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Made in gb
Black Templar Recruit Undergoing Surgeries






Hey all,

Just a small question concerning the power axe weapon which is written in the back of the 6th ed.
How can I add this weapon to my weapon to a character? Do I agree with the opponent a price at which it can be purchased, or should I wait until it is stated in an FAQ or codex?
This weapon (in my opinion) is worthless. It adds 1+ to your str whilst attacking at an AP of 2, however it is also unwieldy which means the character attacks with an Initiative of 1.
Other then perhaps saving a few points, I'm not entirely sure why they added this weapon when we already have PF and TH which do a better job.

Let me know what you think,

Odinson.

Basically, when the Space Wolves are busy getting smashed, the Blood Angels are busy arranging their hair, the Ultrasmurfs are busy boosting their own egos, the Dark Angels are busy being paranoid heretics, the Salamanders are busy setting things on fire, and the Imperial Fists are busy being pious, you can count on the Black Templars to get things done. Righteously and with no mucking around.  
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

It costs as much as a power weapon does. As current there is no coddx with seperate options for each PW. So if your guy can purchase a "Power Weapon" for 10000pts, he can take any of the 3 but only if it is modelled that way. If it looks like a sword it is a sword.

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Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Power axes cost the same as power weapons listed in your codex.

The main benefit of axes is that they are cheaper than a power fist, but on an indipendant char you may not want an I1 weapon unless you have a 2+ save and some form of invulnarable save to go with it.

   
Made in us
Stealthy Warhound Titan Princeps






I'm going to take 3 power axes on my death company squads. I know they swing at initiative 1.. but look at it this way. There are a couple of different types of targets I could be fighting.

1) Low armor hordes - Usually have a lot of attacks, few with power weapons. I'll be able to survive until my power axes swing. May take a few more hits because of them swinging last, but my squad should still win.

2) MEQ w/ power swords - This is the unit that will mess me up. Any MEQ unit that is packing power swords is the bane of power axes. I'm including TH/SS terminators in my army to deal with these.

3) MEQ w/o power swords - I should be fine against these. Granted, I swing last with my axes, but I should be able to survive until they can swing, and it will guarantee me a lot of damage.

4) MEQ w/ power fists or axes - Even trade here, we will both take heavy losses.

5) TEQ unit - Against any unit with 2+ armor, power axes are unarguably better, even if swinging last. Only thing to really watch out for here are units with lightning claws, which are thankfully rare.


In 4 of those 5 scenarios, the axes work quite well. Sure, fists are better, but you get 1 less attack per fist, and they cost 10 points more. For dealing with pure infantry, axes are better.
   
Made in us
Fixture of Dakka






Deadshot wrote:It costs as much as a power weapon does. As current there is no coddx with seperate options for each PW. So if your guy can purchase a "Power Weapon" for 10000pts, he can take any of the 3 but only if it is modelled that way. If it looks like a sword it is a sword.


This also assumes your model's powerweapon doesn't have a default 'look' to it which will at a later date get FAQed to deny you access to 'any of the 3'. So if you model has only ever been released with swords, there is a good chance if you spend time and money giving them axes you may very well have those axes FAQed away.


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Made in us
Wolf Guard Bodyguard in Terminator Armor





nkelsch wrote:
Deadshot wrote:It costs as much as a power weapon does. As current there is no coddx with seperate options for each PW. So if your guy can purchase a "Power Weapon" for 10000pts, he can take any of the 3 but only if it is modelled that way. If it looks like a sword it is a sword.


This also assumes your model's powerweapon doesn't have a default 'look' to it which will at a later date get FAQed to deny you access to 'any of the 3'. So if you model has only ever been released with swords, there is a good chance if you spend time and money giving them axes you may very well have those axes FAQed away.



While possible, it is trending the other way with FAQ's turning power swords into the new default power weapons.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Odinson wrote:This weapon (in my opinion) is worthless. It adds 1+ to your str whilst attacking at an AP of 2, however it is also unwieldy which means the character attacks with an Initiative of 1.

Unlike the much more expensive power fist, the axe can be used with a pistol to give an extra attack.
   
Made in us
Lieutenant General





Florence, KY

Brother Ramses wrote:While possible, it is trending the other way with FAQ's turning power swords into the new default power weapons.

And the digital codices have gone the other way by defining what type of power weapon each model has (for example, a Necron hyperphase sword is a power sword and not your choice of power weapon).

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Fixture of Dakka






Ghaz wrote:
Brother Ramses wrote:While possible, it is trending the other way with FAQ's turning power swords into the new default power weapons.

And the digital codices have gone the other way by defining what type of power weapon each model has (for example, a Necron hyperphase sword is a power sword and not your choice of power weapon).


If I was a wizard collecting ingredients for magic potions, i would want the bottled tears of the first person to buy 10 fine cast harlequins, model them all with axes then have a FAQ or digital update define them as having swords just how lynchguard did. Talk about QQ

That is why I wouldn't go nuts yet... I would play it as they appear, and not try to proxy the most advantageous result on people.

This message was edited 1 time. Last update was at 2012/07/17 04:20:50


My Models: Ork Army: Waaagh 'Az-ard - Chibi Dungeon RPG Models! - My Workblog!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RULE OF COOL: When converting models, there is only one rule: "The better your model looks, the less people will complain about it."
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MODELING FOR ADVANTAGE TEST: rigeld2: "Easy test - are you willing to play the model as a stock one? No? MFA." 
   
Made in au
Frenzied Berserker Terminator






hobojebus wrote:Power axes cost the same as power weapons listed in your codex.

The main benefit of axes is that they are cheaper than a power fist, but on an indipendant char you may not want an I1 weapon unless you have a 2+ save and some form of invulnarable save to go with it.


ICs can't be singled out in combat except by challenges and precision attacks (the latter of which can be LOSed), so it's not as bad as 5th. An I1 character isn't too bad, to allow you to chop of Terminators or the like; just be sure to keep another character in the unit who can take care of challenges...
   
Made in dk
Servoarm Flailing Magos






Metalica

I made a vonversion beamer techmarine. Was gonna put a sword in a scarab om him because that would be the easiest to fit, but now I'm gonna throw an axe on there instead. Difference is if techmarines get faqed, they will get axes. That's the techmarine weapon of choice!

I wouldn't MFA this. It's gonna be harsh when all those models become redundant.

 
   
 
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