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Lightning claw on RAS serg?


John_f

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So power fist doesn't work any more. You get challenged and killed before getting to hit. So I'm thinking about alternate armament for the serg and I'm considering lightning claws. Ap3 and reroll to wound. You already have reroll to hit from the Libby. What do you think?
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Put Power Fist at back of unit. Piles in at initiative. GGs

 

What do you mean? I'm coming back to the game so I would like to know :devil: , can you put a Sarge at the back of the Unit ? Why? how would the rules apply? :)

 

Thanks

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Put Power Fist at back of unit. Piles in at initiative. GGs

 

Yea, I dont get it either. The issue is that the sergeant get challenged. If I refuse he doesn't get to hit and if I accept he is hitting at init 1 and usually get killed before he gets to swing. That's why I'm considering power swords or lightning claws.

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From my understanding, he is either engaged and can be challenged or is so far out in the back that he isn't engaged and can't even make a pile in...right?

 

Well at least the PF is a threat. Some T4 models may think twice before challenging, or should. A shield would be awesome, but a ton of points. So, I've been thinking of going with a Plasma pistol and a power sword for 30pts instead. You get the aimed shot on a 6 and strike at I4 in CC. A claw could be even better when there isn't a priest around for FC.

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a claw would be better than a sword as claws reroll all failed to wound rolls, and if you want extra strength just model the sgt to have a spear as long as your get the charge +1 strength AP3, or even a maul +2 strength AP4

 

i know with both you get the AP 4 but its only PA armies you have to worry about

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and sand eats posts again :cuss

 

 

To make it shorter this time . lance is ok for a jump pack unit sgts. claws cost too much . fist are ok , if the unit also happens to have an HQ that is going to be doing all the challanges . So if your slaming a tycho in to your RAS you can keep the fist on the sgt.

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Put Power Fist at back of unit. Piles in at initiative. GGs

 

Also, you pile in at the Initiative step that matches your Initiative value. Unwieldy just makes you strike at I1. In effect, a model using an Unwieldy weapon piles in at their normal Initiative, but strikes later.

 

None of this matters in a challenge, obviously.

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your making a few big assumptions.

Firstly

That he gets challenged.

Secondly, that he gets challenged by something that can splat him.

 

The chances of another RAS Sarge killing him with a power sword are, limited, at best.

I'm not sure I would want to challenge with my Librarian, even striking first, the dice can go badly, and getting instant deathed by a powerfist sarge aint a good idea.

 

And just to be clear, clawS reroll wounds, claw does not, right?

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your making a few big assumptions.

Firstly

That he gets challenged.

Secondly, that he gets challenged by something that can splat him.

 

The chances of another RAS Sarge killing him with a power sword are, limited, at best.

I'm not sure I would want to challenge with my Librarian, even striking first, the dice can go badly, and getting instant deathed by a powerfist sarge aint a good idea.

 

And just to be clear, clawS reroll wounds, claw does not, right?

 

Naw, the single claw still reroll wounds but you don't get an extra attack for two close combat weapon since its a specialist weapon. Tjats why I think the lightning claw would go great with Prescience.

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a claw would be better than a sword as claws reroll all failed to wound rolls, and if you want extra strength just model the sgt to have a spear as long as your get the charge +1 strength AP3.

A s5 sword is better than a s4 claw. So if your ras has a priest attached by design, then a sword would be the better choice. A lance is good too, but I'm seeing a lot of cc taking more than one turn now.

and sand eats posts again :)

 

 

To make it shorter this time . lance is ok for a jump pack unit sgts. claws cost too much . fist are ok , if the unit also happens to have an HQ that is going to be doing all the challanges . So if your slaming a tycho in to your RAS you can keep the fist on the sgt.

I don't know what that means...

but, a lance and a claw are the same price.

your making a few big assumptions.

Firstly

That he gets challenged.

Secondly, that he gets challenged by something that can splat him.

 

The chances of another RAS Sarge killing him with a power sword are, limited, at best.

I'm not sure I would want to challenge with my Librarian, even striking first, the dice can go badly, and getting instant deathed by a powerfist sarge aint a good idea.

 

And just to be clear, clawS reroll wounds, claw does not, right?

That is the point I was pointing at with the fist, it is still very dangerous to your opponent.

No, even 1 claw gets the shred rule, reroll wounds, 2 claws just add an attack.

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Let me elaborate on my initial post. Say you have a RAS with the Libby attached. You cast precience and charge away. You come up against a unit with a captain or similar semi-powerfull character that challenge you. You do not want to answer with your librarian since he is way to valuable to lose to abad rolling. So you answer with your sergeant. For only 15 points, he is hitting at init 4, rerolling hits and wounds at ap3. Strength 5 if priest is present. Perhaps it's just my local meta but if the serg had a pf, he would be dead at init 4. And with melta bombs, you can still fulfill the anti-tank roll of the pf..
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right, so you throw the sgt away and hope for the best. he's not supposed to beat captains or librarians. a lot of characters are going to strike before him at I5 anyway. but now the captain is killing one sgt instead of a pile of your guys. you just knocked his effectiveness down to one kill, while your lib might get two or even three with all the re-rolls you're getting. hopefully your charge bonus helps you win the combat and if it's not space marines, you wipe them out.

 

what you have to worry about is other sgts. and then, you either fall into the same trap, fighting him with your more powerful character to try and wreck the sgt before he can hurt your character, or you go with the sgt and hope for the best.

 

the powerfist is now basically 5 points more than a power weaopn, because you almost have to take MB with it. you still get a lot of bonus for that 5 points, even if you are I1. you can what if all you want, i mean, what if you end up going up against a squad of terminators and now you don't have any ap2?

 

although, i will add, that since 6th came out, i've been considering putting pw on my sgts and pf on my SHP. that way the sgt can fight duels, while the SHP is free to smash lesser dudes.

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