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Best weapon for a GM?


tiberius183

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I just, completely on impulse, started GK.

I was just wondering: what's the best weapon for a Grand Master?  I know halberds are standard on a lot of our stuff, but GMs already have I5 (it's not I6, but still better than most); I was thinking of a sword just for the 3++ in close combat, or, I was also thinking of Falchions for the +1 attack.  What's the "norm" that you should take on a GM?

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Warding Staves are a waste when the Sword comes stock. Halberd, Hammer, and Sword are the three that compete the most in my mind, and I don't really consider the Falchions worth it on much of anything.

 

The essential trilemma here comes down to: do you want to strike before practically anyone else? Do you want to be able to penetrate Terminator armor? Or do you want to be more survivable?

With Hammerhand making us S6, the difference between the hammer and the other two in terms of killing T4 characters becomes insignificant, and really makes the AP2 the only substantial difference. It's all preference from there.

Everyone above is correct. What is the rest of the unit your GM will be joining armed with? Will you be trying to get Sanctuary? Thus giving you 3++ with halberd and hammer, 2++ with sword etc.

 

What does your regular opponents field character wise that may end up challenging you?

neodymium magnets 2mm x 1mm, fit very nicely in the GK termies wrists check eBay, I'll wait...

It is a bit of a pain to get them into the hands (especially the left) but patience and a steady hand with a 2mm drill bit and you can have whichever you want to use this game.

Just like my librarian and GM

http://i21.photobucket.com/albums/b264/treadhead2/magnetizedgkchaeacters.jpg

wip paint jobs but you can see the little blighters

If you try this the right hand and arm is easy enough but the left side is much fiddlier, my advice is to make an inset in the middle of the forearm/wrist connector where you wish to site the magnet then drill very carefully and to check the depth regularly with stacked magnets.

For some of the left hands (assuming you want falchions as an option) you may have to inset the forearm magnet a little further as the hands are almost 1mm in width at the critical point but not quite if you look closely above the left falchions magnet protrudes slightly

Having said (and done) all that I usually just leave him with the swordlaugh.png

Edit: Do a spare weapon first then leave it atop your magnet stack this way when you glue a magnet in place they'll all be facing the right ways

also dob a bit of paint on the spare weapons magnet then use it to help place future wrist magnets

To go along with treadhead, check out this thread: http://www.bolterandchainsword.com/topic/278574-where-to-buy-magnets-for-your-minis/?fromsearch=1

 

Starts with magnet recommendations, but lower in the thread are videos and pictures.

 

I definitely recommend magnetiIng Knights, since so many of their weapons point out.

The Hammer is on my tech marine, he likes to keep it close for those bigger repairs.

Anyway most of my opponents play Eldar or DE, so the halberd wasn't that big a boost but a GK-GM wielding a nemesis daemon hammer can rip through most enemies.

So every once in a while it gets borrowedph34r.png

Ok, well, rephrasing the question a little, what do you all feel is the most universal weapon of the bunch?  The one that you would take flying blind into a pickup game or tourney?

 

 

Hammer. He's plenty tough, and 2+ save characters are not uncommon in 40k, so you want to be dangerous in challenges. He's also got good odds of surviving a Daemon Prince wailing on him, then hammering it into oblivion. 

Ok, well, rephrasing the question a little, what do you all feel is the most universal weapon of the bunch?  The one that you would take flying blind into a pickup game or tourney?

Universal weapon for me is the halberd, for reasons I mentioned above. The hammer, as cool as it is, isnt worth striking at I1 when you could be striking at I7 with a possible S6. Krak grenades can deal with anything you should be assaulting with him and anything harder can be dealt with the units desinged for such a purpose, usually hammers from a unit he is attached to.

Halberd is great...until you fight a character in 2+ armour. Virtually every army except Sisters, Nids and Eldar can get 2+ armour on their heroes. Which is why if you're going in blind to a tourney or whatever, hammer is sweet because it cuts right through it. 

 

Going at I1 is a pain, but GM's are pretty hard to kill. I've won enough fights with hammers to not care if they go first. 2+/4+ and three wounds is a serious ask for most combat heroes. 

I agree with RD. For challenges, too many high-end characters use TDA, Artificer, or an equivalent. While there is something to be said for forcing more saves to overwhelm the probability, dice are fickle, and I'd rather force the usually worse invul and put the sucker down with the might and authority of the God-Emperor of Mankind made manifest in the impact of the blessed NDH

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