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+14ftayl5 Detharmonic Naugatan Krovin-Rezh NiteOwl mikezealous Mushkilla tlronin 1++ Venkh Cavash Skulnbonz Enfernux Dvine1989 18 posters |
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Krovin-Rezh Kabalite Warrior
Posts : 131 Join date : 2011-05-18 Location : Arizona
| Subject: Re: VS Terminators only Wed Sep 12 2012, 12:13 | |
| Another option, if you don't want to trade away your anti-tank weapons, is a Voidraven or two. They drop that S9 AP2 bomb. If you need more than that, the points for an implosion missile or two don't seem that bad when they're imploding a few Terminators at a time. There's no official model yet, but you could easily play a "counts as" Razorwing for it. That's what I'm doing. | |
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Naugatan Slave
Posts : 18 Join date : 2012-09-11
| Subject: Re: VS Terminators only Wed Sep 12 2012, 19:40 | |
| - Enfernux wrote:
- @Venkh:
so at 1.5k 2 blasterchon, 3*4 blasterborn in dissi raider w NS, 3*5 wyches w nades in venom w d.cannon, 3 wracks in venom w d.cannon, 3 dissi ravs NS 50 ap2 shots, 48 splinter shots
That is 4 elites since you dont have a hammy to make the wracks troops. That being said, you shouldn't have to tailor your list just for terminators since everything we have wrecks them. My buddy plays DA termies and I am yet to come close to losing between all my lances/ splinter cannons hit 2+ 5++ is easy to get through. Just remember DL the 5++ and splinter the 3++ termies and watch as he walks toward your vehicles and can never make the assault =D. And like its been said, if he deep strikes near your army, cool, you have one of the fastest armies out there, just redeploy. | |
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Detharmonic Slave
Posts : 7 Join date : 2012-08-22 Location : Canada
| Subject: Re: VS Terminators only Thu Sep 13 2012, 00:10 | |
| - NiteOwl wrote:
- From now on, Incubi are AP2 so....do I need to say more?
This. A unit of Incubi, Drazhar and/or an Archon with a Huskblade can probably solo a Termy heavy list. The enemy will be so afraid of this unit it, he/she will definitely try to bring it down early. This will allow you to get into position to pick units apart with your dark matter shots. Brilliant. | |
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Krovin-Rezh Kabalite Warrior
Posts : 131 Join date : 2011-05-18 Location : Arizona
| Subject: Re: VS Terminators only Thu Sep 13 2012, 03:28 | |
| I've always preferred Incubi against MEQs, not TEQs. Too many power weapon attacks, and often they have 3++. | |
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ftayl5 Hellion
Posts : 44 Join date : 2012-07-14 Location : Brisbane, Australia
| Subject: Re: VS Terminators only Thu Sep 13 2012, 03:43 | |
| Yeah Incubi are another solution now if you need to get in close. Striking first with a solid number of attacks and better WS you should be able to get most of the termies dead before they even hit back, unless it's an unusually big squad.
They'll attract a lot of attention though.
If that fails you can shoot them to death too or try death by a thousand cuts, make him roll enough dice and they'll go down eventually.
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W'fo Hellion
Posts : 37 Join date : 2012-08-27 Location : Virginia
| Subject: Re: VS Terminators only Fri Sep 14 2012, 01:02 | |
| This is really random for the topic but, Don't you love it how grey knights pay a nice little penny for there landraiders and all the ones on the board are sometimes gone first turn ^-^ it's so great sometimes | |
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Bibitybopitybacon Wych
Posts : 592 Join date : 2012-07-01
| Subject: Re: VS Terminators only Sat Sep 15 2012, 22:32 | |
| Terminators also cost almost twice as much as incubi. | |
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><enocide Slave
Posts : 23 Join date : 2012-01-17
| Subject: Re: VS Terminators only Wed Sep 19 2012, 20:48 | |
| Don't know if this is posted already or not, but I regularly play GK. Best strategy I've found is
9 trueborn w/shardcarbines attached to Sliscus on a Raider that has the Dissie Cannon.
This unit right here is the bane of heavy armor, my opponent's most hated unit, and my deathstar against troops, MC's, and MEQs.
