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![[Post New]](/s/i/i.gif) 2013/06/12 18:26:34
Subject: Power weapon choices
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Jealous that Horus is Warmaster
Boston
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Hey all, first let me apologize because I think I remember a quite long thread about this not too long ago, but I couldn't seem to find it.
So, I've been doing some mental math on the power weapon options (primarily in context of loading up HH era or Chaos terminators, but also for SW terminators, and the various unit sergeants, where the basic power weapon (i.e. Sword/Maul/Axe/Lance) is free or the same price as the other options, but LC, PF, TH, Chainfist is more.
And so far, my basic conclusion would be that there are merits for both Sword, Maul and Lance, but I just can't see the merits of taking the Axe -- unless points are _very_ tight, it seems to me that if you're going to give up striking at initiative to get AP 2 attacks, it makes more sense to go "all in" for the powerfist (which in most cases I've been playing with seems to be just 5 points more) and get Sx2 rather than just S+1...
Now, this may be somewhat different for PA units that can take the axe because (since it's not a specialist weapon) they can get the extra attack from a pistol, but for TDA, which can't get pistols, it seems like there really isn't an advantage for the axe...
(FWIW, I have a similar opinion about Power swords vs. LC -- if you want AP3, why not pay a few extra points to also get rending? Again, unless points are particularly tight...)
I like the idea of the lance, but it's advantage relies on getting the charge so I'm skeptical about it (might be different if Couter-Attack gave the bonus to the lance, but my reading of the rules makes it look like that doesn't work)... so my default is probably going to be the maul...
Any thoughts?
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![[Post New]](/s/i/i.gif) 2013/06/12 18:55:28
Subject: Power weapon choices
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Stone Bonkers Fabricator General
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soooo many threads on this. It really depends on what you want the unit to do and the very specific point costs/situation of the model, unit, and army.
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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++ |
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![[Post New]](/s/i/i.gif) 2013/06/12 19:12:46
Subject: Power weapon choices
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Decrepit Dakkanaut
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There is a good 2 page thread on this.
Maybe this is the one you were looking for?
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/06/12 19:36:04
Subject: Power weapon choices
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Ichor-Dripping Talos Monstrosity
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More often than not I've found, if a unit comes with a power weapon, Maul or Axe is the choice.
If it's not already included, I generally won't spend 15pts on it.
Going by the math, just for wounds against all targets:
Average wounds caused by 2 WS4 strikes with X Power Weapon vs WS4 Y target:
Power Sword (AP3):
Str 3 Average: 0.195
Str 4 Average: 0.243
Str 5 Average: 0.292
Power Axe (AP2, I1):
Str 3(4) Average: 0.243
Str 4(5) Average: 0.292
Str 5(6) Average: 0.324
Power Maul (AP4):
Str 3(5) Average: 0.292
Str 4(6) Average: 0.324
Str 5 (7) Average: 0.347
This is the break down in full: http://pastebin.com/QYr31Zzp
For a Take-All-Comers weapon, the Maul is better - if you're specifically facing mass 3+ saves, the sword is better - if there's a lot of 2+ saves, the Maul or Axe is better.
The Lance isn't there, because you can use the sword at +1str (so Str3 > 4, 4 > 5)to see it on the charge.
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![[Post New]](/s/i/i.gif) 2013/06/12 20:02:53
Subject: Re:Power weapon choices
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Veteran Wolf Guard Squad Leader
Pacific NW
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And some, like myself, would argue with Ovion about what qualifies for a TAC situation. Myself, that would be facing MEq given the percentage of MEq at local (for me) and regional tournaments. But really, Exergy is right. The answer depends. It depends on the stat line of the model holding it, what that model is most likely fighting, if its a character or not, and so on.
For me I break it down like this:
Power Sword: Safe bet, good for TAC and most Characters (Sergeants).
Power Axe: If the model is Initiative 4 or less and is not a Character there's almost no reason not to take this over the Power Sword. On a Character that is I3 or less I'd probably take it over a Sword as well.
Power Maul: Only good when facing (effectively) 4+ Saves or worse. The higher Strength really doesn't balance out the AP value when facing MEq or TEq.
Power Lance: Only good on models that have Hit & Run, since you normally want to be in close combat for 2 rounds, unless you can take them in large numbers.
But again, I feel this way largely because of the local meta and what I see people take to regional games. I never feel the need to worry about Power Weapons against GEq units. They die so easily to Space Marines anyways that it doesn't make sense to worry about trying to kill them better at the expense of dealing with harder targets.
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![[Post New]](/s/i/i.gif) 2013/06/12 20:47:01
Subject: Power weapon choices
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Ichor-Dripping Talos Monstrosity
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It also depends on the army you use - a Power Sword is going to help a Str3 model less than a Power Maul or Axe will.
It also, ultimately, makes the unit more useful against vehicles.
And for what it's worth, my definition of 'TAC' is most useful in the widest variety of situations - but then my local pool of opponents rewards this thinking as there's at least 1+ player of every army here, with less active mreen players, so a pretty even spread of targets overall.
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![[Post New]](/s/i/i.gif) 2013/06/12 21:13:43
Subject: Power weapon choices
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Stone Bonkers Fabricator General
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Ovion wrote:It also depends on the army you use - a Power Sword is going to help a Str3 model less than a Power Maul or Axe will.
It also, ultimately, makes the unit more useful against vehicles.
And for what it's worth, my definition of ' TAC' is most useful in the widest variety of situations - but then my local pool of opponents rewards this thinking as there's at least 1+ player of every army here, with less active mreen players, so a pretty even spread of targets overall.
I agree, TAC is about being good in all situations
The power maul is better in every situation unless you are fighting gretchen, thus it is the TAC choice. It helps against armor, it helps against 4+ or worse saves, it helps against 3+ saves, and it helps against 2+ saves. It helps against things with invunerable saves and on and on. It always helps.
The power sword is a specialist weapon. It eats 3+ save models(however many or few of them their may be) but it does nothing against Invuln saves, armor, or 2+ saves. It also doesnt help very much against 4+ or worse.
The power axe always is helpful, but it makes you init 1, so their is a trade off here. It is obviously the only thing that lets you punk meganobs, another specialist weapon.
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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++ |
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![[Post New]](/s/i/i.gif) 2013/06/12 21:39:11
Subject: Power weapon choices
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Potent Possessed Daemonvessel
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I did a lot of thinking on this and I can think of few cases where I want the sword on any single model. (On a unit it has more Merritt). Just looking at my chaos sorcerer (force weapon in this case)
With 3 attacks at ws5. Against a standard meq, you hit 2 times and wound once. Which kills a marine 100%
With a mail you hit twice and almost always wound twice which, kills a marine 66% of the time.
But against any model with a non-3+ save or a 3+ and a 5++ or better, the maul is at least as (good, and better against most other targets.
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