replace a dread with a basic dreadknight, and just deep stike him and have some fun.
   
Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

I imagine the fists will be FAQd to not give str10, once that happens, the sword will probably be the best. Rerolls hits, wounds, and armor pen.

   
Made in it
Impassive Inquisitorial Interrogator





daedalus-templarius wrote:I imagine the fists will be FAQd to not give str10, once that happens, the sword will probably be the best. Rerolls hits, wounds, and armor pen.


I really don't see why... You already trade 1 attack for the shaken result on the daemonhammer, I see no reason to nerf the fists any further.
   
Made in us
Hellacious Havoc





Eye of Terror

Try both then make your decision, it will show which one you like more.

1200 pts of Black Legion and Night Lords 
   
Made in us
Zealous Sin-Eater



Chico, CA

GeckoOBac wrote:
daedalus-templarius wrote:I imagine the fists will be FAQd to not give str10, once that happens, the sword will probably be the best. Rerolls hits, wounds, and armor pen.


I really don't see why... You already trade 1 attack for the shaken result on the daemonhammer, I see no reason to nerf the fists any further.


Becouse the Deamonhammer would be pointless if the Doomfist did give ST10, and the sword would make Doomfist OP, becouse the Sword would let you reroll with the Doomfist.

It easy until the Dreadknight is a Walker and not a MC the Doomfist is ST6. AS DCCW only double Walkers ST not MC.

This message was edited 1 time. Last update was at 2011/05/05 00:12:10


Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
 
Forum Index » 40K General Discussion
Go to: