spu00sed Posted April 3, 2013 Share Posted April 3, 2013 As the title suggests I need help in choosing war gear for two squads A 10 man assault squad A 3 man sky hunter squadron The assault squad sergeant has a plasma pistol and power sword, what should I use or my two extra special weapons? 2 plasma pistols 2 power weapons 1 of each If power weapons which ones? I'm thinking swords, since the squad isn't geared towards terminator killing, and spears only work if you break the enemy on the charge. For the sky hunters, again the sergeant has a power sword (theme of the list is that officers carry swords). However, here my problem is where to put the plasma cannon? Should the sergeant have it, so I have two bodies protecting the VIP? Or should I give it to another marine? so I don't lose the sergeant to an unlucky get hot Thanks for any help Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/ Share on other sites More sharing options...
Pavel Araghast Posted April 3, 2013 Share Posted April 3, 2013 I've thought of gearing my assault squad if I field them with hand flamers. It can help to soften hordes or overwatch. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342268 Share on other sites More sharing options...
Jim AMM realgenius Posted April 3, 2013 Share Posted April 3, 2013 I still prefer power axes on the assault squads. There's usually enough bodies to soak up wounds and let them strike, and they wound easier and can deal with artificer or terminator armor if you get stuck against that. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342278 Share on other sites More sharing options...
No Foes Remain Posted April 3, 2013 Share Posted April 3, 2013 What about a power mace? I've heard that they are the go between for swords and axes. I've thought of gearing my assault squad if I field them with hand flamers. It can help to soften hordes or overwatch. This plus flamers force a bunch of saves, and whats the chance that your opponent can save all of those that hit? Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342326 Share on other sites More sharing options...
Jim AMM realgenius Posted April 3, 2013 Share Posted April 3, 2013 I don't like the power mace because it is only AP4 and everything is pretty much T4 in Heresy games. Now if you are playing against normal armies, then it is probably a good option, especially against T3 special characters. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342371 Share on other sites More sharing options...
Massaen Posted April 4, 2013 Share Posted April 4, 2013 I disagree, the maul is my first choice in most cases. Wounding on 2's or S6 vs rear AV10 is awesome. Dice count and a single challenge will see the axe man die in most cases. I can force you to take saves before you swing Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342484 Share on other sites More sharing options...
Pavel Araghast Posted April 4, 2013 Share Posted April 4, 2013 What about a power mace? I've heard that they are the go between for swords and axes. I've thought of gearing my assault squad if I field them with hand flamers. It can help to soften hordes or overwatch. This plus flamers force a bunch of saves, and whats the chance that your opponent can save all of those that hit? I hope they will have to throw a lot of dices. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342517 Share on other sites More sharing options...
Reasonable Commissar Posted April 4, 2013 Share Posted April 4, 2013 Ive been running 3 man Skyhunter squad but imo it would be better to boost it to 6 man as the 3 is a bit too glass cannon and can die too easily. Id give it to the sgt and not bother with a power weapon for him as you dont really want them in combat as they are a quite a shooty unit. For assaults I havent had much luck with them as they are really expensive for 10. I wouldnt go maces though as if you are attacking a vehicle you can just use grenades and melta bomb so Id say swords or axes for those and Id prefer plasma pistols to the hand flamers. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342585 Share on other sites More sharing options...
Jim AMM realgenius Posted April 4, 2013 Share Posted April 4, 2013 I disagree, the maul is my first choice in most cases. Wounding on 2's ... I can force you to take saves before you swing I run a Chaplain in my army and he's terribly ineffective with the crozius. Yes, you will strike first in a challenge and have a better chance of hitting and wounding, but Artificer Armor means you are unlikely to kill anything. I believe the binomial probability of you wounding with the mace and me MAKING the artificer save is about 2/3 (69.4%), so you'll kill my Sarge only half as often (30.6%) as I will kill yours (66.6% chance to wound, no save). Numbers from Binomial probability calculator: http://stattrek.com/online-calculator/binomial.aspx Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342724 Share on other sites More sharing options...
spu00sed Posted April 4, 2013 Author Share Posted April 4, 2013 Thanks for the help. I have decided to go with 2 power axes. Now all I need to do is find my spare parts for m chaos warriors so I can convert a pair of daemon hammers into Dane axes. Link to comment https://bolterandchainsword.com/topic/273672-help-arming-squads/#findComment-3342923 Share on other sites More sharing options...
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