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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 5:50 am 
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Saurus Warrior
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nzkoston wrote:
Also, can you choose to go with halberds in the first round of combat and then switch to sword and board in the next round? or do you have to stick with which ever you choose in the 1st round. Seeing as they seem to carry both.


Like n810 said, this is a two year old topic from the last edition. In the current edition there is no choice, you have to use your halberds all the time whether you like it or not.

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 9:37 am 
Joined: Wed Mar 14, 2012 5:09 am
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oh wow, i didnt even take notice of the date. just did a search and asked. sorry about that.

So how it lists that they carry Halberds, hand weapon and shields, you can actually only use the halberd?. Also halberds are 2 handed so no shields in combat?


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 11:29 am 
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Correct. They benefit from the shield against shooting attacks, but not in CC. They do go last and the str is 5 (which does make a difference).

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 4:11 pm 
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Saurus Warrior
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"If a model carries a special close combat weapon, he must fight with it in the Close Combat phase - he cannot elect to wield his hand weapon instead. The reason for this is quite straightforward. Almost all warriors train exclusively with one particular weapon, honing their skills of attack and defence with the chosen tool of slaughter. Such warriors are reluctant to surrender advantage to the foe by fighting with a less familiar, or less powerful, weapon. Should the special weapon be destroyed then, and only then, can they use their hand weapon."

And why do they have both?

"Why do we assume every model has a hand weapon? The same pragmatism that leads a warrior to favour the weapon with which he is most skilled also drives him to carry a spare weapon of some kind (normally a short sword, dagger or other non-encumbering weapon) in case his main weapon is lost or destroyed. This doesn't happen that often in Warhammer, and is normally due to the effect of a spell cast by the enemy, but we retain the 'every model has a hand weapon' rule to ensure that our warriors always have a chance to fight the enemy"


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Wed Mar 14, 2012 7:03 pm 
Joined: Wed Mar 14, 2012 5:09 am
Posts: 17
ah cool! thanks guys


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Sun Mar 18, 2012 10:19 pm 
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Kroxigor
Joined: Wed May 25, 2011 11:43 am
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n810 wrote:
that was in 7th edition man....


Referring to the AS 2, or the ability to choose between hw and shield or halberd?

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Sun Mar 18, 2012 11:09 pm 
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Choosing between HW and Halberds. I know that the standard save vs shooting is 3+ on TG. 4+ in combat (no shield then).

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Skink, dammit. I'm a skink.
I thought skinks were skinny, squinty lizards with heads smaller than their necks.
See the words you're using? Skinny. Squinty. 'Sk' words. They sound like 'skink'. That's why you associate them with skinks.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Mon Mar 19, 2012 6:55 pm 
Joined: Wed Feb 02, 2011 5:58 pm
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In my situation, I tend to wield Halberds, simply for added Strength, and that can do a lot in Close Combat against enemies like Ogres. against skaven, elves or the likes I keep to handweapons and shields.
well, I tend to lead from the front with my Life-slann. that way I know my enemy will think twice about shooting artilery at him ^^
the +1 armoursave from the shields is really usefull against skaven and dark elves because then they'll have a 3+ armour-save in Close combat, and a 4+ in ranged from the Dark Elves. So tailor it somewhat to your opponent and you'll have yourself a blast ^_^

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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Mon Mar 19, 2012 7:29 pm 
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Saurus Champion
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Raithial wrote:
In my situation, I tend to wield Halberds, simply for added Strength, and that can do a lot in Close Combat against enemies like Ogres. against skaven, elves or the likes I keep to handweapons and shields.
well, I tend to lead from the front with my Life-slann. that way I know my enemy will think twice about shooting artilery at him ^^
the +1 armoursave from the shields is really usefull against skaven and dark elves because then they'll have a 3+ armour-save in Close combat, and a 4+ in ranged from the Dark Elves. So tailor it somewhat to your opponent and you'll have yourself a blast ^_^


Heh, you probably should have read the whole thread. You can't choose any more, you have to always fight with Halberds. The topic is waaay old, back when we still had 7th ed WH.


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 Post subject: Re: Halberds and Hand Weapons - Temple Guard
PostPosted: Tue Mar 20, 2012 12:03 pm 
Joined: Wed Feb 02, 2011 5:58 pm
Posts: 65
erians wrote:
Raithial wrote:
In my situation, I tend to wield Halberds, simply for added Strength, and that can do a lot in Close Combat against enemies like Ogres. against skaven, elves or the likes I keep to handweapons and shields.
well, I tend to lead from the front with my Life-slann. that way I know my enemy will think twice about shooting artilery at him ^^
the +1 armoursave from the shields is really usefull against skaven and dark elves because then they'll have a 3+ armour-save in Close combat, and a 4+ in ranged from the Dark Elves. So tailor it somewhat to your opponent and you'll have yourself a blast ^_^


Heh, you probably should have read the whole thread. You can't choose any more, you have to always fight with Halberds. The topic is waaay old, back when we still had 7th ed WH.


one has to wonder then why the Temple-guards still have hand-weapons in their list?.. and that it hasn't been FAQ'ed?...

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