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Made in us
Hellacious Havoc




Bay Area

If you have a sorcerer who will casts Death Hex on a unit (No Invulnerable saves allowed). Would a single lighting claw at S4, Ap-2 D1 does a singe claw (grant both an extra attack and re roll failed wound rolls) and is it better vs a Power sword that give S5, Ap-3 D1
   
Made in us
Longtime Dakkanaut




Central California

are you asking if a single lightning claw is better than a power sword? Well the math is simple:
Vs a marine a lightning claw on say a terminator on the charge. 4 attacks (2 base, +1 for ability on the charge and +1 for claw), hitting on 3+, wounding on 4+ with a reroll, save on 5+=1.3 wounds I think.
A power sword: 3 attacks, hit on 3+, wound on 3+ save on 6+=1.09.
So on average, no other variables, the lightning claw is a little better. The Claws reroll actually gives it a higher wound % against T 4 and below than a power sword. The extra attack covers the extra pip of save.

Death hex makes the power sword a little better, but still not the best choice with these numbers. Removing an invulnerable save makes the extra AP come into play.

I make no claims to being an expert with mathhammer.

Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in au
Slaanesh Chosen Marine Riding a Fiend




Australia

Claws are definitely the way to go at the moment.

The Circle of Iniquity
The Fourth Seal
 
   
Made in us
Hellacious Havoc




Bay Area

I would agree but be witness to the end of this.

HQ with a 3+/5+ vs claws save 5+/5+
Storm Shield or any other unit with 3+/4+ save 5+/4+
HQ with a 3+/5+ vs P.swords save 6+/5+
Storm Shields or any other unit with 3+/4+ save 6+/4+ So, claws are better based on more atacks and re roll failed wounds give more chances to make them roll.
HOWEVER: Add in a Sorcerer who casts Death Hex: NO Invulnerable saves allowed and you have the following
Claws become HQ 5+ anyway and Storm Shields etc with 4++ become 4+ anyway.
P. Swords become HQ 6+ and Stormshields and etc with 4++ become 6+.saves
So, would a 1.3 standard wound be better than a 1.09 standard wound (yes overall) but vs Storm Shields and anything else with a 4++ the swords become a better option forcing a 6+ save no matter what you have unless it was 2+ armor which then again makes it a 4+ save for claws and swords a 5+ save anyway.
Yes you have to choose the better target with the swords to pay off such as an HQ or stormshield equivilant unit, but im suggesting that the lower wound stat vs basic troops is fine for a unit that can shoot and melee basic units with ease compared to an elite squad that you will need to wipe out before they wipe you out.

This message was edited 1 time. Last update was at 2021/08/16 18:43:01


 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




If one single claw gives a terminator an extra attack, I thought it was only ever TWO claws that gave the extra attack. Did that change?
   
Made in us
Decrepit Dakkanaut





FezzikDaBullgryn wrote:
If one single claw gives a terminator an extra attack, I thought it was only ever TWO claws that gave the extra attack. Did that change?


Yes - a single LC gives +1 and a pair gives +2.
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Where did that change occur? Is is just SMs or anything with lightning claws? Like Custodes Terminators with claws?
   
Made in us
Decrepit Dakkanaut





FezzikDaBullgryn wrote:
Where did that change occur? Is is just SMs or anything with lightning claws? Like Custodes Terminators with claws?


Changed with the sweeping changes on weapon profiles at the start of 9th. I don't think Custodes got the same type.
   
Made in at
Dakka Veteran




FezzikDaBullgryn wrote:
Where did that change occur? Is is just SMs or anything with lightning claws? Like Custodes Terminators with claws?


With the power weapon change at the start of 9th. Applies to everyone with regular lightning claws (see FAQs for specifics).
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Thank you! So does this also apply to any dual weapon that gives extra attacks? Ala GK Falchions?
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

FezzikDaBullgryn wrote:
Thank you! So does this also apply to any dual weapon that gives extra attacks? Ala GK Falchions?

Read the FAQs, but I don't think it will apply to GK weapons as they're the red-headed stepchildren of the marine family.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 IwinUlose wrote:
If you have a sorcerer who will casts Death Hex on a unit (No Invulnerable saves allowed). Would a single lighting claw at S4, Ap-2 D1 does a singe claw (grant both an extra attack and re roll failed wound rolls) and is it better vs a Power sword that give S5, Ap-3 D1
Against T4, with 2 attacks base, you're looking at 1.5 AP-2 wounds with a Claw, and .89 AP-3 wounds with a Sword. That means that, unless the opponent has a 0+ save, you're better off with the Claw.
Against T5, with 2 attacks base, you're looking at 1.11 AP-2 wounds with a Claw, and .67 AP-3 wounds with a Sword. That means that, unless the opponent has a 0+ save, you're better off with the Claw.
Against T8, with 2 attacks base, you're looking at .61 AP-2 wounds with a Claw, and .44 AP-3 wounds with a Sword. That means that, unless the opponent has a 1+ save, you're better off with the Claw.

