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Made in gb
Hunting Glade Guard




Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Balance has nothing to do with AOS.

If you are thinking in terms of what works best then you are thinking wrong and need to stop.
This isnt a bitch about the game, just a common reality you will need to face if you are to play AOS.

A Goblin spearman and a High Elf Swordmaster are the same, in so much as there is a one wound value to each, and even that doesn't count for much officially.

So if your Liberator with sword is 2% less efficient when buffed by the commander then it is 2% less efficient. That 2% statistical difference is a triffle compared to other changes in the 'balance' of the game. Either that 2% wont make a difference or it will; if it will, pack up now, this game is not for you; if the swords are a cool change, play on..




n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Been Around the Block




SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?


Do they have scrolls try outside the starter box one?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Demandread wrote:
SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?


Do they have scrolls try outside the starter box one?

Yes, in the latest White Dwarf it has the Liberators "official" stats and options.
   
Made in us
Been Around the Block




 Kanluwen wrote:
Demandread wrote:
SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?


Do they have scrolls try outside the starter box one?

Yes, in the latest White Dwarf it has the Liberators "official" stats and options.

Oh. Well hopefully they release them in book or PDF form. I'm don't really read the catelogue much anymore.

Thanks!

This message was edited 1 time. Last update was at 2015/07/12 12:52:48


 
   
Made in gb
Hunting Glade Guard




Demandread wrote:
 Kanluwen wrote:
Demandread wrote:
SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?


Do they have scrolls try outside the starter box one?

Yes, in the latest White Dwarf it has the Liberators "official" stats and options.

Oh. Well hopefully they release them in book or PDF form. I'm don't really read the catelogue much anymore.

Thanks!


PDF is already on the website, go to the Liberator pre-order and the link is near the bottom of the page.


Automatically Appended Next Post:
 Orlanth wrote:
Balance has nothing to do with AOS.

If you are thinking in terms of what works best then you are thinking wrong and need to stop.
This isnt a bitch about the game, just a common reality you will need to face if you are to play AOS.

A Goblin spearman and a High Elf Swordmaster are the same, in so much as there is a one wound value to each, and even that doesn't count for much officially.

So if your Liberator with sword is 2% less efficient when buffed by the commander then it is 2% less efficient. That 2% statistical difference is a triffle compared to other changes in the 'balance' of the game. Either that 2% wont make a difference or it will; if it will, pack up now, this game is not for you; if the swords are a cool change, play on..



I'm well of that and I'm more then happy with that. Just interested to see if there is a reason for giving them swords outside of looks and fluff.

This message was edited 1 time. Last update was at 2015/07/12 13:12:01


 
   
Made in us
Been Around the Block




Having read the unit fully. No I cannot see a reason to go swords mathematically. The curios question I have is how many should go double weapon vs weapon and shield...as it reads only one dude man needs a shield.
   
Made in us
Evasive Eshin Assassin






That seems super odd that only one guy need to have a shield for the whole unit to benefit from it. Chaulk it up to the new Era I guess
   
Made in gb
Hunting Glade Guard




Demandread wrote:
Having read the unit fully. No I cannot see a reason to go swords mathematically. The curios question I have is how many should go double weapon vs weapon and shield...as it reads only one dude man needs a shield.


The way I read it, it's intended that apart from the 1 in 5 that can take a Grandhammer/Grandblade the rest of the unit should all be armed the same weapons as the Description text say "Some units of Liberators are armed with..."
However there isn't anything explicitly stoping you having a mixed unit, in which case you would indeed only need to have 1 shield to get the re-roll 1's ability.

This message was edited 1 time. Last update was at 2015/07/12 13:59:40


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

SouthKlaw wrote:
Demandread wrote:
Having read the unit fully. No I cannot see a reason to go swords mathematically. The curios question I have is how many should go double weapon vs weapon and shield...as it reads only one dude man needs a shield.


The way I read it, it's intended that apart from the 1 in 5 that can take a Grandhammer/Grandblade the rest of the unit should all be armed the same weapons as the Description text say "Some units of Liberators are armed with..."
However there isn't anything explicitly stoping you having a mixed unit, in which case you would indeed only need to have 1 shield to get the re-roll 1's ability.

Other than the whole "Some units of Liberators are armed with..." bit?

If it said "Some MODELS are armed with...", different story entirely.
   
Made in us
Been Around the Block




Good point on that wording. I think my brain just skipped over the "units of" part and just read "Some Liberators are..."
   
Made in us
Killer Klaivex




Oceanside, CA

SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?

Try fighting netters or river trolls. -1 to hit. Gives the sword a narrow advantage.

They are so close in performance, take whatever you think looks cooler. IMO, I'd go swords since so many other units will have hammers.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in se
Regular Dakkanaut




It's nice to be able to choose which setup you want because of the looks. In my opinion, each of the weapon setups is more or less equally efficient. I would go with swords if I bought a set, since the starter comes with hammers.

Want to play a balanced Age of Sigmar?

The Age of Sigmar Project Points Cost!

Points cost for ALL armies, including unit upgrades and special abilities!

http://ageofwargamers.blogspot.com 
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Remember: we are just seeing the start of the Stormcast, maybe a new unit will come along to benefit swords more.

Either way tho, the game is so new and still in growing stages so play for looks for now.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Battleship Captain




 HawaiiMatt wrote:
SouthKlaw wrote:
Just looking at the Warscroll for the liberators and I'm struggling to see a reason to give them swords instead of Hammers.
On face value they are exactly the same statistally 3+ followed by 4+ (Sword) being the same as 4+ followed by 3+ (Hammer)

However if you use Lord Celestant's command ability near them then the hammers become slightly better. (2+ follow by 4+ = 42% wounds while 3+ followed by 3+ = 44%)

So out side of "it looks cool" or for fluff can anyone see a tacticle reason for taking the swords?

Try fighting netters or river trolls. -1 to hit. Gives the sword a narrow advantage.

They are so close in performance, take whatever you think looks cooler. IMO, I'd go swords since so many other units will have hammers.


exactly so. It depends what other penalties and bonuses to hit and to wound are available

Termagants expended for the Hive Mind: ~2835
 
   
 
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