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Quick question on MOTW


Arneas

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For MOTW, there's a section in the rule that says that the attacks with MOTW are made with tooth and claw and thus don't benefit from two weapons CC weapons, etc., for purposes of determining attacks.

 

Does this mean that you'd never take MOTW with a powerfist, Thunderhammer, or Wolf Claw, since you wouldn't get the benefit of Power Weapon, Double-Strength, or making the bad guy go at initiative 1?

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but the greatness of it is that u can put it in a model with say a melta gun, and he would get 1d6+1 and then +1 for assault.

 

in other words in a gh squad he would get a bare minimum of 3 attacks , which is the same as if he was equipped with a close combat weapon.(in other words sheer awesomeness)

...u can put it in a model with say a melta gun...

That's what I do with my Wolf Scout pack, works out great!

 

Why would you put the mark of the wolfen on the model with the melta gun? the only thing that does is lose you two upgrades at once if you fail a single armour save.

Why would you put the mark of the wolfen on the model with the melta gun? the only thing that does is lose you two upgrades at once if you fail a single armour save.

Because it maximises the number of attacks you get in close combat. Sure it's only one more attack but my scouts are pretty much tooled out for CC so I like them to be as effective as possible.

...u can put it in a model with say a melta gun...

That's what I do with my Wolf Scout pack, works out great!

 

Why would you put the mark of the wolfen on the model with the melta gun? the only thing that does is lose you two upgrades at once if you fail a single armour save.

 

It's also beneficial if you're running 10 men and want both your special weapon models to be different so you won't loose them both - ie. 2 failed saves on 3 dice, 3 failed on 5, etc... It also makes it so you can ensure that your model with a melta, motw, and standard lets say, takes the least amount of wounds rather than HAVING to take saves on those guys otherwise.

Why would you put the mark of the wolfen on the model with the melta gun? the only thing that does is lose you two upgrades at once if you fail a single armour save.

Because it maximises the number of attacks you get in close combat. Sure it's only one more attack but my scouts are pretty much tooled out for CC so I like them to be as effective as possible.

 

It doesn't. The meltagun is "taken", not switched for the bolt pistol.

 

It also makes it so you can ensure that your model with a melta, motw, and standard lets say, takes the least amount of wounds rather than HAVING to take saves on those guys otherwise

 

That may look like a good idea in theory, and works as long as there's 10 pack members. But what I've experienced so far is that as soon as you get involved in close range firefights or get into CC, you'll be taking more saves than you have guys for the most part. And that means you're risking an awful lot of upgrades with a single save.

Wrong

http://www.games-workshop.com/MEDIA_Custom...Version_1_1.pdf

Page 88 – Wolf Scouts Pack, Options, last bullet point

Change “Up to two Wolf Scouts may replace their bolt

pistol with:” to “Up to two Wolf Scouts may take:”

This is referring to the option to switch out for a Plasma Pistol or Power Weapon. The Wolf Scout still needs to switch out his Bolt Pistol to get a Meltagun. Therefore giving one model both Mark of the Wulfen and a Meltagun prevents the loss of an attack in close combat.

To remember the "no wargear" rule for MotW just do this whenever you roll for the number of attacks your MotW model gets:

 

Pretend to drop everything that you are holding (or really drop everything you are holding) in your hands, but your hands up in front of you curling your fingers like claws, open your mouth and bear your teeth, then yell "bwaayayayyayaya!" while swinging your hands in front of your face and making "biting" motions with your teeth. If you can make yourself froth at the mouth with your own saliva, your opponent should give the model +1 attack.

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