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		<title><![CDATA[Latest posts for the thread "CSM Troops:  Powerfist or Power Weapons"]]></title>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ When should we take Power Weapons and when should we take Powerfists in a troop slot for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>?<br /> <br /> Obviously, only the Champions may carry them, and the one troop choice that most benefits from the Powerfist is the Plague Marines (having a lower Initiative).  But when does taking a Power weapon benefit the troop?  When they take Meltabombs?  When they take a Combi-weapon?  Or should <i>most</i> of the other troop choices (i.e. not Plague Marines) not consider taking either?<br /> <br /> The Powerfist can sometimes work out as insurance in case you come across a stray vehicle or high toughness enemy.  But if you have <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> Initiative, or Slaaneshi Initiative, we gain a greater advantage with a Power Weapon when in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with other infantry types.<br /> <br /> Either option can be costly, as you would have to upgrade a model to a champion, then upgrade again for either <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon upgrade.<br /> <br /> Just can't figure out what's best.<br /> <br /> Zech]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 04:23:18]]> GMT</pubDate>
				<author><![CDATA[ zechariahsword]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ In every other situation but Slannesh? Take a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.<br /> <br /> Noise Marines and ANYTHING with the Mark of Slannesh should take advantage of striking quicker then loyalists.]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 05:20:29]]> GMT</pubDate>
				<author><![CDATA[ Shadowbrand]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>Shadowbrand wrote:</cite>In every other situation but Slannesh? Take a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.<br /> <br /> Noise Marines and ANYTHING with the Mark of Slannesh should take advantage of striking quicker then loyalists.</div></blockquote><br /> <br /> I'm confused:  Do you mean Powerfist instead?  Because Slaaneshi Initiative bonus is diminished with a Powerfist.<br /> <br /> I often times find myself taking a Powerfist even in my Slaaneshi troops for, as I mentioned before, insurance.  This isn't the case for my non-troop choices though.  Terminators:  I always include a Chainfist.  And Raptors:  I usually bring a champ with a pair of <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.  This is beside the point and doesn't exactly effect the original topic though.]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 05:49:55]]> GMT</pubDate>
				<author><![CDATA[ zechariahsword]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ Plague Marines = either Power Fist or nothing due to I3<br /> <br /> Berserkers = Power Weapon if you are hoping out of a Land Raider to get the charge or have Kharn in the squad, otherwise a Power Fist<br /> <br /> Noise Marines = Power Weapon is ok if you bring enough anti-tank to the table elsewhere, safer choice is Power Fist especially if you have a Doom Siren since you'll have alot of anti-<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> already<br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> = Power Fists unless you are running 2x Meltaguns and a Combi-Melta, even then its probably better. ]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 19:08:03]]> GMT</pubDate>
				<author><![CDATA[ minigun762]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ power weapons. the higher <span class="glossaryitem" onmouseover='gp(74);'>init</span>, extra attack, and lower cost add up to a better package than the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 attacks. unless your plaguemarines, as someone already pointed out, in which case you'll be swinging after <span class="glossaryitem" onmouseover='gp(95);'>meq</span> anyway so go ahead and get it.]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 19:29:01]]> GMT</pubDate>
				<author><![CDATA[ AbaddonFidelis]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>Shadowbrand wrote:</cite>In every other situation but Slannesh? Take a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.<br /> <br /> Noise Marines and ANYTHING with the Mark of Slannesh should take advantage of striking quicker then loyalists.</div></blockquote><br /> Right.<br /> Power fists are Dreadnought insurance.]]></description>
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				<pubDate><![CDATA[Sat, 9 Oct 2010 22:07:46]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ You know what a power fist does not do? Discriminate. If you're a marine, a terminator, a guardsman, a Tyranid warrior, a hive tyrant, a space marine librarian/chaos sorcerer/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> character with T4 and no <span class="glossaryitem" onmouseover='gp(468);'>EW</span>, a vehicle, a monstrus creature, heavy infantry light infantry... I'm gonna punch you in the face with a power fist. True, against something like a dreadnaught, not the best option- we would all rather melta it, amirite fellas?-  but they can certainly do it. The extra attack with a power is kind of "whoop dee doo" to me. I've seen a sarge take out 4 models in one turn with his powersword, once in a blue moon when virgins are sacrificed to the dark gods and the accept the paltry offering. I've seen a powerfist krump 3 guys in one turn plenty of times though.]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 00:04:48]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(105);'>PF</span> is generally my preference.  ]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 00:06:37]]> GMT</pubDate>
				<author><![CDATA[ MekanobSamael]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(105);'>PF</span><br /> <br /> The day you pack a <span class="glossaryitem" onmouseover='gp(486);'>PW</span> is the day you'll get stuck in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with a walker.<br /> <br /> Zerkers should not take a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.  The champ is S9 on the charge, but more importantly you want the champ going on a different initiative than the squad to prevent wound allocation shenanigans.  Examples being:<br /> <br /> Zerkers V 10 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>: Zerkers score 18 wounds and 3 power weapon wounds on I5.  The 3 power weapon wounds are allocated to the flame thrower, everybody else receives 2 wounds.  Having the Pfist go on <span class="glossaryitem" onmouseover='gp(74);'>init</span> 1 would prevent the wound allocation shenanigans that reduces the power weapon to doing a single wound per round.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 07:01:56]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ I guess a more accurate question might be:<br /> <br /> Powerfist or Power Weapon w/ a Meltabomb?<br /> <br /> The <span class="glossaryitem" onmouseover='gp(105);'>PF</span> doesn't discriminate, but the Meltabomb *usually* gets the job it does done.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 22:05:18]]> GMT</pubDate>
