
Now what I am looking at is pure close combat killing ability. I'm not worried about making this Wolf Guard capable of killing vehicles in the back field (with a PF, combi-melta, or meltabomb). This is all just, which weapon is better.
The reason I was leaning towards MoW as the best was the sheer number of rending attacks. The dude's attack characteristic becomes D6+1! Add in the extra attack for two CC weapons (assuming BPistol and CCW), and another attack because of charging, that is 4-9 attacks!
So I was thinking of how to do this, and it quickly became apparent that it was really impractical to see how the five different weapons I am looking at would do against every possible encounter, so I tried to pick some generic "dudes" that this crazy mother F'er might charge.
First out would be s S3, T3 and Sv 5+ guy, more commonly know as the Imperial Guard Guardsman. Attacking the Guardsman I came up with this table for the average number of unsaved sounds created.
Weapon | Wounds |
MoW | 2.17 |
Power Weapon | 1.78 |
Power Fist | 1.67 |
Frost Weapon | 2.22 |
Twin Wolf Claws | 2.96 |
Next I moved on to a basic Tac Marine. This gave me S4, T4, and a Sv 3+. This time I got the following.
Weapon | Wounds |
MoW | 0.90 |
Power Weapon | 1.00 |
Power Fist | 1.25 |
Frost Weapon | 1.33 |
Twin Wolf Claws | 1.50 |
Weapon | Wounds |
MoW | 0.54 |
Power Weapon | 0.67 |
Power Fist | 0.83 |
Frost Weapon | 0.89 |
Twin Wolf Claws | 1.00 |
IG | SM | Term |
PW | PW | PW |
MoW | FB | FB |
FB | PF | PF |
WC | MoW | MoW |
PF | WC | WC |
So it looks like, when you bring cost into it, the power weapon is the clear winner. Now with all that said and done, I'm pretty sure I'm going to outfit my scouting Wolf Guard with a power fist and a combi-melta. But I'm a math nerd, so I really don't consider the time I spent calculating this wasted.