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mauls for TWC?


skeletoro

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so I was thinking about the fact that TWC get rending with all weapons. Perhaps spamming power mauls might be a good way to run them. They'd be hitting at s7 rending, s8 if given furious charge. Meaning they'd be in the realms of ID on all attacks. It's hard to compete against a wolf claw but they'd have an extra attack and cost slightly fewer points, and would potentially be quite nice against multi wound characters or those with FnP. T4 at least.

 

just a thought anyway!

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do you mean frost axes?  there is no maul option i'm seeing, and only Rune Priests can have Crozius Arcanum or Runic Staff.

 

if there was, i see your point.  but the only +2 strength in the Melee Weapons options is frost axes and they are unwieldy.

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do you mean frost axes?  there is no maul option i'm seeing, and only Rune Priests can have Crozius Arcanum or Runic Staff.

 

if there was, i see your point.  but the only +2 strength in the Melee Weapons options is frost axes and they are unwieldy.

 

Regular power weapons can be taken in any one of the Sword/Axe/Lance/Maul variety, and all TWC have access to power weapons.

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Excellent idea, but I still think the axe is better for a more reliable way to get the AP2 in. Mauls I will only recommend if facing non MEQ armies and hordes.

 
Bear in mind that vs. the frost axe the maul is 5pts cheaper, strikes at initiative, and has the concussive USR.
 
This is a very interesting concept, I might have to roll a full squad of them in a few games and see how they do.
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"Ahhhhhhhhh I see" said the blind man as he pissed into the wind, "It's all coming back to me!"

 

i have not used anything imperial except this army so i did not know it worked like that.  that's awesome.... well power maul rending wulfen on thunderwolves it is, then.

 

awesome sauce!

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It is an interesting concept.  And I love Mauls.  Try it and let us know how it goes.  Furious charge via Harald is a good idea to get them into that S8 instadeath.

 

I don't know if it would work for my meta.  Lots of Eldar and Tau monsters.  In order for it to really help I need that AP2 which I would get on a regular TWC via his rending.

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I thought about it some more and there is some crazy nice synergy between lower strength shred and rending. That reroll to wound means more 6s. Against a 2+ save, a rending wound is anywhere from 2x to 6x more valuable than a regular wound.

 

Weirdly, against some targets (tactical terminators for example) a lightning claw would actually be better than a wolf claw because on a roll of a 2 you'd get a normal wound with the wolf claw (6/36 unsaved wounds) and a reroll with the lightning claw (7/36 unsaved wounds as it still might rend).

 

By this same token, furious charge will decrease damage that TWC with wolf claws deal aagainst T5 foes with a 2+ armour save and 5++ or worse invulnerable save. Corner case, but kinda funny.

 

So hmm, yeah. Wolf claws are actually awesome not just because they pack AP3 but because they boost total wounds caused but because they increase the number of rends (at initiative).

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Hmm, what high toughness 2+ armour save units are out there, anyway?

Another question out of left field: misfortune makes all attacks against a target rending. Is there a way to get rerolls to wound on our shooting attacks?

All I can think of is twin-linked flamers... not sure if we can get those, though. Hmm! Some of our formations do give twin-linked on shooting attacks.. but combi flamers are no cheaper than combi-plas.

Digi-weapons may be worthwhile on TWM ICs who lack shred or inherent AP2, or for that matter anyone wielding the fangsword of the ice wolf (which packs its own rending). And the relic wolf claws in the supplement already pack rending and shred.

A Farseer casting doom and misfortune would be super scary, especially with massed lasgun fire. Ok, my musings are going a little far afield. Time to take my pills msn-wink.gif And anyway, I guess eldar can just combine shuriken fire with doom. That's actually really scary now that I think of it.

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I don't really think there's much point giving thunder wolves melta bombs. You only get one melta bomb attack per model, but baseline TWC have 6 s5 rending attacks on the charge. Against most vehicles you're hitting a lower AV value because you're hitting rear armour. S5 rending pens AV 11 and glances AV12 on a 6, and of those 6s has a 1/3 chance of even getting a 14.

 

So against pretty much any vehicle that isn't a land raider or a super heavy you're really not going to benefit from those melta bombs. Against most vehicles you would be better off choosing not to use them even if you did have them.

 

And a rending power maul will be a whole lot better than melta bombs against armour. On a 6 you'd pen anything (well, there's a 1/3 chance it'd only be a glance vs a land raider). And you'd have six times the attacks.

 

Personally i'd just make sure to have at least two or three TWC models armed with s6+ weaponry and armour won't be much of a problem. Add a power fist into the equation and you've got one guy throwing 5 s10 AP2 attacks - I just don't think TWC have any use for bombs.

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You are paying 10 points per units (2 bombs) to be able to deal with Necron Chariots, Walkers and Land Raiders. That is a bonus in my eyes, because hoping for a 5 or 6 with a maul against 13/14 ain't my idea of cracking vehicles. You could argue for Fists or Hammers, but they cost 3x the cost of 2 bombs.

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What I found to be a good conversion is if you get the axe (or maybe it was the hammer) from the GH box set. Then cut the blade off leaving you with just the wolf's head part. Then turn it around so that it looks like one of the old fashioned tribal skull cracker. 

 

e.g. top middle of this picture

 

http://i1146.photobucket.com/albums/o535/ipsanderson/imagejpg4_zps234f8983.jpg

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