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Who gets the Hammer?


Tribal-Bob

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I've noticed a lot of GK players are split 50/50 on this - give the Daemonhammer to your Justicar for the extra attack, or give it to a standard Knight to avoid losing it should you fail a perils of the warp. I'm curious as to people's opinion on this - I'm leaning towards putting it on my Justicar as I feel I have two things going for me:

 

1) Leadership 9

 

2) 3+ Armour save

 

What are your thoughts on it?

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I've noticed a lot of GK players are split 50/50 on this - give the Daemonhammer to your Justicar for the extra attack, or give it to a standard Knight to avoid losing it should you fail a perils of the warp. I'm curious as to people's opinion on this - I'm leaning towards putting it on my Justicar as I feel I have two things going for me:

 

1) Leadership 9

 

2) 3+ Armour save

 

What are your thoughts on it?

 

My thoughts/queries:

 

1) I can understand how you came to the conclusion that placing the hammer on the justicar is more favourable due to LD9, and hence better chances of passing psychic test/lower chance of losing the hammer due to perils, but I don't really get what you mean by "+3 armour save" as a beneficial factor in assigning the daemonhammer to the justicar. Can u perhaps elaborate on this for me please?

 

2) While getting an extra attack on the daemonhammer is quite appealing, is it really necessary? Particularly in a unit/army where units have hammerhand and force weapons that can insta-kill MC's/HQ's etc...? I can see the obvious bonus against vehicles, but is this benefit really worth it? (I havent played since 3rd ed, and am really behind the 8 ball when it comes to rules and tactics... in essence, what I'm asking is: Does a Daemonhammer fare well as an AT CC wep? My gut instinct is no, since its pretty easy for a vehicle to just "outrun" and hence, run away from a unit of GKs? Please correct me if im wrong, thank you)

Against enemy walkers, they are really nice, and against multi-wound models. If a model suffers an unsaved wound from the hammer, it strikes at Initiative 1 until the end of the hammer owners next assault phase. Against vehicles they also get crew shaken or stunned results with hammer strikes.

 

Putting the hammer on a non-justicar model is not a bad idea, but how much have the dice gods been smiling upon you? If you have generally good rolls, I wouldn't worry about perils too much.

Perils are not very common on any individual. But it is very likely that you'll get them a couple times a game somewhere in your army. Having higher leadership doesn't change the chance on getting perils, as it occurs on double 1's or double 6's, and has nothing to do with passing the test.

 

The real answer to the question is both. You take 2 hammers, and put one on the justicar. This isn't much more expensive than mastercrafting 1.

As it's been stated, Perils is rare and the Daemon Hammer just helps so much having 2 attacks means you're more likely to hit, and usually when you hit, it does something whether you're pumping it up to S10 against a walker, or trying to get a single activated FW wound on to ID your target.

 

Putting it on a basic trooper is just "meh", you lose the option to Master Craft and one attacks whiff so many times it's not even funny.

Perils are not very common on any individual. But it is very likely that you'll get them a couple times a game somewhere in your army. Having higher leadership doesn't change the chance on getting perils, as it occurs on double 1's or double 6's, and has nothing to do with passing the test.

 

The real answer to the question is both. You take 2 hammers, and put one on the justicar. This isn't much more expensive than mastercrafting 1.

 

This. As a bonus, when you combat squad you will have a hammer in each unit.

 

As a point of fact, neither the Ld nor the Armour Save helps your model against a Perils attack. If one occurs, your Justicar will simply be dead (assuming not in a Terminator Squad).

 

Valerian

As it's been stated, Perils is rare and the Daemon Hammer just helps so much having 2 attacks means you're more likely to hit, and usually when you hit, it does something whether you're pumping it up to S10 against a walker, or trying to get a single activated FW wound on to ID your target.

 

Putting it on a basic trooper is just "meh", you lose the option to Master Craft and one attacks whiff so many times it's not even funny.

Yep! ;)

I'd stick them on the Justicar for the extra attack and ability to master-craft. The idea of sticking another one in for combat squadding is an interesting one, I can certainly see that being better in 10 man Terminator squads who get free hammers and where every model has the same statline.

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