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Centurions or hamminators


Captain Coolpants

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What do you guys think is a better deathstar and why.

 

Grav Centurions with draigo and a level 3 gk libby and an allied libby (for mandatory HQs) hoping for invisibility while being taxied around by draigo.

 

 

OR

 

stern with hamminators for 2++ goodness? Possibly with draigo as well for transport.

 

 

The second is far easier to do and isn't has heavily reliant on the psychic phase, can also deal with all armour values.

 

While the centurions is more reliable in actually. being effectively used as it doesn't require to get into CC. So as soon as the squad teleports or whatever, it can instantly bring the pain with grav death.

 

 

Thoughts?

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Draigo

lvl 3 GK Libby

Chapter Master Smash:cusser (see http://1d4chan.org/wiki/Chapter_Master_Smash:cusser )

Grav Centurions

Coteaz

 

I will try this in a tournament next weekend, I'll let you know how it goes ;D basically, you teleport forward and shoot something. You will most likely get Sanctuary on that GK libby, meaning Draigo and the Chapter Master will have 2+ invuls. Meanwhile, Coteaz protects you from any deepstrike and reserve shenanigans and adds his own psychic powers (what about Forewarning - 3+ invul save Centurions with FnP and IWND?). Should be quite nasty =D

 

Paladins, Apothecary, Stern, Draigo.

 

Yeeah that's well over a 1000pts but near indestructible unless facing a pie plate of ap2.

why paladins instead of cents or hamminators?

Paladins differ from dev cents as you can take ten, have FNP, absolutely shank anything in CC, deepstrike, combat squad, give a specialist banner, cast spells. Of course you loose some firepower but 4 psycannons is still filthy. Does not have T5. Will cost more points.

 

Paladins are better than Hammernators as they can have FNP, have 2W, cast spells, have far far better fire power...

 

10 Paladins in CC as I would kit them out vs 10 hammernators in CC.

 

Initiative 4 - 7 Paladins attack with halberds with Hammerhand in effect. Banner is present. 21 attacks, hitting on 3s wounding on 2s, saves on a 2+ will give approx 2 unsaved wounds. Guy with the banner attacks at the same time unlikely a further wound.

 

Going away from this phase you got 8 hammernators left on average (its only mathammer though, theoretically any number between 0-10 could be left but hang on with me).

 

Now.. 8 hammernators attack. 16 attacks, hitting on 4's, wounding on 2s, then a 5+ invun and a 5+ FNP... 3 whole kills on average.

 

2 Paladins with hammers now have a go. 6 attacks, hits on 3s wounding on 2s, 3+ invun gives 1 sometimes 2 kills.

 

A Draw! (largely speaking) but do not forget the paladins will have 16 psycannon shots and all that storm bolter love at range on the run up to any assault. The main factor in the cc will be who gets the charge.

 

Of course the hammernators are far cheaper but this is a topic about deathstars and nobody told me about a points limit.

The paladins won't get the fnp rolls as the strength is double the toughness.

 

But as you said, the paladins do get to shoot as well, hamminators have no shooting at all. But Hamminators damage a wider variety of enemies as they always strike at strength 8 ap2 without the use of powers.

 

But 5 centurions have 25 grav shots plus extra missiles or bolters (whatever the chest weapons are)

 

Why be good at combat when you can just shoot? (God I sound like a tau player haha)

And remember, the hamminators attacks will be insta killing the paladins, so each successful attack will ignore the paladins extra wounds.

Paladins will go down to dedicated assault units like TWC. However, porting around with paladins makes more sense than with Centurions. Cents have a decent range, so if you park them somewhere in the middle, you have all your needs tended to. Paladins want to setup for assault eventually, so proper T1 positioning with Gate is paramount to that. It is more reliable than reserve rolls in my eyes, and less risky because you won't be stuck in reserve if the power fails to go off.

I'd say it depends on what armies you go up against and the meta of the group. Which do you face? They both can be good depending on who you face, for example cents on orks wound on a 6+ but against termis its a 2+ while haminators deal

with mc quite well.

Centurions with melee characters attached are probably going to be scarier, because 90% of interactions in 40k occur in shooting duels, not in melee. Melee is a rarity but when it does happen one side generally stomps the other. 

 

I still respect the power of Hammernators, but the sheer AP2 output these days and their need to get into melee to be worthwhile is a pain. Centurions can take more unsaved wounds and still do decent damage output, whereas a few failed armour saves on Hammernators drops their damage output considerably. 

 

Take both if you can, hammer+anvil tactics work great. Centurions are more likely to ruin Serpents and Riptides however (neither of those units do anything to FMC's sadly, you still need your own Flyers or Skyfire for them). 

 

Also, you can make greater advantage of Red Hunter protocols with Centurions, as giving them Skyfire or Interceptor on a critical turn is huge, whereas Hammernators don't need most of the buffs (as they either already hit hard enough in melee, or don't need toughness boosts). 

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