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![[Post New]](/s/i/i.gif) 2013/02/18 19:56:27
Subject: Power Axes
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Warp-Screaming Noise Marine
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I come from the old days of 2nd Ed and a little bit of 3rd, and back then Power Axes were a worthwhile choice for Chaos. Particularly when you realise that in 2nd Ed they had no option of Power Swords, as it was considered newer tehcnology! In 3rd power axes and swords operated the same way, so I didn't bother changing my models around much.
I've now returned for 6th Ed, which I am enjoying so far. However, power weapons have become a bit different now.
Basically, I am wondering if there is any point to taking a power axe. Powerfists are stronger, same AP and strike at the same time. Power swords strike in Iniative but only have AP3. Surely the choice is between these two? Are axes ever worth it?
Also, I run a Slaaneshi Chaos force, which means I have a bunch of intiative-enhanced champions that are modelled with pwoer axes, which seems to be drastically at cross-purposes now.
Should I try and get some sword arms to swap my models around?
It makes me a little sad, I like the way my axes look.
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![[Post New]](/s/i/i.gif) 2013/02/18 19:58:23
Subject: Power Axes
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Lord of the Fleet
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Axes are good for -Units/models that cant take Powerfists -Cheaper costs for anti-TEQ units -Additional Attack over a powerfist Imo anyways
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This message was edited 1 time. Last update was at 2013/02/18 19:58:29
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![[Post New]](/s/i/i.gif) 2013/02/18 20:01:55
Subject: Power Axes
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Decrepit Dakkanaut
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Power axes are (generally) 10 points cheaper than fists and you get +1A if you have an axe/pistol than if you have a fist/pistol.
That's their selling point. If you have the 10 points and don't mind 1 fewer attack, then take the fist. The fist is also much more useful against vehicles.
So you have to ask yourself what the model's job will be and then chose either the power axe, power sword, power mace or the power fist, I suppose.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2013/02/18 20:03:32
Subject: Power Axes
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Stone Bonkers Fabricator General
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kenshin620 wrote:Axes are good for
-Units/models that cant take Powerfists
-Cheaper costs for anti- TEQ units
-Additional Attack over a powerfist
Imo anyways
basically that. I dont run that many power axes on champions, or power swords, or mauls or really anything. The challenge mechanic that kelly wrote for Chaos is pretty bad. Lot of risk/damage for minimal reward. Best if you try to ignore it as much as possible.
The single lightning claw is imho they best. For plague marines, perhaps and axe or a fist, as you are already striking last, but do you want to give up your fancy plague knife?
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/02/18 20:40:58
Subject: Power Axes
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Dark Angels Librarian with Book of Secrets
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kronk wrote:That's their selling point. If you have the 10 points and don't mind 1 fewer attack, then take the fist. The fist is also much more useful against vehicles.
The problem is that one attack is an extra 33% total damage output. That's why you often see a fist combo'ed with a LC. It still gives the extra attack, but costs 25 more points.
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![[Post New]](/s/i/i.gif) 2013/02/18 21:16:02
Subject: Power Axes
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Sure Space Wolves Land Raider Pilot
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So Power axe or powerfist for blood claws?
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![[Post New]](/s/i/i.gif) 2013/02/18 21:31:20
Subject: Power Axes
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Junior Officer with Laspistol
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Considering the PF is 60% increased price over the axe against...
TEQ:
PF: 0.8 wounds
PA: 0.9
MEQ:
PF: 1.2
PA: 1.4
GEQ:
PF: 1.2
PA: 1.7
Honestly, the difference is marginal. The PA costs a lot less, and when BCs all have krak grenades, unless you want to charge a LR with 1 PF I'd say use the axe.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/02/18 21:40:13
Subject: Power Axes
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[DCM]
Tilter at Windmills
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Agreed. I almost always run my Plague Marines and CSMs with axes, at this point. I removed my old fists from 5th in favor of the axes.
T3: You still wound T3 models on a 2+, but have an additional attack, so you're significantly more deadly (except for multi-wound T3 models) for 10pts cheaper.
T4: You wound them on a 3+ but have an additional attack, so you do almost exactly the same number of wounds when you're not charging against WS4, and slightly more when you are charging, using the axe.
T5+: These go a bit in favor of the fist, but they're a minority of targets.
Challenges: Against ICs or MCs you're almost certainly dead before you swing, so the cheaper one is better.
Non-character Monstrous creatures: The fist is better, but the majority of MCs you actually see on the table are characters and will just single out and kill your champion in a challenge. So the cheaper weapon is better.
Walkers: Give your champ a meltabomb if you're really worried about it (and still save 5pts over the fist), or just use Krak grenades. You rarely see walkers anymore anyway.
Other vehicles: Krak grenades mostly do the job nowadays without needing a fist. If not, again, you can throw on the meltabombs and still save 5pts.
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Now, with high-Init Noise Marine champions it might be worth considering swords or power mauls, to use that high init. But it's certainly not as simple as saying the axes are bad. They actually do quite well for the point cost.
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This message was edited 3 times. Last update was at 2013/02/18 21:43:43
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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![[Post New]](/s/i/i.gif) 2013/02/18 21:42:32
Subject: Power Axes
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Sure Space Wolves Land Raider Pilot
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dont the instant death weigh in for something?
blood claws is kind of the assualt squad so they should deal with the HQ units in my oppinion
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![[Post New]](/s/i/i.gif) 2013/02/18 21:44:45
Subject: Power Axes
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[DCM]
Tilter at Windmills
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It's tough; most of the things you want to inflict Instant Death on are characters, which will tend to strike first and kill your 1W champion in the challenge before he ever gets to swing his fist. The most common thing I can think of which I'd like to Instant Death are Razorwing flocks in a DE beast pack; but every packmaster in that squad is a character, so you'll spend the whole fight swinging at 1W guys in challenges anyway.
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This message was edited 1 time. Last update was at 2013/02/18 21:45:53
Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2013/02/18 21:52:16
Subject: Power Axes
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Sure Space Wolves Land Raider Pilot
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yeah im not talking about that im talking about a hidden powerfist in a blood claw pack (codex space wolves)
they can be 15 marines in power armour with a hidden fist which cant be challenged and they get +2A on charge instead of the +1A
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![[Post New]](/s/i/i.gif) 2013/02/18 23:44:32
Subject: Power Axes
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Stone Bonkers Fabricator General
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SlyasR wrote:yeah im not talking about that im talking about a hidden powerfist in a blood claw pack (codex space wolves)
they can be 15 marines in power armour with a hidden fist which cant be challenged and they get +2A on charge instead of the +1A
the lack of 2 attacks base really kills the fist in such squads. The power axe will end up doubling your attacks in rounds of combat other than the first, where the hidden fist(or other power weapon) can really shine.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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