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Thread: Power Mauls / Power Axes

  1. #1
    Chapter Master Odin's Avatar
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    Power Mauls / Power Axes

    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.

  2. #2

    Re: Power Mauls / Power Axes

    Yes, and while the maul is cool the axe is the most stupid piece of equipment ever.

  3. #3
    Chapter Master Odin's Avatar
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    Re: Power Mauls / Power Axes

    Why, what do they do that is different?

  4. #4

    Re: Power Mauls / Power Axes

    They give you +1 strength and ap2 which is good, but they make you initiative 1 which makes them kinda a poor power fist

  5. #5

    Re: Power Mauls / Power Axes

    which really hurts Dante.

    Edit: Dante falls under "unique Power weapons" WOOHOO
    Last edited by daboarder; 30-06-2012 at 11:35.

  6. #6

    Re: Power Mauls / Power Axes

    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...

  7. #7
    Chapter Master Odin's Avatar
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    Re: Power Mauls / Power Axes

    Quote Originally Posted by Wildcard View Post
    They give you +1 strength and ap2 which is good, but they make you initiative 1 which makes them kinda a poor power fist
    That's the axe, right? What about the maul?

    And do you get to choose any of them for a basic space marine captain or sergeant?

  8. #8

    Re: Power Mauls / Power Axes

    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

  9. #9
    Chapter Master tuebor's Avatar
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    Re: Power Mauls / Power Axes

    Quote Originally Posted by Odin View Post
    That's the axe, right? What about the maul?

    And do you get to choose any of them for a basic space marine captain or sergeant?
    If you can take a "power weapon" it can be whichever type of power weapon you like. I for one will be using axes in my IG power blobs, on a 30 man blob with Straken's Furious Charge I'll be getting 16 S5 AP2 attacks on the charge!

  10. #10

    Re: Power Mauls / Power Axes

    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.

  11. #11
    Chapter Master Odin's Avatar
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    Re: Power Mauls / Power Axes

    Quote Originally Posted by Charax View Post
    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
    Well, a crozius counts as a power maul, so I will be using them automatically on my champions. Extra S and some sort of concussion thing sounds interesting, I assume there's a downside as well.

  12. #12

    Re: Power Mauls / Power Axes

    Quote Originally Posted by daboarder View Post
    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.
    I 3 guardsmen sergeants with axes? I am not convinced the axe is terrible just yet.

  13. #13

    Re: Power Mauls / Power Axes

    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

  14. #14
    Chapter Master Killgore's Avatar
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    Re: Power Mauls / Power Axes

    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.

  15. #15

    Re: Power Mauls / Power Axes

    Quote Originally Posted by MagicHat View Post
    I 3 guardsmen sergeants with axes? I am not convinced the axe is terrible just yet.
    You get a maul for the same points? At most your S4?

  16. #16

    Re: Power Mauls / Power Axes

    Quote Originally Posted by daboarder View Post
    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.
    How's that? 2+ to wound with a 3+ save (maul) is far worse than a 4+ to wound with no save (sword).

    Against Marines, mauls are crap. Weight of fire is overrated, and now that the 4+ cover save is gone you'll see people scrambling for high AP weapons again.

  17. #17
    Chapter Master tuebor's Avatar
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    Re: Power Mauls / Power Axes

    Quote Originally Posted by daboarder View Post
    You get a maul for the same points? At most your S4?
    S4 with AP2 is probably going to be better more often than S5 with AP4.

  18. #18

    Re: Power Mauls / Power Axes

    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.

  19. #19

    Re: Power Mauls / Power Axes

    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 (^_^)

  20. #20

    Re: Power Mauls / Power Axes

    If you follow the Typhus ruling.....its still an AXE

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