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post #341 of 646 (permalink) Old 05-19-17, 08:50 PM
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Can't figure out why the armour modifier for axes and swords have reversed in this edition. It is nice to see that the axe no longer suffers an initiative penalty though. Same with power fists. I tended not to run them in my SWs because I hated the idea of a CC specialist fighting at I1.
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post #342 of 646 (permalink) Old 05-19-17, 09:20 PM
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Originally Posted by Khorne's Fist View Post


Can't figure out why the armour modifier for axes and swords have reversed in this edition. It is nice to see that the axe no longer suffers an initiative penalty though. Same with power fists. I tended not to run them in my SWs because I hated the idea of a CC specialist fighting at I1.
Very good! A step forward towards armies of Khorne Berzerkers being properly equipped with all Chainaxes, a Berzerker with a Chainsword is just wrong! Like seeing an Ork with a Splinter Rifle.


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post #343 of 646 (permalink) Old 05-19-17, 10:07 PM
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To make power swords a viable option. The axe already has the strength boost and now no more initiative penalty, if it had the better save modifier than you'd never see power swords getting taken.
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post #344 of 646 (permalink) Old 05-19-17, 10:24 PM
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Originally Posted by Khorne's Fist View Post


Can't figure out why the armour modifier for axes and swords have reversed in this edition. It is nice to see that the axe no longer suffers an initiative penalty though. Same with power fists. I tended not to run them in my SWs because I hated the idea of a CC specialist fighting at I1.
I like this, it is actually more real world, a sword is pointy and goes far in, hence better ap, the axe confers more blunt force trauma hence the S bonus.
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post #345 of 646 (permalink) Old 05-20-17, 12:12 AM
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Why swords having a better rend than axes doesn't make sense.... http://www.swordforum.com/forums/sho...-against-armor
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post #346 of 646 (permalink) Old 05-20-17, 12:18 AM
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post #347 of 646 (permalink) Old 05-20-17, 01:48 AM
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Trading AP for Strength makes sense in the absence of Initiative, for all the reasons pointed out. It's worth keeping in mind that rules are about in-game balance and not real-world effects.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #348 of 646 (permalink) Old 05-20-17, 02:14 AM
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Meh. The sword has a better rend because they wanted to keep them at a similar price level points-wise. If it absolutely has to make more sense to you, just assume the power field is easier to shape for the sword and thus more effective. It's just like how a Flamer can now suddenly hit a single target multiple times or completely whiff when focused on a tightly-packed squad.

TBH, the interesting one is the Maul - it has been the redheaded stepchild of the power weapons for a while, but with these rule changes, especially with lighter vehicles at T6... I could see a lot of them appearing on tables.
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post #349 of 646 (permalink) Old 05-20-17, 03:50 AM
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TBH, the interesting one is the Maul - it has been the redheaded stepchild of the power weapons for a while, but with these rule changes, especially with lighter vehicles at T6... I could see a lot of them appearing on tables.
Most vehicles had a rear armour of AV10 and a S6 maul attack would be glancing on a 4 and removing a hull point no question, not to mention the potential for a penetrating hit and causing further damage. In 8th, that same S6 attack wounds a T6 vehicle on a 4+ and the vehicle gets an armour save as well as having more wounds than it did hull points.

I don't think mauls are any better than they were before unfortunately. Maybe even worse against vehicles.
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Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #350 of 646 (permalink) Old 05-20-17, 10:56 AM
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If strength is to be a factor in cc with additional rend on top of weapon rend, then the maul could yet find favour in certain armies.


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