Tasteslikechicken Posted August 20, 2014 Share Posted August 20, 2014 Does anyone else think that power maul's don't get enough love. I play alot of Orks and IG that +2 strength at initiative as well as +1attack for pistols. Instant death to IG. I know only AP4 but does not really make a difference unless fighting Meganobz... Link to comment Share on other sites More sharing options...
Orblivion Posted August 20, 2014 Share Posted August 20, 2014 Depends on who you are fighting, that is why magnetizing models is such a good idea. One of my friends runs Dark Eldar, and I always kit out with power mauls against him. Link to comment Share on other sites More sharing options...
Tasteslikechicken Posted August 20, 2014 Author Share Posted August 20, 2014 Yeah I have put magnets in all the Specialists for that reason. Link to comment Share on other sites More sharing options...
marine7312000 Posted August 20, 2014 Share Posted August 20, 2014 I don't like power mauls as such. I like Crozius (croziui?). But then again, if I could field an army of just chaplains, death company and command squads I would. Hmmmmmm....... Back to the drawing board. Link to comment Share on other sites More sharing options...
Chaplain Admetus Posted August 20, 2014 Share Posted August 20, 2014 We are in fact the problem with power mauls, or at least part of it, when it comes to comparing to swords. Against 4+/5+/6+ saves, take the maul because you've got +2 strength and both maul/sword go through the armour. Against 2+ saves, neither goes through the armour so again, +2 strength is better. The problem comes against 3+ saves where, assuming S4 vs T4 12 power maul hits do 10 wounds, killing 3.something. 12 power sword hits do 6 wounds, killing 6. Against T5 or higher, the Maul starts to win... 12 hits, 8 wounds, 2 and a bit kills, sword gets 12 hits, 4 wounds, just edging ahead. Against T6, 12 power maul hits do 6 wounds, 2 unsaved; 12 power sword hits, 2 unsaved wounds (wounding on 6s). Essentially, using the rudimentary maths above, assuming S4 (for us it would be that unless Furious Charge makes an appearance), power mauls are demonstrably better than power swords in all cases except against T4 and T5 3+ save models, and equivalent against T6 3+ save. The problem is that the MEQ statline is so prevalent in the game that there's an awful lot of T4 3+ save models around, and that's skewing the balance. Link to comment Share on other sites More sharing options...
knife&fork Posted August 20, 2014 Share Posted August 20, 2014 Ignoring 4+/5+/6+ saves is (almost) irrelevant though. We already have tons of shooting that ignores it and units with those stats are rarely a problem once they get into combat with a marine. 4+ saves or worse is almost like not having a save at all in 40k. As for the high T targets the maul starts to look good, but remember how many hits you have to score to get those unsaved wounds and how many points you are spending on such a unit. Let's assume that you hit on 4+ with no rerolls. 12 hits means 24 attacks, or 6 veterans with mauls on the charge. That's 90 pts of power weapons on top of whatever you spent on the vets and their delivery system. When a marine player wants to go after high T targets the fist is what you want. Link to comment Share on other sites More sharing options...
Tasteslikechicken Posted August 20, 2014 Author Share Posted August 20, 2014 I like the idea of a srg challenging an ork nob with power claw and crushing his skull before the nob gets to strike. Link to comment Share on other sites More sharing options...
knife&fork Posted August 20, 2014 Share Posted August 20, 2014 Power maul rules transformed our chaplains from death incarnate into pissed off percussionists, just saying. Remember 5th ed Lemartes anyone? Link to comment Share on other sites More sharing options...
Firepower Posted August 20, 2014 Share Posted August 20, 2014 If you're not going up against 3+ or better armor, then Mauls are king. Lances are interesting too, but Mauls have consistency. On the other hand, they're a nightmare to paint. That's a whole lot of surface area compared to a sword or ax. Link to comment Share on other sites More sharing options...
Chaplain Admetus Posted August 20, 2014 Share Posted August 20, 2014 I should have clarified that I was comparing the maul purely to the sword. Obviously a fist is better against high Toughness targets, but then you've got to take into account the fist getting squished before he can swing. Mauls are better more of the time, but the question I'm trying to resolve is whether the sheer preponderance of 3+ saves makes the sword a better choice. (Also, there's a LOT more power swords than power mauls floating around. I think there's one in one of the chaos boxes, and the DA veteran box, and that's it...any I've missed?) Link to comment Share on other sites More sharing options...
Firepower Posted August 20, 2014 Share Posted August 20, 2014 I should have clarified that I was comparing the maul purely to the sword. Obviously a fist is better against high Toughness targets, but then you've got to take into account the fist getting squished before he can swing. Mauls are better more of the time, but the question I'm trying to resolve is whether the sheer preponderance of 3+ saves makes the sword a better choice. (Also, there's a LOT more power swords than power mauls floating around. I think there's one in one of the chaos boxes, and the DA veteran box, and that's it...any I've missed?) Mauls tend to require some conversion, yup. There's one in the DA box, and the Chaos Terminators, but I can't think of any others. It all depends on your meta, basically. If you face more 3+ than anything else, go with swords. Otherwise, SMAAAAAAAASH! Link to comment Share on other sites More sharing options...
shandwen Posted August 21, 2014 Share Posted August 21, 2014 The only maul bit ive had was from the ravenwing knights box. It was a power-baseball bat. (Ugly) Link to comment Share on other sites More sharing options...
marine7312000 Posted August 21, 2014 Share Posted August 21, 2014 IF you're open to FW they have a handful available there. Link to comment Share on other sites More sharing options...
Firepower Posted August 21, 2014 Share Posted August 21, 2014 You can also do a fairly easy conversion by taking the mauls from the WHFB Chaos Forsaken and sticking the ends on trimmed off Thunder Hammers. That's what I did for a couple of Sword Brethren I just finished, and it looks fine. Someone did the same with Melta Bombs I think. Or you could use those gubs people put on the backpacks of veterans to make little Crozius looking mauls. While there may not be a lot of stock mauls (and the ones that do exist aren't all that good looking), they're a fairly easy thing to convert. Link to comment Share on other sites More sharing options...
Tasteslikechicken Posted August 21, 2014 Author Share Posted August 21, 2014 You could also just use a 'power' hammer.... I.E counts as. Link to comment Share on other sites More sharing options...
Xenith Posted August 24, 2014 Share Posted August 24, 2014 I don't like power mauls as such. I like Crozius (croziui?). But then again, if I could field an army of just chaplains, death company and command squads I would. Hmmmmmm....... Back to the drawing board. You can. Link to comment Share on other sites More sharing options...
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