Thunderpup Posted November 30, 2009 Share Posted November 30, 2009 I see people taking Thunder hammers all the time, but rarely see anyone grab Chain fists... why? Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/ Share on other sites More sharing options...
Hjaertrr Posted November 30, 2009 Share Posted November 30, 2009 Big ass hammers are far cooler... tactically speaking chainfists are probably better, I want to take them but I just can't resist the appeal of a giant hammer. Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200828 Share on other sites More sharing options...
Quillen Posted November 30, 2009 Share Posted November 30, 2009 Cause a thunder hammer knocks a model down making it go last next turn in melee, and it also shakes any vehicle hit meaning it can not light you up if you fell to kill it. Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200845 Share on other sites More sharing options...
nurglespuss Posted November 30, 2009 Share Posted November 30, 2009 Good synopsis there. also, a smentioned previously, for all us Clarkson-a-likes : its a hammer. Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200868 Share on other sites More sharing options...
Grey Mage Posted November 30, 2009 Share Posted November 30, 2009 Well... 1) Plastic THs are available for PA models, not so with chainfists..... because PA cant take them. 2) Chainfists came on regular TDA for a long time, while TH+SS was a special blister. 3) PA cant take them. If I wanta WG for my rhino squad, or my DP squad, Im probly not going tda.... and thus CFs arent an option. 4) Hammers are cool.... <_< Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200877 Share on other sites More sharing options...
TiguriusX Posted November 30, 2009 Share Posted November 30, 2009 The stun of the TH is my main reason. It means if you survive Round 1 in combat against a single scary opponent you are guaranteed to strike in Round 2 Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200894 Share on other sites More sharing options...
stinkenheim Posted December 1, 2009 Share Posted December 1, 2009 check here, it popped up a few months ago http://www.bolterandchainsword.com/index.p...&hl=thunder and here http://www.bolterandchainsword.com/index.p...howtopic=181212 (a link thats mentioned in the previous one) it basically comes down to style over substance. if you are purely tank hunting and they are not armour 10/11 at the rear then chainfist will help. otherwise i would take a thunder hammer, looks far cooler and will help against big things, EW characters and tanks which even you don't want shooting if they don't die. Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2200904 Share on other sites More sharing options...
bravelybravesirrobin Posted December 1, 2009 Share Posted December 1, 2009 Frankly I just stick to the vanilla fists, sometimes modelled as "counts as" hammers, mauls, maces, etc. I never saw either of the t-hammer abilities as that useful for the pts premium and I like to try and keep my wolves cheap as those pts soon add up in a SW army. Link to comment https://bolterandchainsword.com/topic/186131-thunder-hammers/#findComment-2201067 Share on other sites More sharing options...
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