

It’s in-line with the fist, but twice the points. Right now it’s victim of GW’s wild pendulum of balancing. I suspect that next time they do a point adjustment, the TH will drop. But that’s more a captain’s job, and not a sarge’s. things with invulns, the AP on the hammer is probably enough to cut out the armor and hit the ++ save. Obviously, this is very meta dependent, and if we see a lot of DG, heavy intercessors, or other chunky units proliferate, the hammer might come into play again.

While there are a number of units that the hammer’s 3 damage would be nice for, Most guys who are on the objective they want to grab are probably not it. On a sarge, who is more likely to be swinging at troop-like things, I’d rather have the fist with the better AP. If you are working on justifying the investment, that could be relevant.įor general use the drop in AP is a big deal IMHO. Remember, the first round of combat you generally are getting one more attack from Shock Assault. Now with the PF 1.12 go through but you do one less damageĮither way your looking at about 1 success which isn't enough to justify the points 24x Slugterra Elemental Slug Kid Toy Cartoon PVC Figure Decoration Birthday Gift. U02dah4 wrote: I think the difficulty is that on a Sgt your making 3 attacks you fail to hit with 1 against most targets with 3w+ they are T5 so 1 and a third wounds go through now at ap 2 assuming they are 3+ that leaves 0.88 saves Primaris Space Marine Assault Intercessors Thunder Hammer Warhammer 40k.
