matt01price Posted March 5, 2013 Share Posted March 5, 2013 Sorry to butt in folks but what about the idea of a frost axe and a frost sword (on a wolf lord)? Then you could use the ap3 full initiative against normal marines, ap2 against the heavies, get the extra attack and that would look damn good (throw in a belt of russ aswell). I know it's expensive but is it a good compromise? Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3320756 Share on other sites More sharing options...
Squark Posted March 5, 2013 Share Posted March 5, 2013 Thing is, it's more expensive than Powerfist+Wolf Claw, and less effective. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3320923 Share on other sites More sharing options...
skeletoro Posted March 5, 2013 Share Posted March 5, 2013 Meatgrinder: Yep, frost axes aren't good. I was talking about power axes. Power axes are very good. In terms of wounds caused per point spent, vs guardsmen/marines/terminators: TDAWG w power axe: .051/.030/.020 TDAWG w power fist: .039/.030/.020 +3 strength sounds like a lot but it's really +0 to +1, against infantry. You're rarely going to get any use out of >str 6. EXCEPT against vehicles, extremely tough foes (e.g. monstrous creatures) and multi wound t4 foes. That's where power fists become worth it. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3321214 Share on other sites More sharing options...
MeatGrinder Posted March 5, 2013 Share Posted March 5, 2013 Meatgrinder: Yep, frost axes aren't good. I was talking about power axes. Power axes are very good. In terms of wounds caused per point spent, vs guardsmen/marines/terminators: TDAWG w power axe: .051/.030/.020 TDAWG w power fist: .039/.030/.020 +3 strength sounds like a lot but it's really +0 to +1, against infantry. You're rarely going to get any use out of >str 6. EXCEPT against vehicles, extremely tough foes (e.g. monstrous creatures) and multi wound t4 foes. That's where power fists become worth it. It is also instant death vs anyone t4 or lower, and you have the versatility to kill bigger things, all for an extra 10 points, thats why you take it. Power axes can't take down vehicles or MCs, and vs characters youre likely to only get one hit at most (out of your two) past their invul, and you want it to count. Remember in TDA, you won't be getting the extra attack. You could give him meltabombs, but youre striking rear armour, which is likely AV10-12, for the extra points you might aswell take the fist. Axes might be superior vs infantry, but you're just gimping yourself if you get stuck in a bad spot (which you will). Fists are the superior choice for all-comers lists. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3321246 Share on other sites More sharing options...
Squark Posted March 5, 2013 Share Posted March 5, 2013 Fists are good when you're planning on killing tanks in close combat. We have long fangs and meltauns for that, which makes the axe the preferred choice. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3321266 Share on other sites More sharing options...
skeletoro Posted March 6, 2013 Share Posted March 6, 2013 The thing is, if you're talking about a wolf guard pack, there's no need to pay for the whole unit to upgrade to fists. One chainfist will more than take care of your tank-killing needs. Anything more is overkill. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3322090 Share on other sites More sharing options...
Squark Posted March 6, 2013 Share Posted March 6, 2013 And if he's leading a pack of Grey Hunters, they can pitch in with their krak grenades. Link to comment https://bolterandchainsword.com/topic/271852-frost-axes/page/2/#findComment-3322167 Share on other sites More sharing options...
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