Lord Blackwood Posted January 8, 2016 Share Posted January 8, 2016 In the upcoming painting event I plan on working on my fellblade and re purposing it for use with my Fists It has been brought to my attention that I can probably pick up the turret of a Glaive on the cheap I have used the fellblade in question to moderate success with my wolves it is a very fun tank to use as it can move fast fire off all its weapons and threaten a plethora of units every shooting phase. Obviously its not as powerful as running two Imperial Knights or something like that but for what it is , it is solid and seems to attract less Ire than when you field knights ( my opinion and experience ) Basically Id like to hear the opinion and experiences of other players in relation to the Fellblade , FellGlaive and Falchion -Have you fielded one of the variants ? -What point value did you take it at ? - How effective or ineffective was it?- What are you projected effectiveness for any of the variants - How do you feel about taking one of them vs taking a primarch Personally I am looking forward to hearing people's experiences with the Glaive as the offer of the turret for one is pretty cool but if its just not worth my time Ill avoid it. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/ Share on other sites More sharing options...
Marshal Loss Posted January 9, 2016 Share Posted January 9, 2016 Link to an existing discussion I think the Falchion is underwhelming, the Fellblade is an excellent all rounder and the Glaive is a solid choice which has the added benefit of pleasing the many martian death ray addicts around in 30k Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4271934 Share on other sites More sharing options...
Hesh Kadesh Posted January 9, 2016 Share Posted January 9, 2016 The key to the Glaive is premeasuring. You can premeasure in 30k, so use that to plan your moves and leave you in the best position to leave an inch wide scar. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4271956 Share on other sites More sharing options...
Lord Blackwood Posted January 9, 2016 Author Share Posted January 9, 2016 I do agree with you about the fellblade though I take issue with the fact that its cannon only fires once a turn Im not terribly sold on the glaive I mean I reckon its nice against large swaths of infantry but other than that how useful do you reckon it will be against vehicles , its only haywire and the 1+d3 only applies to superheavies and gargantuans of course las cannons are a thing Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4272063 Share on other sites More sharing options...
Slips Posted January 9, 2016 Share Posted January 9, 2016 Thing is, its beam only stops at Super-heavies or Buildings. Meaning if you line the shot up right, you can hit a LOT more than just a single Tank. Sure, its lame that you have to use the Haywire table when hitting tanks instead of the S8 Ap2 in some instances but, oh well. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4272082 Share on other sites More sharing options...
Hesh Kadesh Posted January 9, 2016 Share Posted January 9, 2016 That is true. But give it Quad Lascannon and it's likely to nope any Rhino based attack. 2-3 dead a turn if you line it up properly, AND get a hit with the gun on the dudes in the tank. It had a use against Drop Pod lists to gib the bros inside, but less so now as they are forced to exit now. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4272151 Share on other sites More sharing options...
Lord Blackwood Posted January 10, 2016 Author Share Posted January 10, 2016 hm I ended up buying the head for the Glaive so ill have a fellblade and glaive now I think the glaive certainly is intriguing when you put it that way always forget about the las cannon sponsons @ n @ Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4272754 Share on other sites More sharing options...
PastelAvenger Posted January 11, 2016 Share Posted January 11, 2016 Link to an existing discussion I think the Falchion is underwhelming, the Fellblade is an excellent all rounder and the Glaive is a solid choice which has the added benefit of pleasing the many martian death ray addicts around in 30k Completely agree. I own a Falchion and with the changes to the Destroyer Weapons it just doesn't pack enough punch compared to the Glaive and the reliability of the Fellblade. It's a shame really, it should take a tank off the board a turn. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4273254 Share on other sites More sharing options...
God-Potato of Mankind Posted January 11, 2016 Share Posted January 11, 2016 As a Falchion owner I can tell you it's underwhelming. I took one to try and slap Lorgar & friends into little bits. It failed spectacularly. It's a shame, it's a TL Volcano cannon...you'd...you'd think it could reliably erase anything it touches :( Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4273438 Share on other sites More sharing options...
The Unseen Posted January 11, 2016 Share Posted January 11, 2016 I've found D-Weapons are a lot more fun if you lower their maximum damage results, raise the minimum results. It's a D weapon, it should always do SOMETHING, but nobody likes seeing a super heavy with 3 structure points die to a single shot. So we houserule in my area something like if it hits, it rolls twice for pen results, and use both of them. And they count as Str 10, with rerolls to pen, instant death, and causes d3+1 wounds. So it's usually killing or at the least crippling a small tank a shot, and chunks other superheavies, but it can't just remove everything with a lucky roll. Otherwise, they seem really swingy. Either it does nothing on a 1, or its just remove everything under the template. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4273458 Share on other sites More sharing options...
Slips Posted January 11, 2016 Share Posted January 11, 2016 Forgeworld has their own Optional Destroyer Damage Table which makes all S:D S10 Ignores Cover, Sunder, Instant Death and Always D3+1 HP or Wounds. BTW: Structure Points aren't really a thing anymore. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4273481 Share on other sites More sharing options...
The Unseen Posted January 11, 2016 Share Posted January 11, 2016 Huh, didn't know about that. Seems to be pretty much the same. And yeah, I know SP aren't a thing anymore. Old habits I guess. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4273550 Share on other sites More sharing options...
PastelAvenger Posted January 12, 2016 Share Posted January 12, 2016 Forgeworld has their own Optional Destroyer Damage Table which makes all S:D S10 Ignores Cover, Sunder, Instant Death and Always D3+1 HP or Wounds. BTW: Structure Points aren't really a thing anymore. Where are the rules for this? I've never seen this before. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274200 Share on other sites More sharing options...
Charlo Posted January 12, 2016 Share Posted January 12, 2016 I've only just seen that today too. It looks very good :) Is it a sort of "agree before playing" deal? Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274206 Share on other sites More sharing options...
Slips Posted January 12, 2016 Share Posted January 12, 2016 Its in Lacal possibly page 9 iirc Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274212 Share on other sites More sharing options...
PastelAvenger Posted January 12, 2016 Share Posted January 12, 2016 It won't punch through a Spartan though at Str10 and with only 1 shot. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274431 Share on other sites More sharing options...
Slips Posted January 13, 2016 Share Posted January 13, 2016 If, for whatever reason, you deem it a sound plan to fire a weapon into the front arc of a spartan, sure, but thats why you have grav rapiers and the like. its still S10 ap1/2 Ignores cover, sunder, instant death with twin-linked. Meaninf you can still vape things. Besides, a Spartan had 5 HP so a single D shot that doesnt roll a 6 isnt killing it any faster either. And you still get cover/invulnerable saves vs 2-5 results on the D chart. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274578 Share on other sites More sharing options...
Hesh Kadesh Posted January 13, 2016 Share Posted January 13, 2016 It's also Ordnance, so you roll twice, apply sunder for the rerolls on both, and apply the result. So, you're looking at basically 4 rolls to penetrate armour, ignoring the Flare Shield. It deals 3HP of damage on a penetrate (when it has 4 chances to roll a 5+), and has a 1/3 chance of blowing it up on top of that. Assuming you have some Grav or Lance weaponry elsewhere in the list, said Strength D is going to punch straight through. Given its range, it's likely to see use on larger tables - possibly those where it's nearer 72" or greater deep, or on horizontals, and so get a couple of turns shooting in. Link to comment https://bolterandchainsword.com/topic/317972-space-marine-superheavy-fell-variant-tanks/#findComment-4274623 Share on other sites More sharing options...
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