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You could do company veteran bikers, in those your veteran sword brother should be 3 attacks base. You could then outfit them with as many power weapons of any type as you want.

 

Yup, in general sergeants of elite squads get 3 attacks, which is pretty nice. And if it's a melee squad and you don't wanna shoot at all you can have that chainsword as a second weapon for an extra baseline attack, I guess. Speaking of elites and their attacks, actually a bit funky that Honour Guard only gets 2 attacks.

I rarely see a case where the investment is worth it outside assault terminators. Probably in larger squads with ablative wounds (one or two in a large vanguard squad) or on characters, ideally around a chaplain, for all rerolls. Then again i'd rather go single claw and chainsword for efficiency. Looks ugly though :P

@Firepower Check out the stats for mauls and lances, they're the same! I'm guessing the omission on the sergeant was just to save some ink. Give him a maul and call it a lance, no one will know the difference!

 

The lightning claw on Techmarine fad was for getting the +1 attack bonus for the specialist weapon category, of which lightning claws and powerfist (Servo-arm) both were a part. I was too stubborn and kept the cog axe. I'm quite glad I did now.

 

Each power weapon has its place now which is very exciting for those of us who like cool models. They are all functional with pros and cons.

 

The only power weapon that I feel is lacking is the Eviscerator and that makes me sad because they're friggin cool. They're just so expensive and only available on a model that has 1 attack.

Edited by Ebon Hand

Sword Brother
10 Veterans
- 5 x Chainsword
- 5 x Storm shield
- 4 x Bolt pistol
- 1 x Power axe
- 3 x Thunder hammer
- Jump packs
+ Sword Brother Leader
   - 1 x 2 Lightning claws  - - - > 270 Punkte

 

against hard hitters

Edited by Medjugorje

The only power weapon that I feel is lacking is the Eviscerator and that makes me sad because they're friggin cool. They're just so expensive and only available on a model that has 1 attack.

Sergeant can take it. That doesn’t really help though since it costs bloody 22 points.

 

The only power weapon that I feel is lacking is the Eviscerator and that makes me sad because they're friggin cool. They're just so expensive and only available on a model that has 1 attack.

Sergeant can take it. That doesn’t really help though since it costs bloody 22 points.

 

 

 

There is literally no reason to take it over a Powerfist which costs 10 points cheaper. The extra -1 AP will never be worth 10 points. 

 

I think despite their lower strength claws and swords are great in a unit with Helbrecht or a Chap dread.  Or even a unit near Helbrecht for that matter :lol: That +1 S really makes them a lot better and improves their value more than it does for the axe or maul. 

So when you build your big melee tide squads, what power weapons do you like to put in there on the sword brother and pw/sw/heavy initiates?

 

Im thinking axe on the initiate, and axe or sword on the sword brother plus a combi.

 

Or should I just keep it cheap and go with chainswords all around?

Long story short per the math; If you can afford another Initaite or Neophyte, get a another another Initaite or Neophyte. It is statistically more points efficient. The Power Sword on an Initaite increases the model average damage by 25% for the cost 30.25%. That said I will always say if you include one Power Sword always include a second, and tide Squads want both. As the third Power Sword attacks increases your chance to inflict a Power Sword Wond by over 50%. (0.55 Wounds with just SB. 0.84 wounds with SB + Initaite). And espacially in large tide Squads, your adding 6% increase in damage for only 2% Tax (4 Points is about 2% of 200) (2.99 or 1 Sword vs 3.23 for 2 Swords).

 

And at the end of the day it’s only a 4 (5) Point Upgrade. Downgrade a couple Initiaites to Neophytes to pay for it. And it’s a 4 (5) Point Upgrade that does increase your damage output. So answer your question, it depends on your personal preference, how you see the math, and list wise what you think is best use for those 4 points or Heavy Slot

Edited by Schlitzaf
But do you want to throw that expensive elite unit at chaff that Claws are good at killing, or give them a load of fists to properly crush more dangerous units? To me it seems like Claws are just the economic choice on Cataphractii.

But do you want to throw that expensive elite unit at chaff that Claws are good at killing, or give them a load of fists to properly crush more dangerous units? To me it seems like Claws are just the economic choice on Cataphractii.

 

Keep in mind we have an easy way to buff them in Helbrecht, getting +1S on a Claw can be pretty big, not to mention re-rolls to hit. 

 

But do you want to throw that expensive elite unit at chaff that Claws are good at killing, or give them a load of fists to properly crush more dangerous units? To me it seems like Claws are just the economic choice on Cataphractii.

 

Keep in mind we have an easy way to buff them in Helbrecht, getting +1S on a Claw can be pretty big, not to mention re-rolls to hit. 

 

 

Assuming they deploy together or nearby one another.  With most lists, I would rather Deep Strike Terminators, which puts them out of reach unless you hold off on deployment or stick Helbrecht in a Pod.  Still, something to consider, especially if you take the Land Raider approach (too big of a point sink for my tastes, but it can be done).

 

Either way, there's a reason I'm trying to magnetize the Cataprachtii arms.  Those damn shoulders are going to be an issue though :P

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