I'm pretty sure all weapons without the Skyfire rule count as BS1 against Flyers unless that Flyer is hovering. Flyers always hit each other at their normal BS however.
I'm pretty sure all weapons without the Skyfire rule count as BS1 against Flyers unless that Flyer is hovering. Flyers always hit each other at their normal BS however.
Another for the stirring pot,
best power weapon specialisation?
I'm thinking power swords are still the best but power mauls could be good in certain situations
Power axes are basically worse power fists but with the extra attack from pistol/ccw
I could see Power Mauls being useful against models with high toughness, but poorer armor saves or possibly invulnerable saves, as AP matters nothing against an invuln save. Monstrous Creatures with 4+ or worse but high T would be prime candidates, as would Daemons simply due to the whole invulnerable save thing rendering AP values meaningless and therefore the +2 strength from a power maul becomes very useful. Power axes I'm not sold on, I would probably always shell out for a power fist if possible, or model the unit in question with swords. Or just magnetize them to cover all possibilities![]()
Ok, what about tactical terminator sargents?
Do we stick with sword, or go for one of the new shiny options?
The only one I can think that is worth bothering changing to is the maul. You have plenty of AP2 stuff already so a bit of mauling may be useful for situations where high S is more important than AP. gives the squad a bit more versatility.
I see the main use of the sword being to challenge models with fists before they knock down a termie or two, so maybe best to just stick with the sword?
Either that or just swap for a chainfist.
I've been running the numbers myself in comparing rod and sword and obviously the rod is better against armour 2+ and armour 4+. Against armour 3+ the rod is worse than the sword against toughness 4, close against toughness 5, and identical against toughness 6. The sword is better against toughness 7 though.
Basically the mace is excellent against toughness 3 and 4+ and up saves.
The axe is basically redundant anywhere where you can take a fist. Going last will count against it if you fight a challenge with your sergeant.
"Reason is a thing of God, inasmuch as there is nothing which God the Maker of all has not provided, disposed, ordained by reason - nothing which He has not willed should be handled and understood by reason" Quintus Tertullian
The best place for an axe in my mind is a force axe on TDA Libby with SS.
Other than that, paying the pts for a fist does always seem worth it
Except you can use pistol + axe for +1 attack, while you need 2 fists for +1 attack (and at probably 4x the cost).
For example, against a single-wound T3 model, a marine with axe and pistol is far superior to a marine with a power fist and pistol.
With furious charge, the marine with the axe is far superior against a multi-wound T3 model as well.
Against T4 single-wound, 3 attacks with an axe + pistol is better than 2 attacks with a fist + anything besides another fist.
Against T4 single-wound, 4 attacks with an axe + pistol is better than 3 attacks with a fist + anything besides another fist.
The fist only really shines against T4 multi-wound, T3 multi-wound, and T5 and up. With furious charge, the fist is only better against T4 multi-wound and T6 and up.
6th seems cool and all but I just lost my 1st turn disruption units
Storm Speeder with scouts charging tanks is now impossible
What use is shrike with jump infantry now? The only choice is terminators
Edit: Double Post
Last edited by Enigma6; 02-07-2012 at 13:23.
Drop pod lists got a boot when you think allies DA, ravenwing bikers have homers and scout... so I will scout into your deployment (1VP for me) drop a drop pod assult with 2 ironclads and shoot you (another VP for me) before running over you turn 2
Can the annoying debate about flakk missiles please not pollute this thread too. Leave it in the rules forum.
The reason to pay the extra pts for the fist is for utility against tanks and MCs. If pts are tight the axe is acceptable, but we always found pts for fists before.
Also, teleport homers don't work on pods, unless you were referring to a tag team between podded dreads and DWA termy squads, all in their deployment zone on turn 1. Such a thing would cause me jitters
Last edited by Enigma6; 02-07-2012 at 13:29.
Tanks, yes, but you also have a squad full of guys that can hit at S6 vs rear tank armor. And MCs will strike first, most likely vaporizing your little sgt due to the challenge rules, you either fight the MC 1 v 1 and lose your sgt, or you let the sgt sit out the fight while the MC kills the rest of your squad. While this is only true for character MCs, a lot of MCs you'll fight happen to be characters.
Do you guys think that assault marines are viable cc units now that they have impact hits on the charge? I was always wary of using them in 5th ed
It helps, but probably not as much as you might think. Wth the buffs to shooting units, thier fragility is an even bigger issue. They need some tanks to hide behind to avoid incoming fire even more now than they did before. And they still denitaley need flame throwers to weaken the enemy first. I stll see them as a rapid response flamer unit, though the extra attack doesn't hurt. If you want a viable assault jump pack unit, take vanguards and do a heroic intervention aided by a locator beacon.
Which honestly is more or less the same as before, since Vanguard Vets are still rather expensive and on the the turn they deep strike, they do not get the "Hammer of Wrath" attack as the Heroic Intervention move counts as their "jump-pack use" for the turn. So if you found a use for Vanguard Vets before, you will find a use for them now. If not, then I suppose look towards other units. I vote Honor Guard, because 2+ saves are much better now, particularly in close-combat, but then again I'm hardly a competitive player![]()
Assault marines didn't get much better, but a lot of others things got a lot worse, so by comparison they are a very reliable way to get into combat now without a land raider.
As noted, vanguard are killier and are one of the only things that can Alpha Strike now, but they sufferer from high points cost. Ass marines should be kept cheap and used suicidally.
As mentioned above, hide them until you can get a charge, or possibly buff them with a shiny new psychic power to get them to the enemy. Flamers will do more for you than the extra attack will most of the time. Only attack units that are softened up or are not designed for combat and they will be fine, just don't expect to suddenly wipe a squad of incubi because now you get a hammer of wrath attack before they cut you to ribbons.
so what do people think about attack bikes now?
is the MM/HF landspeeder still our go to FA option?
who do you think is our best bet for allies in 6th?