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![[Post New]](/s/i/i.gif) 2012/07/02 14:40:59
Subject: Sane Power Weapons for 6th Ed.
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Savage Khorne Berserker Biker
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These would ideally be costed around 10-12 points each:
Power Maul: S+1, AP3, Specialist Weapon, Concussive
Power Sword: S, AP 3, Rending.
Power Axe: S+1, AP2, Halves user Ini (rounding up).
Why the changes:
Power Mauls are a joke. They are an expensive way to cause easily-saved wounds. This version makes it useful against MeQs at the cost of the extra attack while still allowing easier glances on many vehicles.
The Power Sword remains the dame, but gain Rending to represent the chance of a skilled strike going through joints, visors and whatnot, as well as adding a bit of a bonus in striking vehicles if you get a penetrating hit.
Power Axes are slower than lightning claws, swords and mauls, but still go before fists and thunders hammers, encouraging terminators to actually vary their weapons a bit and not just spam Ini 1, double S stuff.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2012/07/02 18:33:19
Subject: Sane Power Weapons for 6th Ed.
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Shas'ui with Bonding Knife
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I actually like what Just Dave is doing with his power weapons; On a 6 to-hit, that attack is AP2.
Agree with Axe change.
Agree concussive.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/07/02 18:36:24
Subject: Re:Sane Power Weapons for 6th Ed.
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Sadistic Inquisitorial Excruciator
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Pretty good, I really don't like the new weapons at all, this is at least an improvement.  I still prefer 5th edition though.
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![[Post New]](/s/i/i.gif) 2012/07/02 18:37:20
Subject: Sane Power Weapons for 6th Ed.
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Dark Angels Librarian with Book of Secrets
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And so these have been proved better than the ones currently in the brand-spankin'-new rulebook?
How about we slow down the proposal of rules until we have had enough time to actually play 6th....
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![[Post New]](/s/i/i.gif) 2012/07/02 18:41:27
Subject: Sane Power Weapons for 6th Ed.
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Eternally-Stimulated Slaanesh Dreadnought
rainbow dashing to your side
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see, that's how it should look.
still wondering just how an axe is harder to wiled than a maul or sword.....stupid GW
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my little space marine army, now 20% cooler http://www.dakkadakka.com/dakkaforum/posts/list/424613.page
school league:
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round 3 2011: W/2 L/0 D/1 round 3 2012 W/4 L/0 D/0
school league champions 2011
school league champions 2012
"best painted army, warhammer invasion 2012/2013 |
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![[Post New]](/s/i/i.gif) 2012/07/02 18:52:00
Subject: Sane Power Weapons for 6th Ed.
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Shas'ui with Bonding Knife
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SoloFalcon1138 wrote:And so these have been proved better than the ones currently in the brand-spankin'-new rulebook?
How about we slow down the proposal of rules until we have had enough time to actually play 6th....
I've played about 12 games already, with various armies and at mostly friendly-competitive levels. There's no reason to take power weapons if you can take weapons with more attacks, or weapons with higher strength, anymore. I'd rather have an S8 regular weapon than an S6 power weapon at the moment for most purposes.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/07/02 19:14:06
Subject: Re:Sane Power Weapons for 6th Ed.
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Ferocious Black Templar Castellan
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The current ones make sense IMO: Axes are cheaper Power Fists, Swords strike at initiative, Mauls are better vs. vehicles and (on S4 models) threaten to ID T3 models. The entire point is to force a choice, not just go "AP3 hurr".
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2012/07/02 19:19:17
Subject: Sane Power Weapons for 6th Ed.
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Fixture of Dakka
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chrisrawr wrote:I actually like what Just Dave is doing with his power weapons; On a 6 to-hit, that attack is AP2.
ELDAR power weapons, but thanks.
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Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
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![[Post New]](/s/i/i.gif) 2012/07/02 19:25:26
Subject: Re:Sane Power Weapons for 6th Ed.
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Badass "Sister Sin"
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AlmightyWalrus wrote:The current ones make sense IMO: Axes are cheaper Power Fists, Swords strike at initiative, Mauls are better vs. vehicles and (on S4 models) threaten to ID T3 models. The entire point is to force a choice, not just go "AP3 hurr".
Exactly!
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![[Post New]](/s/i/i.gif) 2012/07/02 19:56:26
Subject: Sane Power Weapons for 6th Ed.
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Shas'ui with Bonding Knife
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Just Dave wrote:chrisrawr wrote:I actually like what Just Dave is doing with his power weapons; On a 6 to-hit, that attack is AP2.
