Marshal_Gus wrote:SM HQs are real expensive, but they can be totally worth every point. Here's a quick story for you, I got more:
My 173 pt commander with Furious Charge, Terminator Armor, Lightning Claws, Adamantine Mantle tore through a chaos hq, two chaos terminator units, and a couple obliterators before dieing killing half of the third termie unit. Granted his termie command squad got wiped out in the first/second round of combat, but the guy got around 20 wounds on his own. I'll never leave home without an hq with all the trimmings.
Hi
Thanks for the info. I Appreciate the Damage potential of marine
HQ's its getting them into combat that I worry about. For example one of the armies I play is Necrons with 15 destroyers and about 30 warriors with a necron lord +3 of those H.Gauss cannon destroyers. Now I know how to deal with it using my Eldar army using speed and combat power of my shining spears but with a marine
HQ moving at 6'' a turn + 1d6 run vs lets say using cover and good placement about 10
str 6 shots a turn and adding in about 30
str 4 shots for the final run in. Also they can move 12'' and shoot to avoid him. This also applies to a number of other armies I am facing though to a lesser extent. We are looking at him surving with his expensive squad about 30
str 6 shots + 30
str 4 shots before combat and now no consolidation into enemy. While the other 2/3 of his army blows away the remaining troops I have. I am so used to doing this with my starcannons and scatter lasers that I worry about having small numbers of expensive models that need to get into combat to do anything. I am totally hoping I am wrong so if anyone has any ideas that would be great. Drop Pods or infiltrate for vets maybe ?