<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Ironclad Dreadnought Dilemma"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Ironclad Dreadnought Dilemma"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ Been looking at wargear combinations for the Ironclad Dreads, specifically for a Salamanders army. Putting one in a Drop Pod and having two twin-linked heavy flamers seemed like an entertaining prospect. :V But that's not what I'm meaning to ask about, actually. I was curious about thoughts concerning the Seismic Hammer and Chainfist options for the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons. According to the rules in sixth ed for these two weapons, they offer the following bonuses:<br /> <br /> -Seismic Hammer: Counts as a <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> that is AP2 (for +1 on vehicle damage table rolls), and adds another +1 to the damage table roll for its own special rule, for a total of +2.<br /> -Chainfist :Counts as a <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> that is also <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 for being a Powerfist, but rolls <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for armor penetration.<br /> <br /> So the main issue appears to be whether I want to penetrate literally everything in the game nearly all the time (Chainfist needs to roll a 1 AND a 2 to not at least glance AV14), or do I want to take the off chance with the Seismic Hammer on less armor pen reliability, but blow any vehicle up on a 4+? Seismic Hammer is still S10, so the only issues are AV13-14. Not worried about pen'ing AV10-12, but the idea of blowing the heaviest vehicles up on a 4+ is pretty tantalizing. Personally, Chainfist seems like the way to go, as it still adds +1 to the table roll for being AP2, and won't drop my Walker's Initiative down to 1, and overall seems like a more reliable option for anti-vehicle.<br /> <br /> What are your thoughts?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4795298.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4795298.page</link>
				<pubDate><![CDATA[Fri, 21 Sep 2012 21:46:34]]> GMT</pubDate>
				<author><![CDATA[ BrotherDoggie]]></author>
			</item>
			<item>
				<title>Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ Honestly it's best to use the old seismic hammer, it allows you to kill things faster. Generally you have 4 attacks on the charge with mr ironclad, 3 of which hit, and against rear armor they will either all pen, or 1-2 of them should. One roll on the table for the kill at +2 is better than +1. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4795771.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4795771.page</link>
				<pubDate><![CDATA[Sat, 22 Sep 2012 00:02:37]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
			</item>
			<item>
				<title>Re:Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ Agreed with the above; seismic hammer all the way. Even guaranteed to pen with a chainfist doesn't mean you'll crump the vehicle in question (33%). With a <span class="glossaryitem" onmouseover='gp(270);'>SH</span> you at least get a 50% chance to blow it up. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4796664.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4796664.page</link>
				<pubDate><![CDATA[Sat, 22 Sep 2012 09:32:49]]> GMT</pubDate>
				<author><![CDATA[ mrwhoop]]></author>
			</item>
			<item>
				<title>Re:Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ Does the <span class="glossaryitem" onmouseover='gp(270);'>SH</span> reduce a walkers initiative down to 1? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4796671.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4796671.page</link>
				<pubDate><![CDATA[Sat, 22 Sep 2012 09:36:33]]> GMT</pubDate>
				<author><![CDATA[ wildboar]]></author>
			</item>
			<item>
				<title>Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ No, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> do not affect the walker's initiative.<br /> <br /> I also agree with the <span class="glossaryitem" onmouseover='gp(270);'>SH</span>.  Even against a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> you have a 50% chance of penning (which isn't that bad) but a real good chance at blowing it up or at least wrecking it (you don't want those <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons to take revenge...)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4797078.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4797078.page</link>
				<pubDate><![CDATA[Sat, 22 Sep 2012 14:35:18]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
			</item>
			<item>
				<title>Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ Another vote for seismic hammer.<br /> Chainfist looks better, but that destructive potential is where its at.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4807190.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4807190.page</link>
				<pubDate><![CDATA[Tue, 25 Sep 2012 15:12:29]]> GMT</pubDate>
				<author><![CDATA[ Loricatus Aurora]]></author>
			</item>
			<item>
				<title>Ironclad Dreadnought Dilemma</title>
				<description><![CDATA[ I like the hammer.  But it's not like either choice is a bad one.  If you expect to fight a lot of <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> or monoliths, the chainfist become more appealing.  But for every day use, bring the hammer.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4807279.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/477869/4807279.page</link>
				<pubDate><![CDATA[Tue, 25 Sep 2012 15:39:23]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
	</channel>
</rss>