bushman101 Posted March 17, 2011 Share Posted March 17, 2011 So, my first approach versus lots of vehicles was adding melta guns to my units. While this helps, it isn't helping me win games. (sure, winning isn't everything, but it's a perk) So now, I'm thinking Power fists aren't as expensive as I first thought....but how many do I need in a unit to be effective? We're stuck with just the Sgt. upgrade with most units (tactical, assault), but what about specialized units? (Vanguard, DC) Or maybe I should use melta bombs? Keep in mind that I don't run just one list. I have a decent collection and can run vehicle heavy as well a JP heavy. (I often run a mish-mash of the two) Any help is appreciated Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/ Share on other sites More sharing options...
Morticon Posted March 17, 2011 Share Posted March 17, 2011 Any squad with 7 or more men in my army gets a power fist. Helpful for vehicles, MCs and insta-glibbing ICs. No need to go off on them in specialised units, one will do just fine. For a big veteran squad, max of two. But, as said-no real need. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692577 Share on other sites More sharing options...
Boltergeist Posted March 18, 2011 Share Posted March 18, 2011 PFs are handy in most squads just for all-comers deadliness. I run 2 in my DC but more than that is wasted points IMO. As far as fighting vehicles I don't usually leave that for H2H... I'm partial to MM/Typhoon speeders-- they kill transports like it's cool and can kill LRs or AV13s with the meltas. Plus they are handy against MCs, etc. Other alternatives include attack bikes (cheap for what they do) and AC/LC preds (so-so against LRs but great vs anything else). Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692817 Share on other sites More sharing options...
Baba Lem Posted March 18, 2011 Share Posted March 18, 2011 I like thunderhammers better. Gives you that extra swing sometimes. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692862 Share on other sites More sharing options...
bushman101 Posted March 18, 2011 Author Share Posted March 18, 2011 I don't like trying to take down vehicles in melee, but often find myself doing so as I either run out of options or get stuck in with a Dreadnought. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692872 Share on other sites More sharing options...
Debauchery101 Posted March 18, 2011 Share Posted March 18, 2011 i always put a fist or hammer in every squad i can choose them in. even if that squad never uses it. the value of being able to smash most stuff to junk metal or a twiching mound of flesh is just one part of taking them. the threat factor that affects the way an opponent goes about attacking your units is just as valuable no one wants to rush a dread, ICs or MCs into a unit that has a fist and especially a hammer. they are normally going to be your most reliable source of kills since your sgt usually has an extra attack and hes got a buffer of marines to help him deliver the hard hits. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692881 Share on other sites More sharing options...
knife&fork Posted March 18, 2011 Share Posted March 18, 2011 Yes, don't be afraid to spend those extra 5 points on a thunder hammer. It can be a lifesaver against walkers, nasty MC and ICs, or just to keep a vehicle from running away. Lightning claws are better than regular power weapons in most situations. Specially if you want to take a combi weapon since we now replace a cc weapon or pistol instead of just taking them as additional wargear. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2692967 Share on other sites More sharing options...
Ander00 Posted March 18, 2011 Share Posted March 18, 2011 Yes, don't be afraid to spend those extra 5 points on a thunder hammer. It can be a lifesaver against walkers, nasty MC and ICs, or just to keep a vehicle from running away. I like hammers but how would one prevent the vehicle from getting away? It causes a crew shaken result, not crew stunned. It also does nothing against walkers that a fist wouldn't do as well. cheers Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693076 Share on other sites More sharing options...
Eorek Posted March 18, 2011 Share Posted March 18, 2011 Dosn't the walker drop to 1 initiative just as a MC from a hammer? Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693088 Share on other sites More sharing options...
Vikidus Posted March 18, 2011 Share Posted March 18, 2011 Walkers go to int 1 and loss an attack I believe Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693137 Share on other sites More sharing options...
Cockroach Posted March 18, 2011 Share Posted March 18, 2011 10 man assault squads, 2 meltas 1 PF, works great for me. Use DOA to drop behind vehicles and blam. PF is always there as backup. For transports with nasty passengers: DOA, combat squad for a 'sacrificial' 5 man, 2 melta squad. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693160 Share on other sites More sharing options...
Ander00 Posted March 18, 2011 Share Posted March 18, 2011 Dosn't the walker drop to 1 initiative just as a MC from a hammer? Walkers go to int 1 and loss an attack I believe Afraid not, as a walker neither suffers a wound nor is a vehicle without an Initiative value, the thunder hammer does not have any additional effect on it (and being shaken would not have any effect on it in close combat anyway). cheers Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693311 Share on other sites More sharing options...
Grand-Redemptor Ezkallon Posted March 18, 2011 Share Posted March 18, 2011 by that reasoning, how is a hammer any better than a fist? other than looking infinitely more badass? Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693368 Share on other sites More sharing options...
knife&fork Posted March 18, 2011 Share Posted March 18, 2011 A hammer only helps against a vehicle running away and then shooting at you, wraithlords are not walkers and I should not make posts before breakfast. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693431 Share on other sites More sharing options...
bushman101 Posted March 18, 2011 Author Share Posted March 18, 2011 alright. I'm going to model a few powerfists and some hammers as back ups. I think a fist in my Honor Guard would be helpful also Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693462 Share on other sites More sharing options...
shan vener Posted March 18, 2011 Share Posted March 18, 2011 actually all of my sarges have a PF and melta bombs (just in case) Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693909 Share on other sites More sharing options...
Quixus Posted March 18, 2011 Share Posted March 18, 2011 Why do you take a power fist and melta bombs on the sarge? AFAIK you con only use one of the two in CC. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2693955 Share on other sites More sharing options...
M33TGRINDER Posted March 19, 2011 Share Posted March 19, 2011 taking both is good if say if any vehicle not a land raider is stationary its likely to die to that one bomb. reason being i think all vehicles but the land raider and monolith are all rear armor 11 or 10. ill take 1 hit with 2d6+8 penetration rather than 3x 1d6+8. but thats a personal preference of mine. and if the vehicle has moved of course its better to try and roll off using the fist since you have more tries. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2694033 Share on other sites More sharing options...
marine77 Posted March 19, 2011 Share Posted March 19, 2011 Even specialized squads don't need more than a single powerfist. I run 1 in my vanguard vets and sanguinary guard. This gives you an edge in being able to pop armor, but both units have enough power weapons that they can kill most threats letting the powerfist live to wipe out the remenants. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2694182 Share on other sites More sharing options...
d503 Posted March 19, 2011 Share Posted March 19, 2011 Assault squads get powerfists, tacs and devastators get powerweapons. For a tac squad I'd rather spend the 10 points on a bigger gun, or put it towards the Rhino fund. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2694201 Share on other sites More sharing options...
angel of justice Posted March 19, 2011 Share Posted March 19, 2011 Usually i have a thunder hammer, melta guns assault squad with a jump pack librarian (sanguine sword/unleash rage) and jump pack priest (power weapon/ melta bombs) this is a power house unit that takes down tanks and transports and is surprisingly hard to kill. Link to comment https://bolterandchainsword.com/topic/225035-using-power-fists/#findComment-2694412 Share on other sites More sharing options...
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