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I have switched to using my Bladgeuard Vets as Headtakers and they are great with a Wolf Priest.

 

But I also have some of the new models that I plan to run as the twin-weapon version and lead them with a WGBL. I am just pondering how to arm the Battleleader. Normally I would go for the Thunder Hammer in case I need to punch up against T10+ targets. However the MCPW is likely to land more hits over the course of the battle, he gets Dev Wounds against the Headtakers' Quarry target and also gets Lethal Hits in Beastslayer.

 

Do you think I need the extra Oomph of the Hammer or should I go with the MCPW and max out on attacks, relying on the assorted special rules to push damage through against tougher targets?

5 hours ago, Karhedron said:

I have switched to using my Bladgeuard Vets as Headtakers and they are great with a Wolf Priest.

 

But I also have some of the new models that I plan to run as the twin-weapon version and lead them with a WGBL. I am just pondering how to arm the Battleleader. Normally I would go for the Thunder Hammer in case I need to punch up against T10+ targets. However the MCPW is likely to land more hits over the course of the battle, he gets Dev Wounds against the Headtakers' Quarry target and also gets Lethal Hits in Beastslayer.

 

Do you think I need the extra Oomph of the Hammer or should I go with the MCPW and max out on attacks, relying on the assorted special rules to push damage through against tougher targets?

 

The attached character does NOT get the quarry buff...only the "headtakers" get it

 

I made this mistake as well early on giving Ragnar the buffs before it was pointed out to me

 

I equip a TH on all my WGBL b/c the increased S is needed

 

S5 is a REAL bad breakpoint for the entire SW melee arsenal

With Sustained 1 and Lethals, the 2 extra attacks and an extra point of WS make the sword the better option most of the time.  At least, I recall seeing someone do some mathhammer to that effect (though I don't have it in hand at the moment).  However, I want my WGBL to be able to handle the toughest targets out there.  Tough targets often have invul saves, or 2+ armor saves, or both.  Maybe it's just my luck (and my opponent's luck), but I'd rather have the ability to spike some wounds through with Dev Wounds than let them save everything on a 4+.

35 minutes ago, TiguriusX said:

The attached character does NOT get the quarry buff...only the "headtakers" get it

 

Darn, you are right. I am so used to unit rules spilling over to attached characters that I missed the exception. 

I'm just going to be contrarian because it's what I do.... :)

 

My Headtakers that are double armed with the Battle Leader (Hammer) almost always have more attacks than I need unless going into a super hard target which may indicate a miss target on my part.

 

I still favour the hammer/shield. Double armed headtakers with Sus1/Lethal seem to hit pretty hard in numbers in all my games. 

 

This is just me because I've been getting matched up against a lot of anti infantry lately.... Those damn Thousand Sons (appropriately so?) are becoming my most hated foe with the Headtakers. The dual armed ones are seen as a huge head ache. I get wasted by the -2/full reroll hit/wound squads and flamers and often which for those shields. 

 

 

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