Rhavien Posted September 7 Share Posted September 7 (edited) I try to make up my mind if I want to give my DC on foot with melee weapons a hammer or a fist. With the built in reroll to hit, the 4+ from the hammer feels a lot less intimidating. What do you say? I plan to run them MSU within a DC detachment to harass and disrupt the enemy. I already have 2x10 assault intercessors and plan to built and paint all the assault intercessors from the DC box and upcoming combat patrol as DC. Edited September 8 by Rhavien Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/ Share on other sites More sharing options...
Jolemai Posted September 7 Share Posted September 7 (edited) Codex Supplement DC or Index/Legends DC? Edited September 7 by Jolemai Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063089 Share on other sites More sharing options...
Rhavien Posted September 7 Author Share Posted September 7 Oh, sorry. I'm talking about the new datasheet for DC on foot with melee weapons. Assault intercessors in black. Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063112 Share on other sites More sharing options...
Inquisitor_Lensoven Posted September 7 Share Posted September 7 …do they even get hammers any more? Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063131 Share on other sites More sharing options...
Blindhamster Posted September 7 Share Posted September 7 the on foot ones do, they can have a single hammer or fist plus an eviscerator per 5 models (for 3 fancy weapons in a squad of 10). DemonGSides 1 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063134 Share on other sites More sharing options...
Rhavien Posted September 8 Author Share Posted September 8 Plus one special pistol per squad. As they don't scale up to 10 as good as the jumpy ones my plan is to run them in batches of 5. That's at least a hammer or fist, one eciscerator and a pistol per five guys. Also I think it's a good idea to take a plasma pistol on a chainsword guy. If you run the DC detachment, you can overheat when you shoot and hope you trigger the detachment special rule if one dies. Regarding my original question I think I'm going for hammers. Right now there are far to few hammers in Warhammer and with their built in reroll to hit it should be fine. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063180 Share on other sites More sharing options...
Blindhamster Posted September 8 Share Posted September 8 Plus one special pistol per squad. As they don't scale up to 10 as good as the jumpy ones my plan is to run them in batches of 5. That's at least a hammer or fist, one eciscerator and a pistol per five guys. Also I think it's a good idea to take a plasma pistol on a chainsword guy. If you run the DC detachment, you can overheat when you shoot and hope you trigger the detachment special rule if one dies. Regarding my original question I think I'm going for hammers. Right now there are far to few hammers in Warhammer and with their built in reroll to hit it should be fine. in and of itself, its another reason GW need to change the way points are done. There's almost no reason to take units in a squad of 10 currently. Rhavien 1 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063189 Share on other sites More sharing options...
Pathstrider Posted September 8 Share Posted September 8 I guess one reason larger squads aren’t as efficient points wise could be cause a buff from a leader would apply to more models? not sure that makes up for it, and the differences in this case between the various death companies is kinda boggling… Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063219 Share on other sites More sharing options...
Pathstrider Posted September 8 Share Posted September 8 I try to make up my mind if I want to give my DC on foot with melee weapons a hammer or a fist. With the built in reroll to hit, the 4+ from the hammer feels a lot less intimidating. What do you say? I plan to run them MSU within a DC detachment to harass and disrupt the enemy. I already have 2x10 assault intercessors and plan to built and paint all the assault intercessors from the DC box and upcoming combat patrol as DC. I’m planning on thunder hammer purely on grounds of I’ll have probably used all my power fists bits elsewhere and as you say the 4+ is easier to take with a reroll. Rhavien and Casual Heresy 2 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063221 Share on other sites More sharing options...
Brother Raul Posted September 9 Share Posted September 9 If you take a foot chaplain you can't not wound with either so I'd take the Thunderhammer for those auto wounds to be Devs. Even without a Chaplain I think Dev wounds can be clutch so take the Thunderhammer. Rhavien 1 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063405 Share on other sites More sharing options...
Pathstrider Posted September 9 Share Posted September 9 If you take a foot chaplain you can't not wound with either so I'd take the Thunderhammer for those auto wounds to be Devs. Even without a Chaplain I think Dev wounds can be clutch so take the Thunderhammer. I may be missing something, but aren’t 1s auto fail and dev wounds only on a unmodified 6? Blindhamster, Karhedron and Inquisitor_Lensoven 1 2 Back to top Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063466 Share on other sites More sharing options...
Rhavien Posted September 10 Author Share Posted September 10 I may be missing something, but aren’t 1s auto fail and dev wounds only on a unmodified 6? That's the case, yes. 1 always fails and dev wounds trigger on a critical wound, which is a unmodified 6 in general. To get devastating wounds to proc earlier you wound need the Anti-X rule, as it widens the range to do a critical wound. Link to comment https://bolterandchainsword.com/topic/383926-dc-hammer-or-fist/#findComment-6063644 Share on other sites More sharing options...
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