7th Ed. TG Hand weapons?

Discussion in 'Lizardmen Discussion' started by asrodrig, Apr 6, 2009.

  1. asrodrig
    Carnasaur

    asrodrig New Member

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    Here's a question: Can Temple Guard lose their halberds for hand weapons? I was talking to someone on a different forum who said they totally could (he was pretty adamant about it, too), but I'm almost certain that they can't. Did I miss something, or is my friend totally wrong?
     
  2. CylonDorado
    Skink

    CylonDorado New Member

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    Well it says they have halberds and hand weapons, so I suppose they can drop the halberds during combat and switch to hand weapons for the rest of the combat, but I don't think you can just say they don't have them (especially since the goal of that would be unclear... since the points cost is fixed).
     
  3. Caneghem
    Carnasaur

    Caneghem New Member

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    Like all models equipped with two mundane weapons, they can choose at the beginning of combat which weapon they are going to be using. Gives them a nice element of flexibility.
     
  4. asrodrig
    Carnasaur

    asrodrig New Member

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    Alright guys, thanks for clearing that up. For some reason, I thought they didn't have Hand Weapons.
     
  5. Aren
    Saurus

    Aren New Member

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    It is clearly stated in the rulebook that all models in the game (all!) carry some sort of hand weapons (or at least count as carrying hand weapons). Thus a model needs not to have "hand weapon" written in it's description in order to count as having one.
     
  6. strewart
    OldBlood

    strewart Well-Known Member

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    Yeah everything has hand weapons unless stated otherwise, and while I cannot think of any off the top of my head I know there are one or two models that do not have hand weapons.

    That is not quite true. At the start of a combat (not, a combat not a combat phase) a unit declares what weapon it is using, it then must stick with that choice throughout the entire combat even over multiple phases. The only exception is Bretonnians who may charge with a mundane lance then in the next turn switch to a magic weapon.

    It gives good versatility to Temple Guard, since they can combine hand weapon and shield in combat for a 2+ AS if they need it, or use the halberd for a 4+ AS but higher strength attacks.


    Edit: Oooh look, 400 posts! :)
     
  7. Putros
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    Putros New Member

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    Also, just want to point out that you should look at how they handle their halberds. they grab it right beneath the "blades" holding it as a hand weapon, so what they probably do is simply use the shield arm for grabing the lower part of the handle in order to use the same weapon as a halberd.
     
  8. Craken
    Carnasaur

    Craken Well-Known Member

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    Ya the hand weapon shield bonus with stubborn is a pretty good combination, I do it with Hammerers for the dwarves, the only time I opt for the higher strength weapon is when fighting heavy armored units. Though sometimes it is still better to just have the 2+ save.
     

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