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Thunderhammers vs. Chainfist


ChaosPhoenix

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This is a question I never had to ask, because no Terminatorsquad could take Chainfists and Stormshields. The cost are the same, isn't the Chainfist better?

 

2d6 + 8 penetration is scary compared to 1d6 + 8 and crew shaken. Why shake the crew if the tank is most likely to be blown up?

Whats missing is the Initiative reduction which hurts against MCs, but against normal troops there are few things surviving a Thunderhammer wound (even few special characters).

 

So why take a Thunderhammer? And if you take it, what about a combination of 1 Hammer and Chainfists to have the initiative reduction and the crew shaken effect?

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This is a question I never had to ask, because no Terminatorsquad could take Chainfists and Stormshields. The cost are the same, isn't the Chainfist better?

 

2d6 + 8 penetration is scary compared to 1d6 + 8 and crew shaken. Why shake the crew if the tank is most likely to be blown up?

Whats missing is the Initiative reduction which hurts against MCs, but against normal troops there are few things surviving a Thunderhammer wound (even few special characters).

 

So why take a Thunderhammer? And if you take it, what about a combination of 1 Hammer and Chainfists to have the initiative reduction and the crew shaken effect?

What if your not hunting tanks?

 

What if, instead, your hunting monstrous creatures? You know... Greater Daemons, Avatars, Carnifexii, Daemon Princes with lash of submission?

 

What if your chainfist penetrates... and then you roll a 3? Weapon destroyed... and it rolls away. And shoots you. Thunderhammers have a harder time penetrating- but against a Dreadnaught or a non-landraider your problyg doing pretty good anyways. Since CC is against most vehicles rear armor a Thunderhammer glances on a 2+, and a Chainfist autoglances.... *Spreads hands*

 

So it depends on what your hunting.

Yes I agree with you about the MC part. About the tanks, I think you really need to be unlucky (although luck is better to be minimized) to not break / stun a tank with 3 Attacks from a CF Terminator or 9 from 3 Terminators.

 

What about a Lone Wolf? I'm prefering a Chainfist for Tankhunt too at the moment, but I really have to try it.

Two of my regular opponents are Nids and Daemons. My Grey Knighst ALWAYS included copious amounts of Thunder hammer love and I won't be changing that theme in my Wolves.

 

I'll pack a chainfist in the squad for anti-tank but will also keep in thunderhammers. The beauty of the wolves isn't in debates over which is better, it's in the ability to take BOTH options for flexibility.

Two of my regular opponents are Nids and Daemons. My Grey Knighst ALWAYS included copious amounts of Thunder hammer love and I won't be changing that theme in my Wolves.

 

I'll pack a chainfist in the squad for anti-tank but will also keep in thunderhammers. The beauty of the wolves isn't in debates over which is better, it's in the ability to take BOTH options for flexibility.

im going to /agree with this. its not about what better, its about out options to be flexible. on a LW that is tank hunting, again if its going to go against LRs then yes a CF is good. if its NOT going against LRs then I would roll with a TH, cause a melta weapon to me is more fearful then that CF against a tank with that +1 to the penetration roll.

Yes I agree with you about the MC part. About the tanks, I think you really need to be unlucky (although luck is better to be minimized) to not break / stun a tank with 3 Attacks from a CF Terminator or 9 from 3 Terminators.

 

What about a Lone Wolf? I'm prefering a Chainfist for Tankhunt too at the moment, but I really have to try it.

What if it was moving? Now your hitting on a 6- wich means your one terminator has a 50-50 chance of getting a hit in. 3 Terminators? Probly 1 or 2 hits.

 

If you penetrate with just one you may not get the job done.... So a thunderhammer stops it where its at, and lets you try again hitting automatically in your opponents turn.

 

Thats worth alot.

Yes I agree with you about the MC part. About the tanks, I think you really need to be unlucky (although luck is better to be minimized) to not break / stun a tank with 3 Attacks from a CF Terminator or 9 from 3 Terminators.

 

What about a Lone Wolf? I'm prefering a Chainfist for Tankhunt too at the moment, but I really have to try it.

What if it was moving? Now your hitting on a 6- wich means your one terminator has a 50-50 chance of getting a hit in. 3 Terminators? Probly 1 or 2 hits.

 

If you penetrate with just one you may not get the job done.... So a thunderhammer stops it where its at, and lets you try again hitting automatically in your opponents turn.

 

Thats worth alot.

 

You win :lol:

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