I haven't got the rulebook yet, but I keep seeing references to power mauls and power axes in the FAQs etc. Are there now different rules for different types of power weapon again? That would be awesome.
I haven't got the rulebook yet, but I keep seeing references to power mauls and power axes in the FAQs etc. Are there now different rules for different types of power weapon again? That would be awesome.
Yes, and while the maul is cool the axe is the most stupid piece of equipment ever.
Why, what do they do that is different?
They give you +1 strength and ap2 which is good, but they make you initiative 1 which makes them kinda a poor power fist
which really hurts Dante.
Edit: Dante falls under "unique Power weapons" WOOHOO
Last edited by daboarder; 30-06-2012 at 11:35.
Did that get faq'd? Man Dante was what init 6, Jeez. At least you know what that axe does all the eldar special gear never gets mentioned...
They're both fairly niche weapons.
Power Mauls are only something I'd use rarely - sure, the concussive effect and extra strength is nice, but ideally it needs a high toughness, highish-initiative but low armour opponent, and there aren't a ton of those out there. I can maybe see some use on a Plague Champion in my Death Guard force so I'm striking simultaneously rather than after other Marines, otherwise I'd rather use a sword
Axes are kind of like budget Fists, in that they give you some anti-armour utility, but they tank your Initiative. On the plus side you can combine them with extra CCWs, and they're useful on an Anti-Terminator unit, if you don't mind striking simultaneously
Remnants: A log whereupon a veteran attempts to piece an army together from scraps and trades
Danger! May contain Oingo Boingo
18th Company (Assault) 298th Cadian Shock - A Project Log updated June 3rd 2012
The maul will on average wound the same number of marines in a turn as the sword with the nice effect of concussion but with a bit of a higher risk of survival, the Axe is just bad, never take the Axe.
they're only AP4, and concussive only triggers if the model takes an unsaved wound - so unless your chaplains are regularly going toe-to-toe with Ork Nobs, they're not great.
Might be useful in Duels, I suppose
Remnants: A log whereupon a veteran attempts to piece an army together from scraps and trades
Danger! May contain Oingo Boingo
I dont see the problems with axes, they are cheap compared to Powerfists in some codexs, you get +1 attack and are a threat to Terminators.
If I had the spare points I'd go for the fist, but some units such as Templar bikers dont have the option for fists so an Axe will do nicely.
18th Company (Assault) 298th Cadian Shock - A Project Log updated June 3rd 2012
With mauls against MEQ: 0.5 to hit * 0.66 to wound * 0.33 to bypass armour save * 3 attacks = 0.32 dead marines. You are I 3 so they strike before you anyhow.
The maul is better against most xenos though
With axes against MEQ: 0.5 to hit * 0.5 to wound no armour save *3 atttacks: 0.75 dead marines.
Better versus terminators as well.
well if a power axe is intit 1 what about a scythe, my dante has a scythe ^_^
you know if they wanted to make the game more challenging again why didnt they just go back to 2nd edition, at least there the power axe had a point, +1 str, and a little better armor pen.
Last edited by CushionRide; 30-06-2012 at 12:39.
(^_^) Necrons?? Im not impressed (^_^)
If you follow the Typhus ruling.....its still an AXE