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Best Melee Chainsword Role?


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#21 eriktheguy

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Posted 27 October 2013 - 06:57 PM

Every time I start a thread guys, it turns into Dark Eldar vs Ork combat discussions.

 

Not that I don't find it endlessly entertaining, and since my question has already been answered, do carry on :P



#22 bogi_khaosa

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Posted 28 October 2013 - 08:26 PM

ORKZEES RULES!!!!! ELDARS ARE THE SUXXORS!

 

Anyway as you know I did a couple of Ork vs. Eldar combats over there in my big time-waster thread, and it's pretty obvious how it works. In an enclosed area, the Ork usually wins, In a place with space to maneuver, the Eldar usually wins.

 

Because the Ork's big Eldar-stomping ability is Furious Assault, which is a Full Action, and every Eldar has high Acrobatics if not full-fledged Assassin Strike, which means that they can just hop out of its range.- every time after they attack in melee. And given that an Eldar is literally faster on foot that most Imperial Guard vehicles, they can stay out of melee forever if they want.

 

IN FACT a Wych on combat drugs has a higher half move than the Ork can Charge, meaning that she can hit him and assassin strike away completely out of his reach. Then Charge again on the next round, and Assassin Strike after that attack. And so forth. As the Ork just runs around in circles, losing new body parts at each pass.

 

This, my friends, is what actual evasion is, not standing there at close range bopping you head from side to side like some mon-keigh idiot begging to get hit. :)


Edited by bogi_khaosa, 28 October 2013 - 08:31 PM.


#23 oriondean

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Posted 15 January 2014 - 04:47 PM

Ork Boy WS: 4

 

Eldar Guardian/Dark Eldar Warrior WS: 4

 

= 50% chance to hit, per attack.

 

Which is, oddly, almost what it comes to in Only War rules with their listed stats.

 

Now of course with your super-eldar Guardsmen should never be able to hit them either, whether in close combat or not, so what they're doing as adversaries is anybody's guess.

 

I have no idea where this idea comes from that a run-of-the-mill Eldar is some kind of dancing dervish. That's Wyches and Banshees, not Bob the Craftworld Eldar.

remember in the table top eldar get an initiative of 5 i think (regardless its higher than orcs) so they always strike first unless the orcs have special weapons.



#24 Alrik Vas

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Posted 15 January 2014 - 08:15 PM

On the original topic, Brawler and Scout both make excellet chain sword fighters.  I'm playing a scout now and they get strength, weaponskill and stealth cheap.  Then they get amazing ambush ability.  They also, as scouting guys, get perception and awareness cheap...so it's hard for opponents to sneak up on them.

 

On the nature of eldar vs orks, i know nothing about either really, as i'm a player and not a GM and i prefer it that way.



#25 Bladehate

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Posted 16 January 2014 - 11:58 AM

I really want to know what the best ranged chainsword role is...

 

 

Joking aside, how awesome would a chainsword-a-pult be?



#26 Boss Gitsmasha

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Posted 16 January 2014 - 11:16 PM

Clearly, to combat the catlike grace of the Eldar, we must form a Guard regiment even more catlike.

 

Gentlemen, I propose the formation of the Carlos McConnell 1st Felinid Battalion.


"Oomans are pink an' soft, not tough an' green like da Boyz. Dey'z all da same size too, so dey'z always arguin' about who's in charge, 'cos dere's no way o' tellin' c'ept fer badges an' ooniforms an' fings. When one o' dem wants ta lord it over da uvvers, 'e says 'I'm very speshul so'z you gotta worship me', or 'I know summink wot you lot don't know, so yer better lissen good'. Da funny fing is, 'arf of 'em believe it an' da uvver 'arf don't, so 'e has ta hit 'em all anyway or run fer it. Wot a lot o' mukkin' about if yer asks me. An' while dey'z all arguin' wiv each uvver over who's da boss, da Orks can clobber da lot."


