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September 5, 2012 by darrell
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The guys take a look at the effects of placing models with varying initiative either in the front row or second rank, during an assault in Warhammer 40K.
I was waiting ’till Darrel was going to say: ‘Though I don’t see why anyone would take lightning claw terminators’, at which pt Andy’d say: ‘Yeah, Hammernators all the way’
Where do those termies come from btw? I thought there weren’t any hammernators in the BoW studio… Oh well, at least that’s what Darrel said some vids ago
Anyway, good general tip!
The circumstances in which lighting claw termies are an advantage over TH/SS are so few and far between that in any all comers list they’re just not worth it. I’m playing all TH/SS now.
Claws take out higher numbers of AS3+ due to extra attacks and re-rolls. Sometimes just taking out the numbers asap is needed.
Surely if up against high initiative with AP2 then having the IS3+ shield guys in front make sense over the IS5+.
How about putting a Librarian with Storm Shield or similar up front who can then receive a Look-out-sir onto the ‘Mr Wounds’ if needed? These guys only need to be within 6″, not even at the front!
Don’t forget the targets toughness which is a big factor comparing lightning claws user strength and thunder hammers 2x user strength.
Meant to mention Shield of Sanguinous for the Lib to give the 5+ save in above… just crunch the numbers!
Rolling the dice, the three (surviving) thunder hammer termies with 2attacks each still does more damage than all 5 LC termies with 3 attacks each. That wounding on a 2+ and ignoring saves does the trick. Seems my one and only lightning claw terminator is going to get his arms ripped off.
What are some units that have ap2- and initiative 2+ or equivalant that would make a TH/SS squad a run for the money in assaults? Harlequins? Beefed up Nob on bikes?
Master crafted Salamander thunder hammers and furious charging/raging Carcharadon thunder hammers For The Win!
Off the top of my head, I think only things like monstrous creatures and Iron hand Straken with a rule that says ignore armour saves are effectively ap2 at a decent initiative now, everything else was dropped down to ap3 or initiative 1 by being a count as power weapon.
Your math is a little off there mate, 3 TH/SS termies wont do as much damage as 5 LCs in this situation. 5 Hammernators wont do as much damage as 5 LCs against MEQ infantry, against the flayed ones in the video TH/SS will do even worse as statistically they would suffer a wound before they attacked.
Vs 10 man MEQ assault squad (no ap2) on the charge.
5 LC termies 20 attacks (4 each) I4 10 hits 7.5 wounds with re roll (Vs Flayed ones 7.5 wounds + 0 casualty)
5 TH/SS 15 attacks (3 each) I1 7.5 Hits 6.25 wounds (Vs Flayed ones 5 wounds + 1 casualty)
The advantage for TH/SS is also being able to deal with high toughness/high av/2+/AP2 targets, then they do more damage. TH/SS are much more versatile than LCs. Master crafted Thunder Hammers are a whole different story.
Ya I agree. I was just rolling if the terminators were going against another squad of terminators base stats, factoring possible two losses from the LC attacks. But against certain units that have lower armour saves and toughness, no doubt the lightning claws will do more damage statistically. But sometimes the sure footed Math Gods put the fate of your army in the clutches of the random Dice Gods.
Ooh – new FAQs, including Rulebook including: Look out Sir – now pick nearest model… clarifications on Pile-in distributing wounds when some FnP in unit
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