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Semi-newbie Powerfist question


Blackmoor

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Howdy!

 

Space Wolves were my very first 40K army way back in 2nd edition, and I was looking to dust them off and try them again.

 

I have not played them since early 4th edition, and the nice thing was about Space Wolves was all of the Powerfists in the squads.

 

With the new 5th edition rules, am I right to think that all we get now is only one powerfist attack after paying all of those points for a powerfist? Or we can add a Wolf Guard and pay a lot of points for only 2 Powerfist attacks?

 

Is that right and I should start to switch all of my models over to Power Weapons, or am I missing something?

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No your not missing anything, Power Fists are best on the attack where a Wolf Guard will get 3 attacks, and a Grey Hunter 2.

 

However do not switch your Power Fists over to Power Weapons, fewer attacks they may now have but the ability to insta kill, hurt tanks and beat down Dreadnaughts is invaluable, IMO Pack Leaders should always have a Power Fist and I like to have another in most of my big squads, the Blood Claws I field have 2 in each unit and 2 Power Weapons just for versatility but the Power Weapons, despite more attacks, never seem to out perform the Power Fists.

I use powerfists with truegritt and bolter always the 2 attacks then.

 

Some may tell otherwise but as far as i know the Powerfist is still a close combat weapon and out TG rule says we get 1 more attack when used. (besides codex overrules BRB)

I use powerfists with truegritt and bolter always the 2 attacks then.

Some may tell otherwise but as far as i know the Powerfist is still a close combat weapon and out TG rule says we get 1 more attack when used. (besides codex overrules BRB)

 

You may want to take a quick look at the BRB page 42 under the heading 'A normal and a special weapon' where it says that power fists only get the models number of attacks and the extra attack for a 2nd CCW is rolled for using that weapons stats, i.e. in the case of True Grit or a bolt pistol, the models own strength...

"Power fists, thunder hammers and lightning claws an exception to this. only a second power fist thunder hammer or lightning claw can confer a bonus attack to a model equipped with one of these weapons" rulebook page 42

 

No extra attack for true grit with a pf I'm afraid. +1 Attack for charge/counter charge(with ld test) tho. This why my Bloodclaw's WG has 2 fists :)

 

Long Fang

I use powerfists with truegritt and bolter always the 2 attacks then.

 

Some may tell otherwise but as far as i know the Powerfist is still a close combat weapon and out TG rule says we get 1 more attack when used. (besides codex overrules BRB)

 

Power Fists never get the extra attack for two CCW weapons....you have to have 2 Power Fists to get the extra attack for two CCWs.

 

However if you want to only follow our 3rd Ed codex when it comes to rules you should be happy with a Heavy 3 Assault Cannon with no Rending as well, no stats on Drop Pods or weaponry, all of your army MUST Drop Pod or none at all, etc....

i tend to run a mix, just mostly for points. but what has a PF vs. a PW varies depending on what my unit is there for. i also vary rarly use a pack leader, but they are just as varied. if the squad is going to cut through guard/eldar/tau then they get mostly just PW. but if i am faceing marines/orks/necrons then i make a even mix. and if i need to crush a lot of big bugs/vehicels i tend to run more PF.

 

i kind of like the new rules for PF/TH, and i know that is kind of weird, but i do. they need stragies for thePF/TH spamers to work. i knew a guy who didn't change is PF heavy army at all and had a tough time doing a lot with them because he relied on lots of power fist attacks.

My GH do not get powerfists, the WGPL with them does. If I have the points I will upgrade them with 1 PW (along with PP and PG or MG depending on the list).

 

My Rhino-riding BC squads are 9 models with 2 PF and a flamer along with a character carrying a FB or PW, or a WGPL with a standard PF loadout

 

If I'm feeling really dirty, I toss 14 in an LRC with 2 PF, 1 PW a flamer; with a WGPL with a PF loadout and a WGBL/WL with FB/SS.

 

-Huzzah

Give your WGBL a SS/TH and the GH squad he joins, 2 BP/PWs. Why, well not only for the increase in net attacks on the counter charge. 4+2 1+1 1+1=10 vs. 4+2 2+1 2+1 12. But after the first wave is over you would have 4+2 for 6 power attacks vs. 4+4 for 8 my way. Makes a huge difference when running the odds out over the average CC encounter of 3 attacks. Even if you keep the Bolters in favor of the BP, it plays out better.

 

But you loose your I-5 for your HQ you say, yes but I am finding that most enemies have either a higher init than I do form the beginning or something like the Furious Charge rule. The SS keeps me alive till I-1 and when I do hit, it does not matter how many more wounds they have than me, they die due to double damage and even if they live till the next round they also are at I-1

 

Also hitting on a 3+ with 4 attacks using your strength 8 weapon gives way better odds on getting the hit you need against a Dred or high toughness targets.

 

Something to think about.

 

WG Vrox

Takes away an attack from a Dread and any character that lives after being hit such as a nurgle demon prince hits at I-1 on the next round of combat. Also if for some crazy reason a tank that is hit, lives it can not move or shoot the next turn, allowing me another chance to kill it.

 

WG Vrox

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