				<author><![CDATA[ zechariahsword]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ I've never been that impressed with a single Meltabomb. <br /> Against light armor its not that much better then your free Kraks and its inferior to 2 /3 S8 Power Fist swings. <br /> Against enemy walkers its only hitting on 6's most of the time instead of 4's for a Power Fist. <br /> Against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> its as useful as a week old tunafish sandwich<br /> <br /> So really, its only a help if you happen to assault a Land Raider. ]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 22:48:50]]> GMT</pubDate>
				<author><![CDATA[ minigun762]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>minigun762 wrote:</cite>So really, its only a help if you happen to assault a Land Raider. </div></blockquote><br /> <br /> ... and if you are going to be that close to a Land Raider you should consider having a Meltagun instead of assaulting it.<br /> <br /> Guess all of this answers my questions!<br /> <br /> Thanks so much guys.  I like the looks of Powerfists more anyhow.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 23:19:41]]> GMT</pubDate>
				<author><![CDATA[ zechariahsword]]></author>
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				<title>Re:CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ In all fairness, I did want to include one spot where I think the Meltabomb is useful and thats on Thousand Sons' Asp. Sorcerers. <br /> <br /> The first reason is simple, they can't take a Power Fist and don't have free Krak Grenades so its better then nothing. <br /> However the second reason is less obvious but still important and that is when combined with Warptime, you actually get a pretty decent return on the Meltabomb since you're getting the equivalent of 2 attacks with it. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 00:05:07]]> GMT</pubDate>
				<author><![CDATA[ minigun762]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ Fist is the 'all-comers' option.<br /> While, none at all is the generalist option.<br /> <br /> Power weapons are just not impresstive <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, while the fist can take out ANYTHING in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> universe.<br /> <br /> My reason for choosing powerfists?  Because I can say:<br /> "I fisted your Cannonese last night."   <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 00:14:04]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ Yeah, but sisters don't believe in power fists, so for some reason she gets a 2+ save against them.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> at acts of faith.]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 08:14:37]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ Melta bombs only belong on tsons because they can't fist anybody.<br /> <br /> Due to wound allocation shinanigans I can't think of any troops choice that is better off with a power weapon.]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 09:49:10]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ @scuddman:<br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> at forcing them to use faith before committing to bending the Cannonese over a chair. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <strike>@schadenfreude:<br /> Realistically it only ever makes a large impact vs. nobs.</strike>]]></description>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 15:34:08]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>Sanctjud wrote:</cite>@scuddman:<br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> at forcing them to use faith before committing to bending the Cannonese over a chair. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> @schadenfreude:<br /> Realistically it only ever makes a large impact vs. nobs.</div></blockquote><br /> <br /> And tactical marines, or anything else with a heavy/special weapon.<br /> <br /> As long as the number of wounds exceeds the squad size <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines will just take 2 power weapon wounds on the heavy or special weapon.]]></description>
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				<pubDate><![CDATA[Wed, 13 Oct 2010 08:57:06]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ Oops, I read your line oppositely...I thought it was 'for' power weapons instead of 'against'.<br /> Crossed out my comment as I agree with yours upon reading it correctly.]]></description>
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				<pubDate><![CDATA[Wed, 13 Oct 2010 13:50:54]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>CSM Troops:  Powerfist or Power Weapons</title>
				<description><![CDATA[ <blockquote><div><cite>schadenfreude wrote:</cite><br /> *snip*<br /> <br /> Zerkers should not take a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.  The champ is S9 on the charge, but more importantly you want the champ going on a different initiative than the squad to prevent wound allocation shenanigans.  Examples being:<br /> <br /> Zerkers V 10 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>: Zerkers score 18 wounds and 3 power weapon wounds on I5.  The 3 power weapon wounds are allocated to the flame thrower, everybody else receives 2 wounds.  Having the Pfist go on <span class="glossaryitem" onmouseover='gp(74);'>init</span> 1 would prevent the wound allocation shenanigans that reduces the power weapon to doing a single wound per round.</div></blockquote><br /> <br /> That's a very astute observation, I never thought about Power Fists like that.  I'll still keep Power Weapons in my Noise Marine Squads, as six guys with Blasters, Siren, and <span class="glossaryitem" onmouseover='gp(486);'>PW</span> have wiped out entire Tactical Squads before they can even fight back enough times to make it worth sticking with, but my lists in general may use more Fisting in the future.]]></description>
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				<pubDate><![CDATA[Wed, 13 Oct 2010 13:52:05]]> GMT</pubDate>
				<author><![CDATA[ alanedomain]]></author>
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