Sunday, January 6, 2013
MathHammer Part 5: Thunderwolf Cavalry
First, the power fist and the axes strike at initiative one. This is an important consideration depending on what initiative the enemy is, and their ability to kill the Thunderwolves before they strike. Another thing to consider is that the power fist is strength 10 which is awesome! This allows you to insta-kill anything up to T5 and makes it auto-penetrate most vehicles. However, against single wound models with low toughness (which is what they will be facing most of the time) the frost axe is better due to it's extra attack.
So this should help you to decide on what weapons to use. But it will come down to how you plan on using them (and also the points cost). Since I wouldn't suggest charging a Dreadknight or a squad of terminators with these guys, AP2 may not be that important. Personally I will give my thunderwolf a frost axe since I think it is the coolest, but if I give him a storm shield, maybe I'll replace it with a power fist (or thunder hammer for the concussive rule).
So there you have it! Hope this was helpful to someone out there. I am really liking the 6th edition close combat AP. It really makes things more interesting, but it makes the choices a little less straightforward. Well I'm going to get back to putting my space wolves together. Thanks for reading!