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View Full Version : Best choices for Grab and Smash?



PhoenixBlaze
12-01-2009, 06:45 PM
Now, looking over the Mauler's card, it seems that we have a fair amount of choices of what to do for the chain attack.

I can see the double handed throw being very handy, but I'm not sure about one thing. Can you change facing when you throw? Or does it all depend on the charge direction? Making two attacks, then a throw, resulting in more damage and a knockdown, and allowing for more knocked down enemies if you have all the choice.

I just feel that, do we need it? Normally a Mauler's going to annihilate things he charges, but I supposed it's a good way to get your mauler out of combat after bringing the hurt.

What about the other options, head/weapon lock or headbutt? Will they be used that often? What sort of scenarios will see them used? Again I point to the fact that normally, you just want the Mauler to kill things. Locks and Headbutts don't seem needed (although I suppose the headbutt would just be yet more damage, for free essentially).

Halp!

Soylent
12-01-2009, 06:48 PM
There is no good answer. Situation will dictate what you use.

Redphantasm
12-01-2009, 06:49 PM
2H throw is one of the best options. Not to toss the guy and knock him down, but to launch the fool at other targets, knocking all them down and tossing collateral damages around.

Sevwall
12-01-2009, 06:53 PM
Honestly I've only ever headbutted so far. I usually want to keep raining down the 16's (or 19's), and if I can make them autohit, all the better.

Ravir
12-01-2009, 09:00 PM
Throw is best if there's a nearby target with equal or larger base and the one you're throwing is near dead. 4d6 damage after boost, and knocks down the other target. If they're pretty close, don't even aim them specifically at the target, just throw in a line straight through them. If they're within 3" or 4", depending on base size and total distance thrown, you'll still end up hitting them no matter the deviation. If you miss a targeted throw they could fall short, so I usually just throw in the general direction unless it's a long-distance shotput or I'm trying to squash a caster with a beast/jack (love doing that).

If you've done crap damage rolls, especially if there is help nearby, head-butt is the way to go. Then your backup gets automatic hits.

joedj
12-01-2009, 09:26 PM
One thing, any one thing, 9pts or greater. Better yet, a Warcaster, or Warlock.
Other than that and you're using a sledgehammer where a scythe (aka Axer) should have been used. ;)

kakita
12-01-2009, 09:26 PM
I usually throw, because at MAT 6 (what you use for throws now) if you boost you should be able to hit all but the highest DEFs.

Headbutt seems like a good idea too.

i_like_tool
12-01-2009, 09:41 PM
I use 2 Handed throw pretty much exclusively to clear charge lanes or take out infantry that are to close for my comfort.

PaintThrall
12-01-2009, 10:06 PM
If it is a warjack that you can finish off in another hit than you can headbutt it , destroy it and have cover/rough terrain for protection.

Mutton
12-01-2009, 10:24 PM
I find locks to sometimes be useful; facing a heavy with a shield that you think you can kill if you get rid of it, lock away.

Goris
12-01-2009, 10:28 PM
So, is headbutt still happening at the -2 Penalty even though this is a chain attack?

Cannibalbob
12-01-2009, 10:30 PM
Honestly I've only ever headbutted so far. I usually want to keep raining down the 16's (or 19's), and if I can make them autohit, all the better.


Same for me. I go for the headbutt and then just monkey-smash till the target is dead.

it's nice, cuz that is pretty much the combo I used with Brun & Lug a lot to wreck stuff.

Chadwick
12-02-2009, 01:41 AM
So, is headbutt still happening at the -2 Penalty even though this is a chain attack?

Head-butts don't have an attack penalty in MK2, but you cannot perform a head-butt on a larger-based model.

Steamworks
12-02-2009, 03:21 AM
Headbutt if you think you can kill the target, weapon lock if it's a Khador heavy or you realise it's not going to die. 2H throw if there's a tempting target of opportunity nearby.

DaKnub728
12-02-2009, 04:32 AM
For me, I headbutt models that are really big like warbeasts and jacks, so I bring the hurt to them more often, but if I face armies like Skorne that like to clump up in tight messes, thats when I throw something causing collateral damage to the a big group of models. Usually a good time...

Zombied00d
12-02-2009, 05:19 AM
If it's something you're not going to kill in one more hit, headbutt. If a power 15 is likely to put it down, chuck him at some fool. 7.5" plus deviation on a 50mm base is always delightful to see.

Tweak
12-02-2009, 05:26 AM
I'm finding myself using the arm lock/weapon lock ability a lot more often. The fact of the matter is if I wreck my target, usually a jack these days, I'm suddenly looking at a wide open field of painful counter charges. Honestly just taking out the ability for the massive Inferno Mace to hurt me, while actually stopping those nasty Knights exemplar from charging my mauler is really nice. Plus unless I’m mistaken the + to STR you get from Rage applies during the tests on your opponents turn for breaking the lock which is just icing on the cake really.

Zombied00d
12-02-2009, 05:29 AM
If they're close enough to charge you, they're close enough to get hit by that Crusader, that's all I'm gonna say...

theummhmmguy
12-02-2009, 05:35 AM
MKII jacks need to die horribly. That said, two high pow attacks before a throw that boost on the main target gives you three solid hits on something. If I can take the jack out in those three hits or finish it off with something else I will throw its butt into its buddies. If I think I can't finish in three hits, then it gets headbutt down so I can unload my last couple attacks and autohit.

Ger
12-02-2009, 09:18 AM
I'm finding myself using the arm lock/weapon lock ability a lot more often. The fact of the matter is if I wreck my target, usually a jack these days, I'm suddenly looking at a wide open field of painful counter charges. Honestly just taking out the ability for the massive Inferno Mace to hurt me, while actually stopping those nasty Knights exemplar from charging my mauler is really nice. Plus unless I?m mistaken the + to STR you get from Rage applies during the tests on your opponents turn for breaking the lock which is just icing on the cake really.

Rage lasts one round. So your still at +3 str during their turn. Rather mean little trick that is. Your looking at effectively 1d6 +3 vs 1d6. If you roll a 4 up he can't win. (I'm not sure there is a warjack/warbeast with higher then 12 str normally. Or another comparable str boost)

megatron0
12-02-2009, 11:04 AM
Im so glad this post came up as i was wondering what else to do with G&S as chucking something you can lay the smackdown on seemed foolish UNLESS theres a tasty catser around :P

StinkyJim
12-02-2009, 03:04 PM
I used a two handed throw to clobber Kromac the other night - I would have Headbutted but rolled very well on damage and the target (a Warpwolf) was down to one life circle after the two Meaty fists.
I'd generally go for the Headbutt unless the throw will kill the target and theres something worthwhile to throw at.

frazerpenman
12-02-2009, 03:08 PM
My thought processes:

If I want to smash what I'm hitting and am certain i can do it I'll headbutt, for the knockdown.

I'll use a double handed throw if I'm sure it will kill the target, something nearby deserves having the victim land on their head or if it's a jack with a destroyed cortext and I don't want to burn the fury to kill it.

I'll use a lock if an enemy model has a single powerful weapon or shield to force a strength check I'll hopefully win and limit the retaliation or make killing the thing easier.

Of course this is all theory as my Mauler is very special:D