Switch Theme:

Black Mace  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut



Westchester, NY

The Black Mace has a stat line of str user, ap4.

If bought by a Daemon Prince with the "smash" rule, does this

change the AP to 2?

Thanks in advance, RB

Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" 
   
Made in us
Regular Dakkanaut




Yes unfortunately (for non chaos players), I love the black mace and all it's rules but absolutely think that in the hands of a deamon prince, it gaining ap 2 is just overpowered.
   
Made in us
Auspicious Daemonic Herald





That is what Smash says it does
   
Made in gb
Sword-Wielding Bloodletter of Khorne






I wouldn't say it becoming ap2 is overpowered... Remember its a shooty edition and you're paying far more for something less survivable than a riptide or dreadknight that costs less. The prince needs to get to combat which is rather difficult with only t5 and a 3+ save, easy taken down by other units such as dk, cents, fire warriors to name a few, just shows that our strongest unit on paper sounds good but in practice is just easy to kill
   
Made in us
Regular Dakkanaut




True, and I haven't seen many DP's around 1 because my main chaos opponent is on hiatus and 2 maybe because of the changes to flight modes and assault. But I still stand by my assessment of it, not that it has anything to do with the question at hand anymore.
   
Made in us
Oozing Plague Marine Terminator





Also, daemon weapons come with a risk... roll a one and your high WS gets dropped and you take a wound. Risk/reward.
   
Made in us
Regular Dakkanaut




But like you said that is all deamon weapons, and like I said in my first post I personally like the rules for the black mace. That would include the risk/reward of the +d6 attacks. I just don't like it in the hands of a DP.

But as i said in my last post, this was more 6th edition when they started on the board behind a building, jumped into the air and I had to decide to waste a bunch of shooting at it to hit and ground it to then try and kill it or just ignore it. Then if it lives it charges into a unit and destroys it. The only benefit is if it did its job to well it would be out of combat for me to shoot at.

This message was edited 1 time. Last update was at 2015/03/05 14:51:05


 
   
Made in us
Regular Dakkanaut



Westchester, NY

As long as it was brought up about being grounded.

Does grounding take away the glide move along with the swoop?

Grey Knights--7000 W14 L13 D1
Beasts of Chaos--4000
"We own the Night" 
   
Made in ca
Krazed Killa Kan




Claremont, ON

Usually when I run a prince with a mace it is a Nurgle prince which should really never be flying as it has a 2+ junk at all times due to shrouding. In the hands of a nurgle prince with ML3 it is quite disturbing. If you can roll Iron arm and/or endurance it becomes stellar. Giving it spell fimiliar is a must to ensure the powers go off, and for 10 points it pays for itself since you are already putting a ton into it. Granted it is expensive but still extremely strong once it makes CC, if in fact it does. The amount of points you invest to make the mace strong does not make it OP in the least.

This message was edited 1 time. Last update was at 2015/03/05 15:34:10


2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Longtime Dakkanaut




Chaos demons don't get access to the mace.

This message was edited 1 time. Last update was at 2015/03/05 15:44:14


 
   
Made in be
Longtime Dakkanaut




Fragile wrote:
Chaos demons don't get access to the mace.


Sorry but that's just plain wrong. There's no restriction on who can take it apart from being able to 'Choose from the chaos relics' and a daemon prince has that permission.

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in us
Auspicious Daemonic Herald





DaPino wrote:
Fragile wrote:
Chaos demons don't get access to the mace.


Sorry but that's just plain wrong. There's no restriction on who can take it apart from being able to 'Choose from the chaos relics' and a daemon prince has that permission.

Chaos Daemon don't get chaos relics, they get Exalted Rewards
   
Made in us
Regular Dakkanaut




skycapt44 wrote:
Usually when I run a prince with a mace it is a Nurgle prince which should really never be flying as it has a 2+ junk at all times due to shrouding. In the hands of a nurgle prince with ML3 it is quite disturbing. If you can roll Iron arm and/or endurance it becomes stellar. Giving it spell fimiliar is a must to ensure the powers go off, and for 10 points it pays for itself since you are already putting a ton into it. Granted it is expensive but still extremely strong once it makes CC, if in fact it does. The amount of points you invest to make the mace strong does not make it OP in the least.


Now I don't play Chaos or own a Chaos codex so I can't do the theoryhammer myself, but ignoring the psyker and fimiliar or giving the same equivalent upgrades to a Sorcerer how much would you spend to make sure the mace got into cc and this is without ap 2. So from what I can see the only points you invest in making the mace stronger, is whatever the difference between a DP and what ever else you would think of giving the mace to and in reality you aren't investing points to make the mace stronger as much as investing points to make the DP stronger.
   
Made in us
Auspicious Daemonic Herald





Kaela_Mensha_Khaine wrote:
skycapt44 wrote:
Usually when I run a prince with a mace it is a Nurgle prince which should really never be flying as it has a 2+ junk at all times due to shrouding. In the hands of a nurgle prince with ML3 it is quite disturbing. If you can roll Iron arm and/or endurance it becomes stellar. Giving it spell fimiliar is a must to ensure the powers go off, and for 10 points it pays for itself since you are already putting a ton into it. Granted it is expensive but still extremely strong once it makes CC, if in fact it does. The amount of points you invest to make the mace strong does not make it OP in the least.


Now I don't play Chaos or own a Chaos codex so I can't do the theoryhammer myself, but ignoring the psyker and fimiliar or giving the same equivalent upgrades to a Sorcerer how much would you spend to make sure the mace got into cc and this is without ap 2. So from what I can see the only points you invest in making the mace stronger, is whatever the difference between a DP and what ever else you would think of giving the mace to and in reality you aren't investing points to make the mace stronger as much as investing points to make the DP stronger.

The mace is garbage on anyone other then the DP because of the smash rule making it AP2. It's normally AP4 and as such won't do any worthwhile damage. There is no one to give the mace to other then the DP

This message was edited 1 time. Last update was at 2015/03/05 17:11:42


 
   
Made in au
Frenzied Berserker Terminator






DaPino wrote:
Fragile wrote:
Chaos demons don't get access to the mace.


Sorry but that's just plain wrong. There's no restriction on who can take it apart from being able to 'Choose from the chaos relics' and a daemon prince has that permission.

He means models from Codex: Chaos Daemons, however everyone else is talking about Daemon Princes from Codex: Chaos Space Marines.
   
 
Forum Index » 40K You Make Da Call
Go to: