Thymebandit Posted February 23, 2012 Share Posted February 23, 2012 Evening folks, I am new to the Inquisition side of things and was wondering if I could get some opinions. Strike Squads, I understand the different NFW's they can take- and Psybolt Ammo seems wonderful to boot, but how do you all typically run your 5-10 man squads? I am torn between spending points on Psybolt vrs. giving each member of a squad a Halberd. The Sword only increases invulnerable saves if the model has one to begin with, so is it in my best interest to give my normal Knights a different weapon? What typically works (like Justicars usually taking hammers for the 2 attacks they have?) for you guys and why? Some in-depth analysis would be super helpful! Thanks in advance! Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/ Share on other sites More sharing options...
Grand Master Caloth Posted February 23, 2012 Share Posted February 23, 2012 I run a 10-man with a razorback: Razorback with TL AC, Psybolt Ammo Justicar w/ Hammer Two Brothers with Psycannons 3 Brothers with Swords 4 Brothers with Halberds and psybolt ammo on the squad. Combat squad, put the Hammer and halberds in the back, and camp the psycannons on the home objective with the swords. or if i keep them together, the swords give me three ranged ablative wounds. Cant use the back for transport, but very nice to have the mobile, TL psycannon. lol. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999070 Share on other sites More sharing options...
Thymebandit Posted February 23, 2012 Author Share Posted February 23, 2012 So the Sword fellows are there to soak up damage for the Cannons, the Justicar and his glaive friends run around and eat face in CC. Not a bad combination! Is there any point to only running 5 man groups? Or even inbetween, such as a 7 man squad- is that viable? Or is it just better to stick with 10 for the ability to Combat Squad? How about on Terminators/Paladins? The point restrictions aren't as harsh as Halberd/Hammers are free. On a side note, when -is- a staff a good thing to take? Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999082 Share on other sites More sharing options...
Inquisitor Fox Posted February 23, 2012 Share Posted February 23, 2012 Most people seem to agree that a Warding Staff becomes more "worth it" on Apothecaries or Librarians, but even then the really high point cost often is a significant deterrent from it's purchase. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999143 Share on other sites More sharing options...
The Holy Heretic Posted February 23, 2012 Share Posted February 23, 2012 You'll rarely see CC weapon upgrades on strikes - beyond a hammer - as they are prohibitively expensive. Purifiers and terminators will often come with halberds - and a hammer - while paladins will often have a little bit of everything, so people can exploit the 'wound sheananigans' :tu: Warding staffs are rare because of their price. Personally I'd reserve them for expensive ICs such as librarians and techmarines that are obvious targets for powerfists in CC ;) Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999146 Share on other sites More sharing options...
Inquisitor Fox Posted February 23, 2012 Share Posted February 23, 2012 I wouldn't say prohibitively, so much as most people don't consider it worth it. I'm upgrading mine, but to me it's worth the price. I don't feel I can't afford it, I just have to weigh the 35 points of halberds versus other upgrades in my army :tu: Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999152 Share on other sites More sharing options...
Avarris Posted February 23, 2012 Share Posted February 23, 2012 I at the moment have all my squads as 5 strong, mainly with 4 halberds and a hammer. I then tend to run the Strikes in Razorbacks and the Terminators/Paladins in Stormravens. I have made sure all my squads, even the purgation squad have a RB even though they rarely go in it. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999367 Share on other sites More sharing options...
number6 Posted February 23, 2012 Share Posted February 23, 2012 I at the moment have all my squads as 5 strong, mainly with 4 halberds and a hammer. I then tend to run the Strikes in Razorbacks and the Terminators/Paladins in Stormravens. I have made sure all my squads, even the purgation squad have a RB even though they rarely go in it. This is mostly how I've been running my units as well -- with the caveat that I don't buy halberds and I always max out psycannons. I think swords are fine, and 5 pt halberds are too expensive on 1-attack space marines. And I'm mostly mech not because I don't think unmounted GK units can work, but as an old hand with the DH codex, it's refreshing for me to actually play with transports! Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999406 Share on other sites More sharing options...
Thymebandit Posted February 23, 2012 Author Share Posted February 23, 2012 Thanks all, for the replies, it helped me understand the thought process of choosing between them. ;) Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999409 Share on other sites More sharing options...
Cho Kai Posted February 23, 2012 Share Posted February 23, 2012 I max out the psycannons and take a hammer on the Justicar. If the unit is 10-man, I take Psybolt. If you want GK in PA with Halberds, run Purifiers... if you want lots of them, take Crowe ;). Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999416 Share on other sites More sharing options...
Something Wycked Posted February 23, 2012 Share Posted February 23, 2012 As Cho Kai says... My Strikes are 10 strong, Hammer on the Justicar, Psybolts for the squad and 2 Psycannons. Its well-rounded in effectiveness, its point-efficient, and it sums to a nice, round 250 points. :( Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999486 Share on other sites More sharing options...
Cho Kai Posted February 23, 2012 Share Posted February 23, 2012 As Cho Kai says... My Strikes are 10 strong, Hammer on the Justicar, Psybolts for the squad and 2 Psycannons. Its well-rounded in effectiveness, its point-efficient, and it sums to a nice, round 250 points. :( I think it needs MC on the hammer for the round number, but that is also not a bad purchase. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999690 Share on other sites More sharing options...
Something Wycked Posted February 23, 2012 Share Posted February 23, 2012 200 + 10 + 10 + 10 + 20 = 250 ^_^ Throwing MC on the Hammer (haha! MC Hammer... Can't touch this! :( ) brings it to 255. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999697 Share on other sites More sharing options...
jeffersonian000 Posted February 23, 2012 Share Posted February 23, 2012 On my PAGK, the only NFW upgrade I'm using is 1 Hammer per 5 PAGK. With max Psycannons, that gives me the ability to take cheap(ish) units that can take on vehicles as needed when split int 5-man cmbat squads. However, on my GKT, I strive to have a unique weapon distrabution to open up flexibility in wound allocation (yet still with 1 Hammer per 5-man). SJ Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-2999728 Share on other sites More sharing options...
Reclusiarch Darius Posted March 5, 2012 Share Posted March 5, 2012 Strikes and Interceptors are best left with the single swords, with maybe a hammer on the Justicar (who has the 2 attacks to make it worthwhile) Purifiers, Terminators and Paladins are probably best off with a 4-1 halberd to hammer ratio Staves are pretty much only for Librarians, where blocking 'Perils' in combat is hilarious and he's likely to get targeted down in combat. Grandmasters have a 3+ invul by default with sword, so an expensive upgrade to 2+ isn't worthwhile. Apothecaries are only for Paladin Stars, and they are a very expensive upgrade to a monster unit already. Link to comment https://bolterandchainsword.com/topic/247661-nemesis-force-weapons/#findComment-3007631 Share on other sites More sharing options...
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