For the price of a PW not a specialist weapon LC/TH/PF.
I'm really liking Power Mauls, +2 str all the way even if it's only ap4. I always roll 1-3 to wound with a PW...
Power Sword
Power Axe
Power Maul
Power Lance (lol)
Lightning Claw(s)
Other (please state what/why)
For the price of a PW not a specialist weapon LC/TH/PF.
I'm really liking Power Mauls, +2 str all the way even if it's only ap4. I always roll 1-3 to wound with a PW...
Power Lance if you're unit is mobile and has the hit and run special rule.
The choice introduces a new element to the game.
Most models that may carry a power weapon also can issue challenges. So, this, sometimes, must factor in.
For Blood Angels, I am a particular fan of Axes and Lances. Furious Charge for Str6 weapons is great! Absolutely great for Challenges and for slicing the squad to smithereens.
If I can get an invulnerable save for a sgt., then Axes look really good. Take an example: Blood Angels Vanguard Veteran Sgt. load out: Storm Shield and Glaive Encarmine (Two-Handed Master Crafted Power Axe). With a priest (or Red Thirst), you will have Str 6 AP2 on the charge, and will be very difficult to kill, even in a challenge.
Granted, you could go with a powerfist, but, that is 10 points more, and it isn't Master Crafted. The re-roll is the key here, giving you the ability to make those swings count.
A simple Vanguard Veteran load out could be:
265 Vanguard Veterans
–5 Marines, Sgt. w/Storm Shield and Glaive Encarmine (axe), 3 Bolt Pistols and Power Lances, 1 Storm Shield and Lightning Claw.
If you want super sgt. Take HQ Sanguinor and Death Co./DC Furioso as troops. The 'random' sgt. must be the Vanguard Vet. +1 W,WS,I,A. If you want the initiative upgrade: take a lightning claw instead.
Your mini-captain will pwn just about any character at that point. (4 Attacks on the charge, WS5 + a re-roll, and str 6 AP2)
Last edited by Tynskel; 11-11-2012 at 08:33 AM.
QUOTE Jwolf: "Besides, Tynskel isn't evil, he's just drawn that way. "
Power maul - I fight way more 4+ save armies then i do power armoured armies so the need is for an extra AP is pointless when I can stun eldar for the next round. and if I do fight a powered armoured force i use Lightning claws.
with the power axe i see the benefit when arming my chaos terminators as they are cheaper then fists and provide almost the same benefit (vs non-vehicles) but I rarely face a squad of terminators at the moment so they are usually left out.
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On the individual? Power Maul. The S bonus means they can bash up most tanks, and concussive is a nice perk against enemy characters.
But, when equipping squads? Massed krak grenades replace it's S Bonus when attack armour, so I'd plump for an even mix swords and axes for maximum threat potential. If going against 2+ put your swords to the fore, allowing the axes to break him open during their step. Swords themselves are just nicely balanced (pun not intended)
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Power Scythe hands down, Mind you its Deathguard Heresy Era only so far.... Str 5 Ap 2 attacks at Int are fun!
Potential war gameing Jawa.
Relic blade. I know its still ap3 but its just fun being str 6. 50/50 on a tank is just too funny not to take ( if you have the points spare ).
Power Glaive, because they look awesome...
However the process of robo-insemination is far too complex for the human mind!
A knee high fence, my one weakness
Incubi demiklaive! If for nothing else, just because I'm still stoked incubi got FAQ'd!
For marines, I tend to like power swords due to points frugality and my reluctance to swing at I1...
Last edited by The Sovereign; 11-20-2012 at 10:50 PM.
Any questions?
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