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Your Favourite IC and Sergeant Melee Weapons?


Joasht

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Now that 6th has been around for a little bit, what have you guys found to be your favourite choices for your Sergeants, and ICs, as far as melee weapons go?

 

For me, I'm starting to gravitate towards Power Axes for Sergeants as a poor-man Power Fist, but I'm still uncertain what to take on ICs; mainly those with I5 and above.

 

Thanks!

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tbh im not sold on the power axes yet, the only one ive used has been on my UM chapter champ alongside a relic blade.

 

the axe is only S5 and tbh most of things i want to be hurting that requires more than a sword/spear/mace usually needs a S8 fist anyway.

and that fist can then be used against MCs, vehicles etc

 

as for me how i equip my units depends on thier use, if im running an IC with a squad, ill give the IC some deamon weapon or twin claws, and then give the sergeant a fist

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Generally I use the power axe on my sergeant. The additional attack due to having the bolt pistol is big against MEQ, and for Monstrous Creatures and vehicles I have added Melta bombs which saves me points versus the powerfist.

 

As for Independent characters I am considerably more confused, with the removal of AP2 weapons from all @ initiative weapons (Power swords, lightning claw) quite a few of the combat monsters like the captain and chapter master have taken a hit in "killiness" personally I would stick with the Relic Blade/SS combo from 5th.

 

I think in this edition it is most critical to keep your IC away from other death stars and use them where they can do the most good i.e. killing troops or shooting squads.

 

The other option is to run the TH/SS combo to make a highly survivable IC so the loss of initiative is something that is very survivable. (as I generally do with Lysander or Calgar).

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In my experience so far I've found it useful to mix an AP2 and an AP3 weapon in squads that are intended for or likely to be in combat. For example, when I play Vulkan with a squad of sternguard they tend to end up in combat at some point in the game, therefore I have the squad's sargeant equiped with a power fist to cover AP2 duties while Vulkan takes care of AP3 (@ I5). It allows the sargeant to deter or accept challenges I dont want Vulkan in and having a chance to do damage in return.
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Generally I use the power axe on my sergeant. The additional attack due to having the bolt pistol is big against MEQ, and for Monstrous Creatures and vehicles I have added Melta bombs which saves me points versus the powerfist.

 

I'd be wary about this though. What if you ran up against another squad with a power sword? You'd most likely lose that challenge. I'm thinking that for this reason I'll stick with combis on my Tactical squads (more shooting) or power swords/mauls, depending on whether I feel I want the AP3 bonus or the +2 strength). It'll be swords for the look though.

 

With ICs, I'm not sure. As has been said I feel you need to mix it up, so you'd have to pair the IC with the opposite weapon etc. At the moment I'm keeping mine with swords though for their initiative (and that's how they've been built).

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I have been thinking much more tactically lately with my IC equipment. Since they opearate in squads complete with Sergeants and Champions to take up challenges, giving him a Power Axe isn't too shabby.

 

My biggest problem is my preferred model has a Storm Shield, so I'd lose an attack I'd want to take advantage of and get hold of. I do have an old, dated Captain with Plasma Pistol and Power Axe I could use (he doesn't look too bad, though not as tasty as my prefered version).

 

Maybe I could make a 3rd Captain. Maybe.

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What's the group opinion on a captain with a power fist and a lightning claw? Allows an extra attack (because you're using two "specialist weapons") and you can choose to go claws @I5 AP3 or fist @I1 AP2 depending on the situation. Seems like a pretty versatile load out if a bit expensive.
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I like Frostblades on most of my characters, though Im thinking of making a TDA Wolf Lord with a Fist and Lightning claw, because why not?

 

On my Wolf Gaurd I like to keep powerswords, for the at I4 attacks, and keep the axe on a GH who cant be singled out. Ive considered toying with a WG who has a powermaul... but Im still not sold on running them in all of my packs. Time will tell as they say.

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What's the group opinion on a captain with a power fist and a lightning claw? Allows an extra attack (because you're using two "specialist weapons") and you can choose to go claws @I5 AP3 or fist @I1 AP2 depending on the situation. Seems like a pretty versatile load out if a bit expensive.

 

i run this on a bike with artificer armour, he kicks butt

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What's the group opinion on a captain with a power fist and a lightning claw? Allows an extra attack (because you're using two "specialist weapons") and you can choose to go claws @I5 AP3 or fist @I1 AP2 depending on the situation. Seems like a pretty versatile load out if a bit expensive.

 

Too expensive IMO. Pick one and be good at one thing, or take a relic blade for less if you want to do both. Taking both is just points inefficient.

 

Also, if you take both you can't take a storm shield, which can still be handy.

 

What's the group opinion on a captain with a power fist and a lightning claw? Allows an extra attack (because you're using two "specialist weapons") and you can choose to go claws @I5 AP3 or fist @I1 AP2 depending on the situation. Seems like a pretty versatile load out if a bit expensive.

 

Too expensive IMO. Pick one and be good at one thing, or take a relic blade for less if you want to do both. Taking both is just points inefficient.

 

Also, if you take both you can't take a storm shield, which can still be handy.

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  • 2 weeks later...
Guest Drunk Guardian
What's the group opinion on a captain with a power fist and a lightning claw? Allows an extra attack (because you're using two "specialist weapons") and you can choose to go claws @I5 AP3 or fist @I1 AP2 depending on the situation. Seems like a pretty versatile load out if a bit expensive.

 

Too expensive IMO. Pick one and be good at one thing, or take a relic blade for less if you want to do both. Taking both is just points inefficient.

 

Also, if you take both you can't take a storm shield, which can still be handy.

 

Unless it's on a 300 point Saga of the Warrior Born Thunderwolf Lord with a screen of Thunderwolves to keep him alive.

 

How's that for a tough as nails death star with a hero that can dish out some extreme punishment...

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I run my three aspiring champions with power sword, power maul and power fist. I like the maul the most as it gives me quite powerfull bonus, even with not good AP. It works well against necron warriors and dark eldar... my most often enemies.
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  • 2 weeks later...

How about Codex Assault Squad sergeants?

I have the Marines to run either a double-flamer unit, or a double-plasma pistol unit.

I currently run the sergeant with a powerfist, but am considering building a new one with a maul for flamer duty, or a plasma pistol or power axe for plasma duty. I figure the maul compliments the anti-horde work of the flamers nicely, and the extra pistol would go well with the additional ones in the squad, or the axe can be used in melee.

 

Or have folks completely given up on Codex Assault Marines this edition?

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Well......if you spend points on power fists already, and are not satisfied with the performance, consider for the same price a power weapon and combi-plasma or combi-flamer. A plasma pistol if you like to do the charging.

 

Right now I typically have 3 sergeants from 3rd Company in each list...axe, 2 power swords, no maul. Axe goes in large squads. Swords go in small squads. Have not been using power fists.

 

Any sternguard sergeants have a lightning claw. Acts like a slightly better power sword.

 

My favorite IC is a librarian (Arcadius) armed with either force stave or force axe. Pistol or plasma pistol. Null Zone and Avenger.

 

When I have a captain, always a relic blade...

 

Assault marine sergeant? I have one PF/SS model with the jump pack, and a power sword / pistol version for non-jumping variant.

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