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New GK player....swords vs halberds


KGatch113

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So, getting ready to assemble power armored guys, and I don't feel like magnetizing the arms...

 

what are the pros and cons of taking swords or halberds???? Or falchions?

 

I did a forum search, nothing clear came up, sorry if this is redundant.

 

Thanks for any help.

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Squad type affects role within the army and whether it's worth forking out points on expensive combat upgrades. Purifiers will be on the front lines, taking on Grey Hunters and Berzerkers, so a few Hammer Hand Halberds would help here with their multiple attacks. Strike squads on the other hand will want to avoid getting into punch ups with dangerous individuals since they have a meagre amount of attacks to make much use of expensive upgrades, and generally want to hang back and shoot whilst looking after objectives.

On Power Armour GK, swords = free, and are the best buy for your points. Halbards are great, but only Purifiers can affored to take them in numbers.

 

On TDA troops, the best mix I've found is 1 hammer per 5, with 2 swords, 2 halbards per 5. On independent characters with the option, swords + iron halo = storm shield in CC, which has slightly more benefit for "free" than going first on initiative for points paid. If no iron halo, than sword still wins for being free, and a staff wins over intiative if you have the points. Some like to take halbards on their Librarians, but prefer swords and staves since the Libby can aways choose to take Quicksilver.

 

My opinion.

 

SJ

Purifiers can take whatever they want since they have the statline to back it up and have cheaper options.

 

Strike Squads are best left stock with swords. This is partly because they are ill-suited for it, but also because it sets up a situation where, should you roll up Forewarning as your divination power, you can get access to a squad full of 3+ invulnerable saves in close combat for a pittance. Not bad IMO.

It's pretty simple:

 

Strikes: They shoot things to death. Stick with the swords. If you wanna get fancy, take a halberd on the Justicar. That's all though, they lose to even halfway decent assault units

 

Purgators: Doing it wrong. Justicar with hammer, 4 dudes with incinerators, Rhino.

 

Interceptors: Keep them cheap, you already pay a high premium for their abilities. Justicar hammer is advised, they're gunning for backfield artillery tanks and heavy weapon teams, so hitting hard is more important than winning challenges.

 

Purifiers: The only PA squad worth talking about when discussing halberds. I find this build works well for me, and trades very well;

 

Flame Knight w/halberd, Purifier w/hammer, 4 x Purifiers w/halberds, 4 x Purifiers w/psycannons

(295 points)

 

Flame Knight challenges, hammer is for smashing walkers, sacrifice psycannons when engaged in melee (place them closer to the enemy), to keep those halberdiers swinging.

 

 

For TDA squads, Paladins are going to be 5-man so I'd take 2 hammers and two halberds (mix in the two psycannons as you see fit). The Bro Banner dude can't take a nemesis weapon.

For Terminator blob, I go half hammers, half halberds, mixing in the two psycannons wherever (preferably hammers, as I keep the halberds forward to take the charge). I take a halberd on the Justicar, so he can win most challenge situations. I find if you go too heavy on the halberds, they can't fight enemy Terminators effectively. You don't wanna go full hammers though, as it leaves them vulnerable to Rending and mass wounds.

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