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Made in us
Regular Dakkanaut




Okay, say for some reason or another I have a model with two power weapons. Which two are the best choice? In every case I'm inclined to have one be an axe so that I know I can break armor regardless.

Should the second weapon be a:
Sword-faster than axe and breaks MEQ
Spear-better than sword on a charge, but worst power weapon after that
Maul-only ap4, but is concussive that good?

This message was edited 1 time. Last update was at 2013/04/05 18:03:36


 
   
Made in us
Near Golden Daemon Caliber






Illinois

I think it comes down to who its on and what you expect them to fight. Maul is a good all rounder, but if all you fight is meq the sword may be slightly better. I would take a maul for versatility but i could see regretting it every so often. Maul also helps against tanks if you dont get mb. I would only take the spear if he is jump infantry, on a bike, or otherwise good at getting charges.

You could also just get silly and give him a thunderhammer and lightning claw.

This message was edited 1 time. Last update was at 2013/04/05 17:26:54


 
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

Concussive is on to hit which is awsome and good to remember. I would still say axe + sword but i started thinking now and dont have the rulebook, if you have a unit with countercharge and that works with spear then spear become good, otherwise its useless
   
Made in gb
Junior Officer with Laspistol





The concussive isn't the part that's interesting. It's the +2 str that is. This means you can't glance most tanks to pieces in CC without issue. It also means you can blow through most infantry.

The maul is the TAC choice. If you have 2 power weapons, maul and axe would be the way I go.


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Made in us
Stone Bonkers Fabricator General





Beijing, China

at this cost, i would rather go LC+Fist than Axe + Sword. 10 points more but you get so much more.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Battleship Captain




Oregon

 Exergy wrote:
at this cost, i would rather go LC+Fist than Axe + Sword. 10 points more but you get so much more.


I very much agree!
   
Made in us
Regular Dakkanaut




I forgot about the +2 s on the maul, thanks.

The question came up for me when I looked at the death cultists in the GK codex, so TH/LC isn't really an option for them. I would take that on any character I could too though.

Im thinking the axe and maul is the way to go though.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

cryhavok wrote:
I forgot about the +2 s on the maul, thanks.

The question came up for me when I looked at the death cultists in the GK codex, so TH/LC isn't really an option for them. I would take that on any character I could too though.

Im thinking the axe and maul is the way to go though.


deathcult are str3 init 3? or str4 init 4. It makes a huge difference.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I agree, maul and axe.

The spear is pretty crappy, and against virtually everything the mace does the same or better with +2S than the sword with its Ap3.



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Made in us
Regular Dakkanaut




 Exergy wrote:
cryhavok wrote:
I forgot about the +2 s on the maul, thanks.

The question came up for me when I looked at the death cultists in the GK codex, so TH/LC isn't really an option for them. I would take that on any character I could too though.

Im thinking the axe and maul is the way to go though.


deathcult are str3 init 3? or str4 init 4. It makes a huge difference.

I don't have the codex on me right now, but IIRC they are s3 i5.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

cryhavok wrote:
 Exergy wrote:
cryhavok wrote:
I forgot about the +2 s on the maul, thanks.

The question came up for me when I looked at the death cultists in the GK codex, so TH/LC isn't really an option for them. I would take that on any character I could too though.

Im thinking the axe and maul is the way to go though.


deathcult are str3 init 3? or str4 init 4. It makes a huge difference.

I don't have the codex on me right now, but IIRC they are s3 i5.


if they are str3 init5 I would say Maul and Axe. Against T4 3+ the help wounding is almost as good as AP3 and against just about everything else the maul or axe better.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Honored Helliarch on Hypex




S4 I6, actually.
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

Except that most likely the DCA will have one or more characters with them to cast hammerhand (+1 str) and possibly even have rad grenades on them reducing the toughness of the enemy in combat.

   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Corollax wrote:
S4 I6, actually.

 TheLionOfTheForest wrote:
Except that most likely the DCA will have one or more characters with them to cast hammerhand (+1 str) and possibly even have rad grenades on them reducing the toughness of the enemy in combat.


with those in mind, Sword and axe then.

This message was edited 2 times. Last update was at 2013/04/05 20:07:30


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Lieutenant Colonel






on my death cult assasins, i run all with maul + axe

it IS the best combo for death cults,

in 99% of situations, you already have more then enough guys already armed with nemesis force weapons AP 3 to eat marines alive.

my cult assassins, at str6 in 6 on the charge with mauls will kill anything, couple this with rad grenades, so T4(-1) enemies lose FnP and suffer ID

throw a librarian in there for +2 str, and now you have 4 str8 I6 attacks on the charge, wiht rad grenades that means t5(-1) will lose fnp and suffer ID

you dont need more swords in an army full of swords, I used to run a few swords in my DCA units, and it was always a waste, GK have ap3 in the bag already, high str, and ap2 is the best route to go.






This message was edited 3 times. Last update was at 2013/04/05 22:51:03


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

TheLionOfTheForest wrote:Except that most likely the DCA will have one or more characters with them to cast hammerhand (+1 str) and possibly even have rad grenades on them reducing the toughness of the enemy in combat.

Which is a strong case for the mace. A mace with hammerhand is S6. Against T4 models with rad grenades, you're causing instant death. Not so with a S4 sword, and the axe wastes their initiative.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ca
Lieutenant Colonel






on my death cult assasins, i run all with maul + axe

it IS the best combo for death cults,

in 99% of situations, you already have more then enough guys already armed with nemesis force weapons AP 3 to eat marines alive.

my cult assassins, at str6 in 6 on the charge with mauls will kill anything, couple this with rad grenades, so T4(-1) enemies lose FnP and suffer ID

throw a librarian in there for +2 str, and now you have 4 str8 I6 attacks on the charge, wiht rad grenades that means t5(-1) will lose fnp and suffer ID

even against armour 3 its better to take away multi wounds and Fnp a lot of the time, assuming they are there of course.

you dont need more swords in an army full of swords, I used to run a few swords in my DCA units, and it was always a waste, GK have ap3 in the bag already, high str, and ap2 is the best route to go.



bah double tap...






This message was edited 1 time. Last update was at 2013/04/05 22:52:10


 
   
 
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