In other words, the Lightning Claw is better right now. Plus, you won't always succeed with Death Hex-so the higher AP will often be wasted anyway. Plus, extra attack means you can blend hordes better.

The ONLY time I'd consider a Power Sword is if I expect to go up against someone who can negate AP-2, but NOT AP-3. I believe Custodes have a strat for that.
   
Made in au
Battlewagon Driver with Charged Engine





 Canadian 5th wrote:
FezzikDaBullgryn wrote:
Thank you! So does this also apply to any dual weapon that gives extra attacks? Ala GK Falchions?

Read the FAQs, but I don't think it will apply to GK weapons as they're the red-headed stepchildren of the marine family.


Then you have the greenskinned uncle no one likes to talk about and their killsaws. Has the text of a chainsword with the caveat that it only happens when they're in a pair leading to questions of does having 2 give 2 extra attack or 1 to the model.
   
Made in us
Painlord Titan Princeps of Slaanesh




There is a thread in the YMDC that says that if your weapon calls for a pair of weapons then you do indeed get 2 extra attacks. Here it is (to me it's inconclusive but YMMV): Death Guard Helbrute with two fists, how many attacks? https://www.dakkadakka.com/dakkaforum/posts/list/799897.page

This message was edited 2 times. Last update was at 2021/08/17 01:35:39


 
   
Made in au
Battlewagon Driver with Charged Engine





Leo_the_Rat wrote:
There is a thread in the YMDC that says that if your weapon calls for a pair of weapons then you do indeed get 2 extra attacks. Here it is (to me it's inconclusive but YMMV): Death Guard Helbrute with two fists, how many attacks? https://www.dakkadakka.com/dakkaforum/posts/list/799897.page


That one ended up a little inconclusive huh? But plenty of people seeing it either way. Hopefully some time soon we will see an FAQ from GW cause I love the idea of 5 attacks on a meganob, even if it D3 damage.

But to answer the question of the thread. I'd say claws. The ability to re-roll wounds is just so damn handy to have in the back pocket, 2 extra swings per fight also adds value. Especially if CSM get the ability to add to the damage stat in any way.
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Leo_the_Rat wrote:
There is a thread in the YMDC that says that if your weapon calls for a pair of weapons then you do indeed get 2 extra attacks. Here it is (to me it's inconclusive but YMMV): Death Guard Helbrute with two fists, how many attacks? https://www.dakkadakka.com/dakkaforum/posts/list/799897.page



Someone Directs posters to the YMDC forum.



   
Made in fi
Locked in the Tower of Amareo





cody.d. wrote:
Leo_the_Rat wrote:
There is a thread in the YMDC that says that if your weapon calls for a pair of weapons then you do indeed get 2 extra attacks. Here it is (to me it's inconclusive but YMMV): Death Guard Helbrute with two fists, how many attacks? https://www.dakkadakka.com/dakkaforum/posts/list/799897.page


That one ended up a little inconclusive huh? But plenty of people seeing it either way. Hopefully some time soon we will see an FAQ from GW cause I love the idea of 5 attacks on a meganob, even if it D3 damage.

But to answer the question of the thread. I'd say claws. The ability to re-roll wounds is just so damn handy to have in the back pocket, 2 extra swings per fight also adds value. Especially if CSM get the ability to add to the damage stat in any way.


Mortificators with same text get 1 attack.

Unless you think rule with same text works differently for different factions it's one.

2024 painted/bought: 109/109 
   
Made in au
Battlewagon Driver with Charged Engine





tneva82 wrote:
cody.d. wrote:
Leo_the_Rat wrote:
There is a thread in the YMDC that says that if your weapon calls for a pair of weapons then you do indeed get 2 extra attacks. Here it is (to me it's inconclusive but YMMV): Death Guard Helbrute with two fists, how many attacks? https://www.dakkadakka.com/dakkaforum/posts/list/799897.page


That one ended up a little inconclusive huh? But plenty of people seeing it either way. Hopefully some time soon we will see an FAQ from GW cause I love the idea of 5 attacks on a meganob, even if it D3 damage.

But to answer the question of the thread. I'd say claws. The ability to re-roll wounds is just so damn handy to have in the back pocket, 2 extra swings per fight also adds value. Especially if CSM get the ability to add to the damage stat in any way.


Mortificators with same text get 1 attack.

Unless you think rule with same text works differently for different factions it's one.


The ultramarine successor?

This message was edited 1 time. Last update was at 2021/08/17 04:46:08


 
   
 
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