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Blood talons Q


Markconz

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Yeah I'm tossing up options while assembling a couple of dreads, and thinking long term over next decade or two of rules options.

 

1. Magnetise fist and blood talon options (fiddly and time consuming).

2. Go with whatever looks good, "rule of cool".

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These don't seem worth the extra cost? Am I missing something? Cheers.

 

They rarely do, except when you try to take down units with invulnerable saves, where the additional point of AP of the fist does not help it.

In this case they are more reliable than fists because you reroll both 1 to hit and wounds. 

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To make it short: if you have the points it's worth it thanks to our Red Thirst rule.

Not always, the sweet reroll to wound can be wasted if the tanks makes the save.

 

Dreadnoughts wounds everything on 2 the turn they charge. You get reroll to 1 to wound but then the talons are AP-2 instead of AP-3. This is a big change.

 

They only get better versus captains and other units with invulnerable. 

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Ummm.....for me I prefer Blood Talons because they make Dreadnoughts self-sufficient. Point at enemy, release.

 

Someone better at math than I can map it out, but stacking more wounds with re-rolls is usually greater than reducing enemy saves. And speaking of saves...most super hard things will have an invuln so AP-2 vs AP-3 is not as massive a difference.

 

Likewise, theoretically if there was something T10 of greater you’d want to hurt, the Blood Talons re-rolling 3’s To Wound on charge > then wounding on 2’s?

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Well lets say it like this,

 

Against targets with a better armor save than 5+ the Fists do slightly more unsaved wounds.

all values rounded real

2+ = BT->1.73, FF->1.98

3+ = BT->2.31, FF->2.47

4+ = BT->2.88, FF->2.97

5+ = BT->3.46, FF->2.97

 

Against targets with any kind of invulnerable save, the Talons do slightly more unsaved wounds.

all values rounded real

2++ = BT->0.58, FF->0.49

3++ = BT->1.15, FF->0.99

4++ = BT->1.73, FF->1.48

5++ = BT->2.31, FF->1.98

6++ = BT->2.88, FF->2.47

 

The reason why I prefer the Blood Talons (apart from them looking more awesome) is that they are way more reliable with their additional wound re-roll while barely losing anythng against most targets and even gaining a little bit against other targets.

Also after the initial charge as long as the opponent doesn't charge other units into the fight, the Blood Talons look even better since then the they do more unsaved wounds against anything with T7-T9 and a 3+ armor or worse and the same amount of unsaved wounds against anything with T7-T9 and a 2+ armor save.

But mostly it's really just the reliability that makes me prefer them over Furioso Fists.

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Ummm.....for me I prefer Blood Talons because they make Dreadnoughts self-sufficient. Point at enemy, release.

 

Someone better at math than I can map it out, but stacking more wounds with re-rolls is usually greater than reducing enemy saves. And speaking of saves...most super hard things will have an invuln so AP-2 vs AP-3 is not as massive a difference.

 

Likewise, theoretically if there was something T10 of greater you’d want to hurt, the Blood Talons re-rolling 3’s To Wound on charge > then wounding on 2’s?

This has been my thought process as well. He rerolls everything so he doesn't really need any buffs.

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