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Quick NDK question related to melee weapons


EnterRehab

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Well it says "may replace 1 power fist with 1 of the following" ... So the way it's worded you can do it twice.. Because it doesn't say.. "may 'only' replace 1 power fists with 1 of the following'...

 

 

But that leads to the question... Why would you want both? Lol

 

They both have the same stats, just the hammer is concussive and the swords grants just 1 to hit re-roll

Depends what you're going against. If you're going against other MC or something that is likely to survive the first round of combat, I'd rather go with the hammer, because concussive reduces the enemy to initiative 1 during the second round of combat (if you wounded), so you get a second crack at killing them before they even get to swing at you :-P.

Oh, i didn't notice... the change on Greater Nemesis Weapons...

Sword is master crafted, no more rerroll to hit and to wound...

Hammer is Unwieldly, so it has Initiative 1.

 

I think none of them are useful now.

But aren't both STR  x 2 ap 2?

Oh, i didn't notice... the change on Greater Nemesis Weapons...

Sword is master crafted, no more rerroll to hit and to wound...

Hammer is Unwieldly, so it has Initiative 1.

 

I think none of them are useful now.

The standard weapon is a Power Fist instead of a Nemesis Doom Fist now thus no more automatic force, the Hammer and Sword in addition to regular benefits grant you force. I would always take one or the other.

Monstrous creatures and walkers ignore the unwieldy rule. And both weapons stats in the book are double strength ap2.

 

But yes, the nemesis doomfists no longer exists, they are power fists now. Making out dreadnoughts even more useless

Monstrous creatures and walkers ignore the unwieldy rule. And both weapons stats in the book are double strength ap2.

 

But yes, the nemesis doomfists no longer exists, they are power fists now. Making out dreadnoughts even more useless

 

OK. So I was correct in my initial statement.. But now the hammer is a bit better than anticipated because MC ignores unwieldy.

Hammers are not a must. Concussive will never matter, if you're fighting T6+ enemies, you should turn on 'Force' anyway. You don't wanna get into protracted fights with other MC's, you don't have many wounds to give up. 

 

The greatsword got nerfed, but one re-roll to hit is still very nice, and honestly the re-roll to wound was never really needed (you wound everything on 2's anyway). It's still S10 AP2 force attacks. 

When looking at the hammer, I would over-look that it's concussive, and keep in mind that it's half the price of the sword and still providing force.

 

 

We're talking about 5pts versus 10pts. It's not gonna make or break your list. 

Hammers are not a must. Concussive will never matter, if you're fighting T6+ enemies, you should turn on 'Force' anyway. You don't wanna get into protracted fights with other MC's, you don't have many wounds to give up.

 

The greatsword got nerfed, but one re-roll to hit is still very nice, and honestly the re-roll to wound was never really needed (you wound everything on 2's anyway). It's still S10 AP2 force attacks.

I can think of many things you don't want to get stuck in melee with for prolonged fights and are all weak to instant death (wraithknights off the top of my head, not sure about riptides atm).

 

Hammer is only good for multi-phase combats... a reroll of 1 hit may be the 1 wound you need to end the fight immediately.

I don't know about you, but there are definitely lists I've made where I'm 1-5 points over. This is just one place you could go to cut back 5 pts/NDK

 

 

I'd drop a gun of a Dreadknight before dropping his greatsword. Not to mention, Rule of Cool. The sword looks so much better than the hammer. 
I can think of many things you don't want to get stuck in melee with for prolonged fights and are all weak to instant death (wraithknights off the top of my head, not sure about riptides atm).

 

Well neither of them are Eternal Warriors (which is the only way to survive 'Force'), so yeah Riptides pop just as easily. They also don't get their annoying FNP rolls either, which is gravy. 

Forgive the lack of knowledge, i'm still new to the game.

 

FNP is just an extra 5+ save ontop of your other save right? (including invuln)

 

If you pass a FNP save, does it negate all wounds?

 

remember to roll FNP (1D6) for each wound,

Yes its a 5+ you can use as long as the attack made was not double your toughness.

 

Yes if you make that 5 up, its like the attack they just made didnt happen

Double toughness doesn't apply to the dreadknight. FnP can't be taken against attacks that inflict instant death, which is why you don't get FnP against attacks that are double toughness.

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