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Made in us
Longtime Dakkanaut




Has anyone tried this on table top yet?
6 Grey Knight Terminators in a Vendetta.
I'm trying to form a list around it.

421 points for 6 scouting GKTs and a mobile lascannon platform seems not-to-bad.

Other than the mandatory Inquisitor, I'm trying to figure out what else to run with it in 1,500.
Armored Core? Vets? Gunline?
   
Made in au
Killer Klaivex






Forever alone

It's damn expensive, but it's worth it for the look on your opponent's face when he finds out what's in your Valk.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in us
Fixture of Dakka






on board Terminus Est

Too many points for what you get.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Foolproof Falcon Pilot






Cheese Elemental wrote:It's damn expensive, but it's worth it for the look on your opponent's face when he finds out what's in your Valk.


The look on your face is even better when he shoots it down before you get to use them

   
Made in us
Longtime Dakkanaut




I'm not too worried about them getting shot down before the terminators deploy since was thinking of using them primarily as a outflanking unit.
   
Made in us
Foolproof Falcon Pilot






Since you can't assault out of a Valk if it moves, those termies have the same effectiveness DSing as they do coming in from an outflanking Valk.

Why spend all those extra points getting the termies around, when you could make the Valk more useful by transporting something else?

   
Made in us
Regular Dakkanaut






Belphegor wrote:
Other than the mandatory Inquisitor, I'm trying to figure out what else to run with it in 1,500.
Armored Core? Vets? Gunline?

Inquisitor is not mandatory.

I'm actually trying out a similar same idea, built around the first turn alpha strike.

I have 4 Vendettas in two squadrons of two, Veteran meltagunners, unit w/ Flamers, and Creed to make a two Banewolf Squadron scout as well. If you get first turn you can wreck a lot of armies.

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Regular Dakkanaut






Alerian wrote:Since you can't assault out of a Valk if it moves, those termies have the same effectiveness DSing as they do coming in from an outflanking Valk.

Why spend all those extra points getting the termies around, when you could make the Valk more useful by transporting something else?

The idea is to use the pre-game 24" scout move to set up the first turn charge.

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Foolproof Falcon Pilot






kadun wrote:
Alerian wrote:Since you can't assault out of a Valk if it moves, those termies have the same effectiveness DSing as they do coming in from an outflanking Valk.

Why spend all those extra points getting the termies around, when you could make the Valk more useful by transporting something else?

The idea is to use the pre-game 24" scout move to set up the first turn charge.


That is alot of wasted points if a.) your opponent has first turn, or b.) your opponent Siezes the initiative.

Your Valk does not get it's 4+ cover save by its scout move, as scout moves are not part of a turn, and the wording for SMF requiers it movement to take place in your turn. So if your opponent gets to go first, no cover save for you.

The Valk will also be auto hit in assaults, even with a scout move, because the rules to hit vehicles are based on movement in your "previous turn", thus ignoring pre-game scout moves. This means that if you try the 24" scout move trick to get your termies in range for a first turn assault, you will lose your Valk if your opponent siezes the initative...because if you are in range to assault him first turn, then he is in range to assault your Valk...and auto-hit it's rear armor.

It is a very gimmicky trick...one with quite a bit of risk... and seems like a waste of points, since your termies can already deep strike.

   
Made in us
Regular Dakkanaut






Alerian wrote:
kadun wrote:
Alerian wrote:Since you can't assault out of a Valk if it moves, those termies have the same effectiveness DSing as they do coming in from an outflanking Valk.

Why spend all those extra points getting the termies around, when you could make the Valk more useful by transporting something else?

The idea is to use the pre-game 24" scout move to set up the first turn charge.


That is alot of wasted points if a.) your opponent has first turn, or b.) your opponent Siezes the initiative.

Your Valk does not get it's 4+ cover save by its scout move, as scout moves are not part of a turn, and the wording for SMF requiers it movement to take place in your turn. So if your opponent gets to go first, no cover save for you.

The Valk will also be auto hit in assaults, even with a scout move, because the rules to hit vehicles are based on movement in your "previous turn", thus ignoring pre-game scout moves. This means that if you try the 24" scout move trick to get your termies in range for a first turn assault, you will lose your Valk if your opponent siezes the initative...because if you are in range to assault him first turn, then he is in range to assault your Valk...and auto-hit it's rear armor.

It is a very gimmicky trick...one with quite a bit of risk... and seems like a waste of points, since your termies can already deep strike.

If your opponent seizes the initiative then you're vulnerable. If you don't go first, however, simply go to your "I'm going second" gameplan. i.e. Maybe deepstrike the termies, outflank the Vendies. It is a gimmick that can be devestating when you pull it off and when you don't get it you just play as normal. Grey Knight Terminators and Vendettas are pretty good on their own.

This message was edited 1 time. Last update was at 2009/05/13 20:42:28


"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Awesome Autarch






Las Vegas, NV

All alpha strike lists depend on not losing the initiative, so that is an obvious weakness and really not worth mentioning.

If you pull it off though, you win in a lot of cases.

I have two alpha strike armies I have been playing and they are great fun.

It is a really sound idea and would be fun to mix things up. Essentially you get a first turn boost. Even if you get shot down the termies will probably escape unscathed and wont get pinned, so you are still going to be a big threat.

   
Made in us
Moustache-twirling Princeps





PDX

Hmm, not to Necro, but if you use the Emperor's Tarot on an Inquisitor (w/ 2 Mystics and a Psychic Hood), you may well get that first turn very, very often. Also, if not, just Outflank (run 2 Astropaths and you are golden!).

   
 
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