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Post by Deleted on Mar 4, 2015 14:07:41 GMT -6
I always struggle with how to equip my Aspiring Champions. They have the champion of Chaos rule, which means the must always issue and accept challenges but get to role on an "eyes of the gods" style table if they win. The issue I run into though is what to arm them with. Powerfists are just a little to expensive I think for a one wound model, which really only leaves lightning claws or power weapons. Lightning claws are great, and I think a good choice for regular CSM marine squads, but units with Furious Charge often don't seem to benefit as much from the shred. This leave power weapons as an option for my Berserker/Khorne Marine champs, but which one do I use? Swords are general worse then LCs, and axes have the same problem that PFs have of going last. The two remaining options I consider then are the power maul (+2 str/ ap 4) and the power lance (+1 str/ ap 3 on the charge). A champion with 5 str 7 ap 4 attacks at initiative seems like the best option, but am I missing something? Which power weapon is the most generally useful, as I want to avoid tailoring the list each game.
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Post by Nick P on Mar 4, 2015 14:19:12 GMT -6
It really depends on what you're trying to do - if your goal is to take on big units of infantry, then you just need to be able to deal damage and AP4 should be plenty to cut through most RaF that isn't a space marine. In that scenario, the maul is great, and also offers some solid anti-armor in a pinch.
That being said, I tend to like the classic power sword, since you're already S4, you wound anything that's not an orc or marine on 3s, and AP3 means you're cutting through everything but terminator armor. Solid all around weapon.
Iirc, lances can only be taken by mounted models? So you're stuck with Sword, Axe, or Maul. Axe is out, because aren't CSM I5? Want to use that as often as you can, so either the sword for points efficiency or the maul for lots of attacks that can ID FnP GEQs, damage MCs on 3s, and take on up to AV13 in a pinch.
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Post by Deleted on Mar 4, 2015 14:38:38 GMT -6
In the chaos codex, for whatever reason, any sergeant can take a power lance, even footslogers. CSM statline runs S 4, T 4, I4 just like loyalists, and the Khorne marines I'm running get furious charge. I'd hate to lose I4 for a axe because I feel it guarantees the sergeant will die in a challenge. I need my CC units to be good at cleaving through blobs, that why I've been looking at ap 4. I have preferred enemy marines so I'm less concerned about ap 3 vs. them for that reason.
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Post by jefferestinpeace on Mar 4, 2015 14:47:00 GMT -6
I think you'll be good with a maul for most things, but there will be times you get punked by a naked SM sarge rolling all 3s against you. However, the LC is a waste with Pref Enemy already.
How many Champs you running? If it's two, one with the maul and one with the sword will give you enough versatility to take on the threats they need to take on.
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Post by Deleted on Mar 4, 2015 15:04:42 GMT -6
I think you'll be good with a maul for most things, but there will be times you get punked by a naked SM sarge rolling all 3s against you. However, the LC is a waste with Pref Enemy already. How many Champs you running? If it's two, one with the maul and one with the sword will give you enough versatility to take on the threats they need to take on. I'm taking eight, thus the difficulty in deciding for to arm them. 4 of them are Skull Champions (Str 5) and 4 are just Aspiring Champions (Str 4)
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Post by jefferestinpeace on Mar 4, 2015 15:07:18 GMT -6
Oh well shit bro, mix and match that stuff.
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Post by Nick P on Mar 4, 2015 15:09:07 GMT -6
I think there's two ways of looking at it - either give the mauls to the S5 guys to maximize the S bonus and use them for hunting blobs (with more attacks I presume, being khorne), and the S4 guys swords for hunting S3/S4 elite units with 3+saves or less; OR you give your mauls to the S4 so you get S6 and S5, so that you're always wounding on 3s or 2s, no matter what, and switch the roles.
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Post by Deleted on Mar 4, 2015 15:18:22 GMT -6
I think there's two ways of looking at it - either give the mauls to the S5 guys to maximize the S bonus and use them for hunting blobs (with more attacks I presume, being khorne), and the S4 guys swords for hunting S3/S4 elite units with 3+saves or less; OR you give your mauls to the S4 so you get S6 and S5, so that you're always wounding on 3s or 2s, no matter what, and switch the roles. What about lances for the regular marines. On a charge thats five Str 5/AP 3 attacks. If I can't kill it in the first round I'm kinda boned any ways because khorne units lose rage and preffered enemy on turn two, so why not just go all on in the charge? Or do you guys think the AP 4 on round to would be to much of a drop in killing power.
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Post by Joelercoaster on Mar 4, 2015 21:33:30 GMT -6
The question with lances is, "Can you guarantee the charge?".
They're great for Eldar armies, who specialize in mobility and controlling the flow of things - unfortunately they then got stripped from DE, except for Scourges... because elite shooting units need power lances. Awwww yiissssss... anyway.
My gut is to say veer away from the lances, as the marines are foot-sloggers at heart. S6+ with the Maul means wounding Marines on 2's, which = lots of saves, which > 3+ armor. I figure you only expect to need to do one wound (enemy Sgt style thing), so not ignoring armor isn't killer. If you're up against a bigger character, then your Sgt isn't having a good day anyway. Plus, you can use the skulls of your enemies as mauls. So, there's that.
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Post by Deleted on Mar 4, 2015 21:52:01 GMT -6
The question with lances is, "Can you guarantee the charge?". They're great for Eldar armies, who specialize in mobility and controlling the flow of things - unfortunately they then got stripped from DE, except for Scourges... because elite shooting units need power lances. Awwww yiissssss... anyway. My gut is to say veer away from the lances, as the marines are foot-sloggers at heart. S6+ with the Maul means wounding Marines on 2's, which = lots of saves, which > 3+ armor. I figure you only expect to need to do one wound (enemy Sgt style thing), so not ignoring armor isn't killer. If you're up against a bigger character, then your Sgt isn't having a good day anyway. Plus, you can use the skulls of your enemies as mauls. So, there's that. This was kind of my thinking. My skull champions are 2 attacks base, +1 CCW & Pistol, +2 Rage (or +1 counter charge). They also have a special rule that lets them make any extra attack for every six rolled for to hits. That is on average just about six str 7 ap 4 attacks, that should kill a marine sgt, and that will certainly kill any xenos. Its also not have bad vs. armor, Str 7 can hurt alot of things. Sweet, looks like power mauls it is. Thanks for the help guys.
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