Woulfeheart Posted October 8, 2009 Share Posted October 8, 2009 So, I'm flipping through my pristine codex, eying the heaping mounds of plastic before me, and I'm wondering what the best way of distributing a squad's wargear is. Mainly, to put multiple special weapons on one model or not. Case-in-point, the box of assault marines I've had sitting around, waiting for several months. I'm thinking about giving one model a Power Fist (upgrading his CCW), and a Meltagun (upgrading his BP). I've put some thought into this, and I like the idea since it has the advantages of not denying a second model the extra weapon in combat, and it makes this one model a viable anti-tank, even down to one man. But at the same time, I'm afraid that it makes this one model more expensive than need be, and makes him a tempting target for the many psychic powers that can single out models (Gift of Chaos, JotWW, even Vindicare Snipers, that my local Guard player has started investing in). It also means that by losing one model, I lose a Power Fist AND a Meltagun, instead of just one. I'm finding the same question across all my squads. Where do you guys find a balance? Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/ Share on other sites More sharing options...
the great beaver Posted October 8, 2009 Share Posted October 8, 2009 seperate them....too many eggs in one basket is our achilles heel already. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2143352 Share on other sites More sharing options...
Skirax Posted October 8, 2009 Share Posted October 8, 2009 I agree with the above. I've had: Grey Hunters: Plasma Pistol, CCW, Boltgun Power Weapon, BP 2 XPlasma Gun & normal wargear Wolf Standard. All on different guys. And I've used the same idea on each squad. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2143406 Share on other sites More sharing options...
Kenmichi Posted October 8, 2009 Share Posted October 8, 2009 Don't underestimate a power fist hidden in a tank hunting GH pack though. 2 melta guns and a hidden power fist in a rhino would decimate an imperial guard tank army flank. At a point cost of just over 200 and with the capabilities to take on infantry as well (27 normal attacks and 3 PF attacks? Yes please) you inadvertently have a pack built for one purpose that is still efficient in another role. My suggestion is to definitely go for it, but you should definitely keep your squad to squad wargear separate. If you have 2 melta guns and a power fist in one squad, those units that can single out other specific units might be deterred to focus on infantry and spend more time on your Lord, whose survivability is the equivalent to a pack of 5 GHs. Especially if you take 2 squads with the above loadout, your opponent won't know what to do, where to do it, or when. Though, this is theoretical, of course. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2143731 Share on other sites More sharing options...
JamesI Posted October 8, 2009 Share Posted October 8, 2009 I would either stack the powerfist on a meltagun/flamer guy or the mark of the wulfen on a meltagun/flamer guy. Might as well merge the items that eliminate the extra attack for the second weapon. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2143748 Share on other sites More sharing options...
Thorgad Posted October 9, 2009 Share Posted October 9, 2009 So, I'm flipping through my pristine codex, eying the heaping mounds of plastic before me, and I'm wondering what the best way of distributing a squad's wargear is. Mainly, to put multiple special weapons on one model or not. Case-in-point, the box of assault marines I've had sitting around, waiting for several months. I'm thinking about giving one model a Power Fist (upgrading his CCW), and a Meltagun (upgrading his BP). I've put some thought into this, and I like the idea since it has the advantages of not denying a second model the extra weapon in combat, and it makes this one model a viable anti-tank, even down to one man. But at the same time, I'm afraid that it makes this one model more expensive than need be, and makes him a tempting target for the many psychic powers that can single out models (Gift of Chaos, JotWW, even Vindicare Snipers, that my local Guard player has started investing in). It also means that by losing one model, I lose a Power Fist AND a Meltagun, instead of just one. I'm finding the same question across all my squads. Where do you guys find a balance? I'm a little late to the party, I know, but... If you're thinking of doing this with Grey Hunters, you actually replace their bolters with the special weapon, not their bolt pistols. So giving that meltagunner a powerfist would actually bring you down one attack. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2144258 Share on other sites More sharing options...
Grey Mage Posted October 9, 2009 Share Posted October 9, 2009 I would either stack the powerfist on a meltagun/flamer guy or the mark of the wulfen on a meltagun/flamer guy. Might as well merge the items that eliminate the extra attack for the second weapon. Meltaguns etc replace ones bolter, so you still get the second attack except on the PF model. So it really doesnt change anything. Link to comment https://bolterandchainsword.com/topic/181017-special-wargear/#findComment-2144266 Share on other sites More sharing options...
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