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Made in gb
Blood Sacrifice to Khorne






Alright everyone, take it easy !
All I was saying was that I think that from what ive seen, thunder hammers look and act pretty poor. Ive played with my space marine friend many a time and they just simply seem to not be as effective. I'm not on expert on this, I was just interested in peoples views and if they could point out where I was wrong, rather than advise to start a rock-paper-scissor based system of 40K !
Thanks to everyone for their opinions, as I now realize that thunder hammers don't suck as much as I originally believed.
Scorax001


Automatically Appended Next Post:
*as effective as power fists.

This message was edited 1 time. Last update was at 2011/05/22 12:27:08


5000 points of orks
2500 points of vampire counts
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Made in gb
Scouting Gnoblar Trapper





well thunnder hammers do have a large blast templete when they do their attack....or is that just me im not inteilly sure but yeah you can make enemys stirke at int 1 the next turn so people like mephiston and other fast and killy characters will get smashed very quickly

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Made in gb
Plummeting Black Templar Thunderhawk Pilot






Worcester, UK

Personally I like Thunder Hammers, they are never a linchpin for an army, but put them in a LandRaider and your opponent is going to spend a fair few turns getting really worried about this extremely tough tank and even tougher termies than normal termies slowly trundling across the table.


That ... and the fact that each time you kill something with them you can do this! STOP! .... Hammer time!

This message was edited 1 time. Last update was at 2011/05/31 19:14:04


 
   
Made in us
Consigned to the Grim Darkness





USA

PraetorDave wrote:Basically the draw backs are exactly the same as the drawbacks of powerfists. Putting aside TH/SS terminators, thunderhammers are generally marginally more expensive than a powerfist.

I would say that the extra effects over a powerfist are worth it, unless you are strapped for points.


From a modeling point, my dream is to build a double hammer space marine captain. And he will still be table legal! Not that great, but he looks so cool...
I'd like to see that. Not the best idea, but hey, at least he gets an extra attack and he gets to look badass, which means he's a lucky model.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
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Ancient Ultramarine Venerable Dreadnought






thefallen13 wrote:well thunnder hammers do have a large blast templete when they do their attack....or is that just me im not inteilly sure but yeah you can make enemys stirke at int 1 the next turn so people like mephiston and other fast and killy characters will get smashed very quickly
Thunder Hammers do not have a large blast template when they attack.

Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in gb
Nimble Dark Rider





Burnley, England

They are the same, though if your in combat with a unit for more than one turn with a powerfist guy then he's always going to strike second, but with a thunder hammer you both have an equal chance of hitting first, provided you hit him in the previous combat

Reason begets doubt; doubt begets heresy
Hellsing Crusader Tactical Marine: Brother Korvax 
   
Made in us
Blood Angel Terminator with Lightning Claws




Montgomery, AL

TH's are as good or better than PF in every situation. The few times they are not as good???

1. Attacking single wound models.
2. Attacking Non-Eternal Warrior Models.
3. Attack Dreds.

All others are great. As for the Auto Shake, let's look at this situation. You assault a tank that has multiple weapons, that can either destroy your tanks, or your Termies.

You assault and either Immobilze it, or destroy 1 weapon with a Power Fist. It is now able to shot the crap out of you. But if you had used a TH, then in addition to this he is shaken and not able to fire. So a 3rd of the time you get an additional benefit.

On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie.  
   
Made in us
Implacable Black Templar Initiate




Thunder hammers are great and even better when you mix a unit of termies with TH/SS and LC's

 
   
Made in us
Space Marine Scout with Sniper Rifle



Sand Dog, CA

Leigen_Zero wrote:
Scorax001 wrote:Hi everyone,
Is it just me or do thunder hammers suck ?


No, Thunder Hammers 'hammer', I think you may be confused with a Thunder Suction Pump



HellsGuardian316 wrote:Personally I like Thunder Hammers, they are never a linchpin for an army, but put them in a LandRaider and your opponent is going to spend a fair few turns getting really worried about this extremely tough tank and even tougher termies than normal termies slowly trundling across the table.


That ... and the fact that each time you kill something with them you can do this! STOP! .... Hammer time!



I was ready to give the thread win to Leigen until I saw what HellsGuardian had to say. Both of you win this thread.

The pessimist says the glass is half empty. The optimist says the glass is half full. I say, "Where's my cheeseburger?!"

This message was edited 1 time. Last update was at 2011/05/31 22:35:27



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Made in us
Long-Range Black Templar Land Speeder Pilot




Indiana

I always mix them with LCs. They provide great protection for the LCs and fulfill duality nicely in killing vechs and MCs.

My Armies:
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Made in us
Jovial Plaguebearer of Nurgle






I don't see any of the OP's points. Thunder hammers are nothing but pure win. You're gunna go at initive 1 with a power fist anyways, might as well have that storm shield there to keep you alive until you get to attack.

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Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Thunderhammers are great and only cost 5 more points. I'd rather drop a meltabomb than a thunderhammer to a powerfist if I had to lose five points somewhere. Then again, if I play my black templar, I can have 2 pt meltabombs

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