#27 Askold

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Posted 17 January 2014 - 01:26 AM

From the specialisations in Core rulebook Weapon specialist trooper and the Commissar are propably the best suited for melee chainsword roles. The Ogryn is also a close combat monster, but cannot use chainswords and the sergeant lacks the Finesse aptitude which makes many essential talents more costly.

 

This does not mean that the sergeant cannot be made into a good close combat fighter, but the talents will cost more and player also needs to concentrate on other talents for leadership.

 

The commissar starts with a good quality chainsword but like the sergeant has other priorities aside from melee combat for exp use.

 

The weapon specialist does not normally start with good melee weapons, but chainswords are pretty easy to get and if making a close combat oriented regiment you can get good starting melee weapons for all guardsmen. They do lack the strength aptitude, but with finesse, bs and ws aptitudes getting the talents for using two melee weapons is pretty cheap. (And if making a sharpshooters regiment they get one free aptitude as they already have the BS aptitude and can pick strength instead.)


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#28 Alrik Vas

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Posted 17 January 2014 - 12:41 PM

Plus, crushing blow with a high WS is pretty nice for making up the low STR damage.


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#29 segara82

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Posted 20 January 2014 - 02:11 AM

@Bladehate: Take a look into Into the Storm (RT) and search for the Crimson Crown. It's a bloody chainsaw chakram.

Courage is the mastery of fear - not the absence of fear


#30 Marwynn

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Posted 20 January 2014 - 09:48 AM

I really want to know what the best ranged chainsword role is...

 

 

Joking aside, how awesome would a chainsword-a-pult be?

 

 

I'd say any Lasgun with the Chain Melee attachment? Or the chainsaw chakram as segara82 says.

 

Would Parry be a better investment for melee guardsmen? You'll be investing in WS anyway. 


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#31 Alrik Vas

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Posted 21 January 2014 - 10:08 AM

Parry is good because of Counter Attack.  Free attacks are good, m'kay.



#32 bogi_khaosa

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Posted 21 January 2014 - 02:11 PM

Parry also benefits from weapon quality, ganging up, Frenzy, and so forth.



#33 Andreas Grarup

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Posted 28 February 2014 - 06:43 AM

A Priest is in my view one of the best Chainsword wielders, he can give the squad a lot of extra fate points in this way, especially with the chain weapon expertise. It may take a bit longer to get all the talents, but if we are discussing best, not cheapest, then i would go with the priest



#34 Tenebrae

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Posted 28 February 2014 - 11:36 AM

We have a priest(ess) in our squad, with an Eviscerator.

Goodness but she's nasty! She may well be our best damage dealer, but she needs to get to the enemy, which is the tricky bit.



#35 Alrik Vas

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Posted 28 February 2014 - 11:53 AM

The best way to get your melees in is suppressive fire and smoke grenades.  get it done.

 

Oh eviscerators...or as i like to think of them, slaying a tank with a sword.



#36 Tenebrae

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Posted 28 February 2014 - 03:21 PM

The best way to get your melees in is suppressive fire and smoke grenades.  get it done.

Neither of which we currently have, so we make do with suppressing fire, which works a charm :)


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#37 Traejun

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Posted 12 March 2014 - 01:57 PM

Melee... the best way to essentially neutralize the dangerous targets in combat.  That baddy with the heavy weapon, or the enemy sgt/office that's 1-shotting people - get into melee.  The Chainsword just adds the opportunity to 1-shot-cripple a target, if not kill them outright.

 

I've always seen my players make excellent use of the bayonete charge.  



#38 Alrik Vas

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Posted 12 March 2014 - 05:58 PM

I've always seen my players make excellent use of the bayonete charge.  

Admittedly, i have never done this.  I play the scout.  Everything is quiet and calm, peaceful even...then THE CHAIN SWORD TURNS ON RAAAAWWRRRR and it's all blood, smoke and screams after that.






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