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![[Post New]](/s/i/i.gif) 2010/12/20 16:48:00
Subject: Shrike and buddies v.2 - 1750 list
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Andy Chambers
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I've been trying to find a way to run Shrike w/ 20+ terminators, without gimping the rest of my army completely and without the army being a complete gimmick. Here's what I've been thinking of now:
Shrike 195
Librarian, Gate, Null Zone 100
10 Terminators, THSS 400
10 Terminators, THSS 400
5 Scouts, sniper rifles 75
5 Scouts, sniper rifles 75
5 Scouts, sniper rifles 75
Attack Bike, MM 50
Attack Bike, MM 50
2x Attack Bike, 2x MM 100
Predator, autocannon turret, HB sponsons 85
Predator, autocannon turret, HB sponsons 85
Predator, autocannon turret 60
= 1750
Realistically, there is nothing that can beat 20 THSS with null zone on. Really. Those THSS will also crush any vehicle barring a land raider/monolith in CC. The problem is catching said vehicles. Against mech, the THSS usually do fine thanks to having fleet and being able to get into midfield quickly (infiltrate+gate= 20 THSS charging on t2). Against fast mech, I need suppressive fire to stun and stop those vehicles so I can kill them. I also need at least some melta in the army, to be able to deal with that land raider should it show up. So I put in dakkapreds for torrent and light suppressive AT, and MM attack bikes to hide behind the preds and kill raiders should they show up. The scouts infiltrate and go to ground if they get shot at to stay alive.
An alternative is dropping the THSS down to 15 and patching up my shoddy fire support, but then the list wouldnt really be a "THSS list" anymore.
Thoughts?
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"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2010/12/20 16:53:13
Subject: Shrike and buddies v.2 - 1750 list
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Jervis Johnson
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Thoughts?
It's a pretty cool concept, but I do like the BA locator beacon FNP Terminators a bit more. Even without the fleet.
I believe you've seen Rodriguez' BA from the ETC 2010? Not a full 'Terminator list' by any means though:
HQ 1: Librarian (100),Unleash Rage & shield of Sanguinius, Bolt Pistol (0), = [100]
Elite 1: 5 Assault terminators (200), 4 Thunder hammers & Storm Shield (20), on Transport 1 = [220]
Elite 2: 5 Assault terminators (200), 4 Thunder hammers & Storm Shield (20), on Transport 2 = [220]
Elite 3: 2 Sanguinary priests (100), 2* Bolt pistols & CCW (0), = [100]
Troops 1: 10 Assault marines (190), 2 Meltaguns (20), Inferno Pistol (15), Power Fist (25) = [250]
Troops 2: 10 Assault marines (190), 2 Meltaguns (20), Power Fist (25) = [235]
Troops 3: 5 Scouts (75), 5 Sniper Rifle (0), Melta Bomb (5), Cammo cloaks (15) = [95]
Transport 1: Land Raider Redeemer (240), Multi-Melta (10), Extra Armour (15) = [265]
Transport 2: Land Raider Redeemer (240), Multi-Melta (10), Extra Armour (15) = [265]
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This message was edited 2 times. Last update was at 2010/12/20 16:57:18
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![[Post New]](/s/i/i.gif) 2010/12/20 16:56:42
Subject: Re:Shrike and buddies v.2 - 1750 list
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Andy Chambers
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Locator beacon?
I tried to write a similar list for BA, but IMO foot termies just dont work without fleet. Having FnP+ FC would be nice though =(
But remember, my terminators would win against BA terminators thanks to null zone
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This message was edited 1 time. Last update was at 2010/12/20 16:57:56
"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2010/12/20 17:04:35
Subject: Shrike and buddies v.2 - 1750 list
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Jervis Johnson
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but IMO foot termies just dont work without fleet.
You're probably right. I haven't spent much time thinking about Terminators the last few months to be honest.
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![[Post New]](/s/i/i.gif) 2010/12/20 17:11:47
Subject: Shrike and buddies v.2 - 1750 list
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Grisly Ghost Ark Driver
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I like this concept a lot. Have you thought about giving locatar beacons to your scouts? This would make gate the gate of infinity terminators a bit easier to deliver. Also, instead of Dakka preads, what about whirlwinds? It saves you some points, and still does a great job at killing horde units.
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Falcon Punch!
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![[Post New]](/s/i/i.gif) 2010/12/20 17:13:03
Subject: Shrike and buddies v.2 - 1750 list
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Plastictrees
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Watch out for Space Wolf rune priests and Eldar runes of warding spoiling your gates at key moments. 10 TH/SS terminators are a lot less scary than 20.
As somebody who used to use Gate of Infinity a lot, I can tell you it really hurts to lose a big expensive unit to a bad scatter. Happened to me twice in the same tournament one time--once a whole tac squad, and a second time with a tooled sternguard squad. Now I won't use Gate without locator beacons (from drop pods) anymore. Scout bikes can also carry locator beacons, and can make turn 1 assaults.
Also if you want to gate & null zone in the same turn, you need the 50-point epistolary upgrade. Null zone only works in your turn, so something with good invulnerable saves that assaults you first can get the edge.
Also, I've played fleeting terminators, and they are still slower than anything that isn't infantry. You kind of have to count on only having a 13" real range, because if you roll like me, you always come up with a 1 on the run roll when you really need a big number. If you don't have land raiders, it's not that hard for faster assault units to either avoid you, or make combination charges in their turn to overwhelm you (and again, you don't get null zone then).
The major limitation of the two big terminator units is that you can really only make 2 assaults per turn. (And you can't combat squad them if you're planning to infiltrate one and gate with the other.) So weedy screening speedbump units can just frange at your assaults, leaving you stranded in the open for shooting. Think Tau armies with throwaway units of kroot, who can counter-infiltrate to push back your own infiltration. That kind of army can keep you out of assault with vehicles until turn 3 or 4 at least.
I think you'll be able to swamp some of the lists out there, but many more lists will have a ready counter to deal with two big walking deathstar units, even if they do get close quickly and are able to fleet.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2010/12/20 17:47:31
Subject: Re:Shrike and buddies v.2 - 1750 list
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Andy Chambers
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Thanks for the replies.
If I drop the naked pred and one MM attack bike, I can pick up a scout biker squad w/ meltabombs and locator beacon, but I'll have to playtest before being able to say for sure how it works.
Being able to spread the terminators out a lot thanks to them having 40mm bases helps as it allows you to pull off huge multiple assaults. Last game against necrons I had my 10 man THSS squad stringed out so it charged a unit of scarabs and a lord that were around ~18" away from eachother at the same time  I killed the deceiver too in the same game after my friend charged him into 10 THSS  Hit with 11 out of 14 attacks, wounded with 8  He fails 4 saves, dies to fearless.
Tau would be a bitch to play with this army  I'd just have to hope I can kill his bubblewrap fast enough before I die. Automatically Appended Next Post: Shrike 195
Librarian, Gate, Null Zone 100
10 Terminators, THSS 400
5 Terminators, THSS 200
5 Scouts, sniper rifles 75
5 Scouts, sniper rifles 75
5 Scouts, sniper rifles 75
Land Speeder Typhoon, HF 90
Land Speeder Typhoon, HF 90
Land Speeder Typhoon, HF 90
Predator, autocannon turret, lascannon sponsons 120
Predator, autocannon turret, lascannon sponsons 120
Predator, autocannon turret, lascannon sponsons 120
= 1750
Alternative list with 15 THSS. I lose the melta, but get far more reliable fire support.
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This message was edited 1 time. Last update was at 2010/12/20 17:53:14
"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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