Powerfist and hammers -init

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Powerfist and hammers -init

Post  System Commander on Tue Mar 06, 2012 3:32 pm

Just a note to everyone that powerfists and thunderhammers (and the iterations of) always go at init 1.. And aew never modified by init bonuses.. whether its furious charge or quicksilver.. always init.

Unless of course the rules state otherwise.. Such as Straken.. who gts to go on his initiative with his powerfist. There are a few other examples i think.. but not many.


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Re: Powerfist and hammers -init

Post  Rhaevyn on Tue Mar 06, 2012 3:45 pm

Abbaddon. Rawr.

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Re: Powerfist and hammers -init

Post  dusktiger on Tue Mar 06, 2012 10:03 pm

i take it a few people forgot about this and have been rolling as something else lately?

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Re: Powerfist and hammers -init

Post  System Commander on Tue Mar 06, 2012 10:22 pm

I think so.. but no big deal. It happens from time to time.. not the clearest rule and gets confused occasionally.

I thought it was your game but must of been the other Mike..

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Re: Powerfist and hammers -init

Post  dusktiger on Wed Mar 07, 2012 12:45 am

well, i recall beau mentioning he thinks ian rolled it wrong on out team game last week, but i wasnt really paying attention to when they rolled on eachother; i was more focused on how much i could maim paz's nids that game Razz

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Re: Powerfist and hammers -init

Post  Roland on Wed Mar 07, 2012 9:13 am

I mentioned it, but it wasnt that big a deal, that dread was toast anyways. If I recall he would have glanced it to death with the double HHed swords and halbred (Str 6, Init 10, I think something like 8 attacks for the unit). I woulda had 3 attacks back at most, Str 6, no PW. 1.5 hits, 1.25 wounds, 0.208 wounds get thru. So the DH would definately have gone off anyways. It was prolly faster the way we did it anyways:) I had to have set some kind of record for KP loss there(10/14 and we were on turn 3? 4?)Smile

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Re: Powerfist and hammers -init

Post  dusktiger on Wed Mar 07, 2012 10:35 am

lol, yup. paz lost at least 3 KP for sure (mostly all to thunderfire cannon volleys BTW), ian lost....at least 1KP, i lost 3, and beau had lost 9. good thing the game was capture and control, not annihilation

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Re: Powerfist and hammers -init

Post  Roland on Wed Mar 07, 2012 1:00 pm

All Ian lost was the DS Termie squad (to bolter fire basically), Paz lost the HT, a termangant brood and ???. We were a broodlord away from killing his genestealers. Pretty sure I lost 10. Captain, Combat Squad, 2 Rhinos, 2 Dreads, 1 speeder, 1 storm, 2 preds. All I had left was 3 combat squads and the one speeder. I can't remember what you lost, the one termie squad and Haas's squad and rhino?

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Re: Powerfist and hammers -init

Post  System Commander on Wed Mar 07, 2012 2:23 pm

Yup.. no worries. I thought id just post a reminder after Beau asked. It can be confusing and its good to get it clear from time to time

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Re: Powerfist and hammers -init

Post  dusktiger on Wed Mar 07, 2012 11:11 pm

the other one that alot might not remember is that you dont get +1 attack for 2 one-handed weapons anymore when you use a powerfist or thunderhammer. they changed this a while back. you only get +1 attack from these if you field a guy holding a pair of fists or hammers, so give your power fist sergeants combi weapons or plasma pistols so their gun is better, because your not gaining another attack by holding a bolt pistol in the other hand.

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Re: Powerfist and hammers -init

Post  Planes on Thu Mar 08, 2012 2:02 am

Necrons always get their power fists at init, heh.

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Re: Powerfist and hammers -init

Post  Rhaevyn on Thu Mar 08, 2012 10:28 am

necrons always get my power-fists in their in-it!

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Re: Powerfist and hammers -init

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