skeletoro Posted February 23, 2013 Share Posted February 23, 2013 It's simply that 33 points for an axe is slightly more damage per point spent than 43 points for a fist. Unless you're trying to penetrate armor or high toughness foes, of course. Also, thanks to their lower cost, you get more models per point spent (and hence more survivability at the unit-level). This is actually really important, especially if you expect to take some casualties before closing to melee (foot slog, drop pods). For example, Fist + Claw looks really good on paper (from memory it's a little more damage per point spent against pretty much anything than SB+axe), but each wound taken concedes 48 points (Almost 50% more than 33 point TDAWG). The Fist + Claw unit will pack a bigger punch at first, but after a couple of casualties, the axe unit will pull ahead. That's part of the reason I wouldn't build a unit composed entirely of 48 point TDAWG. I think SS+axe has its uses, and I think that PF+WC is really good, but I'd probably aim to mix in some cheaper units too. Regarding swords over axes, well, they both have their uses. Axes are more damage, and good vs AP2. I'd generally take mostly axes. That said, you're likely to take 1 or 2 casualties before striking back against many foes, and for that reason it doesn't make so much sense to ONLY take axes. I think it's worth it to take a sword, maybe 2 - that way, you can remove those models first, but they still get their attacks, at least vs init 4 or less (that is to say, most things). Mauls are a hard one. They're not very good against marines, but they're actually not bad against terminators (striking first and generally wounding on 2+). My personal instinct is to suggest taking a wolf claw, if you want an init 4 weapon that still has at least some benefits vs. terminators - as they get to keep their AP3. Link to comment https://bolterandchainsword.com/topic/271636-the-case-for-assault-wg-terminators/page/2/#findComment-3312742 Share on other sites More sharing options...
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