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Made in us
Battleship Captain




Oregon

How often does a marine squad leader survive a challenge long enough to swing the axe?

Put another way, is an I1 weapon a death sentence?
   
Made in us
Terminator with Assault Cannon





 minigun762 wrote:
How often does a marine squad leader survive a challenge long enough to swing the axe?

Put another way, is an I1 weapon a death sentence?


Power axes are highly effective-- in fact they generally inflict more expected wounds than power fists do. That said, challenges become very dangerous because anyone armed with a good at-initiative melee weapon has a strong chance to kill you before you swing. I think power axes are best in squads that have another character inside them that can kill enemies at Initiative, but if you only have one power weapon in a squad a sword (or rather, lightning claw) is a better choice.

White Scars of course should always take power lances if they take any variety of power weapon, though again the lightning claw is better for models without an extra melee weapon.

This message was edited 1 time. Last update was at 2013/09/20 20:13:49


 
   
Made in us
Battleship Captain




Oregon

I agree Kingsley, I'm struggling with the overall superior nature of the axe vs the potential swings at I4 of an inferior weapon.

If we can stay away from 2+ save units, the sword or claw might be a better buy.
Just relies on having enough AP2 dakka.
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

 minigun762 wrote:
How often does a marine squad leader survive a challenge long enough to swing the axe?

Put another way, is an I1 weapon a death sentence?


Yes it is. On MEQ sergeants, I1 weapons are a waste of points. On characters with some survivability or models that can't be drawn into a challenge, they're great. But on a regular Tac Sarge, I wouldn't spend points on a close-combat weapon at all, better yet one they'll never get to swing.

- Imperial Fists - 7290
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Made in us
Long-Range Land Speeder Pilot





Just give the sergeant a melta bomb if you want good AP.

Hail the Emperor. 
   
Made in us
Battleship Captain




Oregon

 Tyberos the Red Wake wrote:
Just give the sergeant a melta bomb if you want good AP.


The cheap melta bomb is my default choice, it brings alot to the table for a minor price.
   
Made in ca
Longtime Dakkanaut





Canada

If you're going the PW on a sgt route then I would personally equip a power maul. They have better STR and hit at initiative. While they're only AP4 they are better suited to a sgt especially in a squad that has an IC in it, use the sgt to soak up the challenges, he's a bitch to enemies at the same init, and even meaner to ones with lower init and armor saves.

Other than that a melta bomb is a great choice for 1/3 the points.

 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

I'd advise not upgrading at all, Tac sarges are pretty pathetic in CC no matter what weapon you give them.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

I used to run fists damn near religiously. Now with challenges, I only run fists if there is going to be an HQ in the same squad, or when the sergeant is on a bike, where I am better able to pick and choose my fights.

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