ELDAR power weapons, but thanks. 
Well yes that's what I'd meant to imply  I still think it's a change that, while incredibly fitting for Eldar, would prove itself to be beneficial to the game as a whole.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/07/02 21:28:26
Subject: Sane Power Weapons for 6th Ed.
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Storm Trooper with Maglight
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the idea is that an axe is just a savage hit that slices through everything but you need to line the weapon up right or you just smack them with the side of it. Same idea with the mual except the whole head is dangerous but the lack of pointy bits means harder to punch heavy armor. Swords are as a rule a faster weapon to hit with then an axe since the point is also an option. Now yes I agree axes shouldnt be Int 1. Maybe a penalty but not down to one right away. Also halberds should have been lances. What model even comes with a spear in 40k. Everything that could be a halberd could also be argued to be a spear.
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3200 points > 5400 points
2500 points |
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![[Post New]](/s/i/i.gif) 2012/07/02 22:58:33
Subject: Re:Sane Power Weapons for 6th Ed.
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Fixture of Dakka
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AlmightyWalrus wrote:The current ones make sense IMO: Axes are cheaper Power Fists, Swords strike at initiative, Mauls are better vs. vehicles and (on S4 models) threaten to ID T3 models. The entire point is to force a choice, not just go "AP3 hurr".
Yes, these new weapons safely avoid eldar heavy weapon syndrome (when everything was str6 and 3 shots, you took the AP 2 one). They have variety that is actually useful.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/07/02 23:11:18
Subject: Sane Power Weapons for 6th Ed.
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Swift Swooping Hawk
England, Sunderland, Hetton-Le-Hole
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Thinking about it the mauls do make sense being AP4. A maul is a blunt trauma weapon not a sharp edged or pointed blade. They arent made for presicion strikes or cutting through armour. They are made to beat you over the skull with and cause a heavy hit.
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![[Post New]](/s/i/i.gif) 2012/07/03 02:23:40
Subject: Sane Power Weapons for 6th Ed.
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Longtime Dakkanaut
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Yeah, I kinda like mauls as +2 str. If you are fighting orks, like the imperial forces do, the maul is fantastic--an ideal powered weapon.
Versus marines with axes/fists, slow necrons, ect, the power sword is ok. I would like a parry save, perhaps at the expense of swinging, or perhaps the ability to negate an attack if you roll higher with a 'parrying' attack of your own, but alas.
Versus the toughest armor you have the slow axe as a step down from the power fist. The +1 str seems excessive here to me, as we already have the maul to grant bonus str. AP2 in exchange for init 1 seems like a fine tradeoff without needing +1 str to sweeten the deal, as with +1 str the axe seems TOO well rounded.
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![[Post New]](/s/i/i.gif) 2012/07/03 11:52:13
Subject: Sane Power Weapons for 6th Ed.
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Grim Dark Angels Interrogator-Chaplain
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i used a power staff on my liby last night, used the pyromancy power for a 4++ and +2 str and soulfire... i found wounding on 2+ in combat very effective and he is str8 I5 with 3 attacks basic, he would rip through nob squads and beat down a GK sqaud by himself (love termy armour now), so i have no issues with the ap4.
the power axe is a bit of a "huh" for me too though, I1 for a power axe is odd, if im going last i might as well go the whole shibang and get a PF
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![[Post New]](/s/i/i.gif) 2012/07/03 16:07:10
Subject: Sane Power Weapons for 6th Ed.
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Courageous Space Marine Captain
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Axes actually are quite a bit heavier and more unwieldy that swords. Swords can stab and have a larger blade, with the weight spread much more.Axes can't stab and are top heavy.
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![[Post New]](/s/i/i.gif) 2012/07/03 17:52:58
Subject: Sane Power Weapons for 6th Ed.
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Terminator with Assault Cannon
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Just because power mauls fill a role that you don't want doesn't mean that they're useless. These changes are completely unnecessary.
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![[Post New]](/s/i/i.gif) 2012/07/04 10:34:25
Subject: Sane Power Weapons for 6th Ed.
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Longtime Dakkanaut
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I agree with Fetterkey, and I reiterate from my above post that power mauls are awesome.
I think that the power sword still needs something however. Parry would work, a bonus to hit would work too.
Also, spears seem near pointless without an init bonus or additional special rule like setting to recieve a charge. Actually, AP 2 instead of AP 3 I think would solve the issue, as this way you have something other than the axe for ap2, and unlike the axe this lets you swing at init, but only in the first round will your attacks be ap2.
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