With Sliscus' ability, the trueborn hit on 3+, wound on 3+, for a possible total of 27 wounds! The dissie cannon can inflict up to 3AP2 Shots causing some invulnerable saves on leaders or troops. | |
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Shbur Hellion
Posts : 42 Join date : 2012-09-16 Location : Minneapolis, MN
| Subject: Re: VS Terminators only Wed Sep 19 2012, 21:05 | |
| - ><enocide wrote:
- Don't know if this is posted already or not, but I regularly play GK. Best strategy I've found is
9 trueborn w/shardcarbines attached to Sliscus on a Raider that has the Dissie Cannon.
Why not use a squad of 4 true born with 2 shard carbines, 2 splinter cannons, with sliscus on a venom with 2 splinter cannons? That's 32 +3 poision shots! Your option is 213 points, this option is 143 points (excluding the duke). It seems more cost effective to do it this way if your goal is target saturation. You can get disintegrator cannons on Ravagers, Jets, and Bombers, I don't think the dissie is a good reason to run a raider with that particular crew. Another downside of the option I brought up is the venom only has 2 HP and not 3. Another question, if your goal is target saturation why didn't you throw in 2 splinter cannons in your squad of true born? | |
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><enocide Slave
Posts : 23 Join date : 2012-01-17
| Subject: Re: VS Terminators only Wed Sep 19 2012, 22:29 | |
| [quote="Shbur"] - ><enocide wrote:
Why not use a squad of 4 true born with 2 shard carbines, 2 splinter cannons, with sliscus on a venom with 2 splinter cannons?
Sliscus only affected true born and warriors if I remember correctly, plus the main theme of a DE army is to keep moving bcuz staying static is SUICIDE! lol so when your venom moves, those true born splinter cannons won't get the 6 shots off, instead going to their 4 assault shots, which, 10pts for an extra shot isn't worth it. So, in my opinion the problem with this build is weak hull pts, 18" range butting heads with those other 36" range weapons, staying static for full effect then getting anhillated the next turn, or moving and not bringing forth full fire power. Plus only those trueborn will hit and wound on 3+, the venom hits on 3+ and wound's on 4+, which might not seem like a whole lot, but statistically can significantly reduce your number of wounds inflicted. Now if only GW made the mistake of allowing splinter racks to affect carbines and cannons... can you imagine the significant amount of firepower one could bring to the table? DE shooting would be unparalleled. | |
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Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: VS Terminators only Wed Sep 19 2012, 22:40 | |
| Why spend points on splinter carbines when you can have twinlinked splinter rifles for a lot less? Wounding on a 3+: Splinter carbine at 18" or less: 1.33 wounds on average Twin-linked splinter rifle at 24": 0.59 wounds on average Twin-linked splinter rifle at 12" or less: 1.18 wounds on average Spend 10 points on splinter racks rather then 45pts on 9 splinter carbines. The only thing that's good about splinter carbines now that you can move and shoot splinter rifles at 24" is that you can assault after using them. Well at least in my opinion. | |
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Shbur Hellion
Posts : 42 Join date : 2012-09-16 Location : Minneapolis, MN
| Subject: Re: VS Terminators only Thu Sep 20 2012, 07:06 | |
| I'm sorry, but where does it say in the rule book that models with heavy weapons have to snapfire if the vehicle has moved? I understand if it has moved flat out (18" for fast skimmers), cause you can only fire 2 weapons at full BS (I'm not even sure if the crews guns count in that example), but if you only move at cruising speed, which isn't defined as anything different than a fast vehicle, so 6", you still get your jink 5++ (it's not a 4++ like if you had moved flat out). So you can retain your BS 4 shots if you move at cruising speed whilst keeping your jink, outputting more damage for less points.
I could be totally wrong, if I am, throw me a rule book reference please.
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Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: VS Terminators only Thu Sep 20 2012, 07:31 | |
| If a vehicle moves the passengers count as moving, if you move you can only snapfire heavy weapons or in the case of splinter cannons you can fire them at BS4 on assault mode (4 shots). It's on page 78 under Fire points. Hope that helps. | |
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