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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 by Rhavien
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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. 

 

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.

 

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.

 

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? 

 

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. 

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