View Full Version : Grab & Smash strats
Daenar
01-11-2010, 09:48 AM
Ok so last Saturday I played a 35pt butcher army v Feora (god I need to learn how to spell these WM characters). On the feat turn with fury on the Kodiak, I grab & smashed the castigator and did about 28 i think damage. After the throw into some terrain I did another 4 maybe, I dont really remember. I was a little disappointed with the results especially considering it was the feat turn!
My question to the board then is this: What of the 5 options after connecting with both fists produces the best damage? I always figured a throw, due to the impact, and chance to either hit a solid object or maybe take out some other models with the throw.
Now, I figured I'd trash the castigator so I went with more damage, not the arm / weapon lock. The only time I'd do that is if a) You know you wont destroy the model this turn, and know you could receive a potential beating on your opponents turn, or, b) you have really serious control issues...
So anyway, thoughts?
-thanks
ps. I totally killed Feora :D
OldOneEye
01-11-2010, 09:57 AM
I've always tried to use it to set up collateral damage. Damaging the model being thrown isn't my primary concern; it's throwing that model AT something else and damaging them that interests me more. Why not take advantage of two-handed throws being a melee attack, and thus boosted by Full Throttle?
Daenar
01-11-2010, 10:03 AM
Yea it was a full throttle grab & smash too. Thus another reason that I was surprised I didnt wreck the jack. 2 boosted P+S 19's and a extra feat die?! Plus the extra d6 for throwing him into terrain / building. I dont remember particularly bad rolls. All the models within 1/2 STR inches were in the kodiaks back arc, otherwise I would have thrown it at the caster. Now that I think about it, we may have forgotten to include some extra dice...
Mutton
01-11-2010, 10:03 AM
In general I ask: Do I want to keep whaling on it? If yes, then a throw is generally out unless there is an obstruction right next to them. If they have a shield and I think I can take them out, I'll armlock it. If they don't have a shield and I want to kill them, I'll headbutt just to make sure I keep hitting. If I don't think I can finish them off and will die in response, I'll toss them at something else, try and get some nice collateral.
whats82
01-11-2010, 10:22 AM
Ditto.
With fury and feat you're hitting at straight dice I think, so 3 dice per attack for 2 attacks and you did 28 pts, I'd say that's pretty good. Yes, if you want to completely scrap a heavy, expect to put more than 2 attacks on it. The throw did some damage but prevented you from following up with more attacks, though 28+4 should box a castigator, or render it rather useless regardless so it doesn't really matter if you killed it or not at that point.
OldOneEye
01-11-2010, 11:10 AM
Since a two-handed throw doesn't require a target, I've used it before to throw a warjack outside its controller's control area. Usually after taking the pre-throw beating that the Kodiak is handing out, something's going to be broken, so the lack of focus is a real hindrance.
Ravnak
01-11-2010, 12:05 PM
I'd say that a headbutt wouldn't be too terrible. Autohitting with focus bought attacks is good for plenty of damage.
Avecrien
01-11-2010, 07:10 PM
Throw if you have a target to chunk it at or if you can toss it out of the enemy caster's control range. If it's a warbeast you throw out of a lock's comand range, this can potentially cause them a ton of trouble thanks to how fury works.
Headbutt if you have focus on the kodiak to continue the pain or if another model can join in on the fun. If your other melee is too far away you can throw the target towards them so someone can finish up, especially if the wreck marker would inhibit the enemy's advance.
malfred
01-11-2010, 07:38 PM
Throw outside the control area if you can, seems best.
Zaqir
01-11-2010, 09:35 PM
There are a few ideas.
1)Throw it at something is generally one of the best ideas if there are targets.
2)Throw it out of control area, might be a little harder to do but it can screw up a jack.
3)Throw it at your own army, not ON them but towards them, this lets your army continue to beat the crap out of whatever it is without perhaps exposing them to other charges.
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