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Made in us
Focused Dark Angels Land Raider Pilot





5 Deathwing Terminators: 5xTH/SS, CML, Apothecary upgrade

I plan to use it to drop in on objectives and stay put. I obviously know that there are units that beat it, but as a setup/strategy in general, does anyone have any criticism/commentary?

Thanks!

This message was edited 1 time. Last update was at 2011/03/13 23:51:01


 
   
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Towering Hierophant Bio-Titan





Fareham

While there are some units that can beat it, they are usually rare due to points or not being the best for basic games.

I'd throw some claws in there to be safe.


Usually though you would be fairly safe.

   
Made in gb
Swift Swooping Hawk






Theres an increasing amount of anti-FNP units being played, more so in the near future given deathwing,BA and GK termies with FNP.
Plasma might even make a comeback

There are cheap ways to get rid of this unit, with some combined firepower of course.

They will be annoying to get rid of, but don't count on them being invincable!

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Vindicators could get rid of em in one hit if you're unlucky, but this could be avoided if you spred out your models.

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Dominar






I use a normal CML Deathwing squad for scoring.

The APothecary/banner squad I find much more useful at the front lines, where FNP is better able to lend survivability to higher I in CC.
   
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Fareham

Limbo, keep in mind that vindi's have a bad habbit of getting rid of most things

But yea, they are nice, but not invincible.

   
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Monstrous Master Moulder




Sacramento, CA

The usual antiterminator weapons ignore FNP anyway. It just places additional emphasis on the point that you shouldn't try to dislodge them with small arms or normal close combat attacks.

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Bloodletters dropping in could mess it up

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Death-Dealing Dark Angels Devastator





Charlotte, NC

Deathwing Apothecary does not give you FNP it lets you ignore a felled save

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wilsmire wrote:Deathwing Apothecary does not give you FNP it lets you ignore a felled save



There is a resonably new FAQ. You should read it. It essentially updates most of the wargear to be the same as the other 5th edition marine books.

3++ Storm Shields is one of the big changes as is FNP Apothecaries




OT
I would add a couple of claws to the unit, maybe 1-2, but that is just me.

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svendrex wrote: OT
I would add a couple of claws to the unit, maybe 1-2, but that is just me.


What's the reasoning?
   
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snake wrote:
svendrex wrote: OT
I would add a couple of claws to the unit, maybe 1-2, but that is just me.


What's the reasoning?


Gives the unit extra flexibility versus hordes (MORE ATTACKS!) or power weapons w/ high initiative (lets them strike simultaneously in most cases).

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Charlotte, NC

svendrex wrote:

There is a resonably new FAQ. You should read it. It essentially updates most of the wargear to be the same as the other 5th edition marine books.

3++ Storm Shields is one of the big changes as is FNP Apothecaries
.



Thanks for that info

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Champaign, IL

A 31-man power blob should eat them after a few turns. Having all 5 shields slows that down, though. Having fewer would make it a pretty sure combat for the IG.

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Alphapod wrote:
snake wrote:
svendrex wrote: OT
I would add a couple of claws to the unit, maybe 1-2, but that is just me.


What's the reasoning?


Gives the unit extra flexibility versus hordes (MORE ATTACKS!) or power weapons w/ high initiative (lets them strike simultaneously in most cases).


You only gain +1 attack per TLC model. Is that really worth passing up the 3++?
   
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Wicked Warp Spider




A cave, deep in the Misty Mountains

Well it really depends on your enemy. If you plan on having them backfield and just holding an objective, then stick with TH. If you think your enemy is going to try and kill your termies in assault, then get some claws. However, watch out for units like banshees, which will strike first anyway, and who make short work of LC termies

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Towering Hierophant Bio-Titan





Fareham

The extra attack is only the small benefit from it.
Striking at normal initiative is the big one.
Last thing you want is mass power weapon attacks against you.
2-3 claws will get rid of a few before you lose all of your termies.

   
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Dominar






Unless they're Banshees, or have Furious Charge, or DE Incubi, or just about any Tyranid except for the MCs that you'd want TH/SS against.

LC Termis trump TH/SS Termis, but they often die to the same things that would kill TH/SS Termis plus a lot of other shooting as well. I run Belial with LCs for the I5 attacks, but everything else I just go with TH/SS.
   
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Regular Dakkanaut




Leeds, England

I'm a guard player. I always have some heavy anti-infantry guns with me. I'll usually have a veteran sqaud in a chimera running plasma guns and a demolisher in most games. Facing such a threat I wouldn't hesitate to dedicate one of these units to take them out. They'd also be supported by an infantry platoon which I'd intend to move in after I clear you out. The platoons also have they're own dedicated firepower in the form of heavy weapon squads packing H.bolters. What the big guns fail to do, the massed firepower will clean up.

It's alot of points for a small unit. If you were to take marines instead I would struggle to remove them. Especially if they have support from other parts of your army. It's a risk but I think the question to ask is whether you feel most of your opponents will show the foresight to take a unit which could wipe them off the board before they are a threat.

Statistically, you will almost certainly die when assaulting a well-maintained fortress with a competent commander. You must strive to make your death useful.

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Regular Dakkanaut




Vindicators and librarians are both fairly common in space marine armies. Null zone plus vindicator/plasma/melta/lascanon will get rid of them fairly quickly.

I like the apothicary though. In general the weakness of termies is not the 3++ but the 2+. Force saves and they will drop eventually. However, with the FNP the plan of stacking lots of wounds isn't as attractive. Best options become stronger weapons and going against the 3++. I would watch out for null zone with this unit because you'll be saving less than 50% after it gets off.

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I like how my C:SM all-purpose Assault terminator with nullzone libby unit is still good enough to take out the newest deathstars. Nullzone is a real winner.

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Manchester, NH

Null Zone rules. Of course, Scoring terminators are pretty nice too.

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Regular Dakkanaut






Lash of Submission. There I have moved it.

On a more serious note, I can't find the option to buy an apothecary upgrade for Deathwing Terminator squads, only on the command squads.

Edit: nm, found it on Belial.

This message was edited 1 time. Last update was at 2011/03/17 00:28:29



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As a Guard player, I would be pointing all of my nearby heavy weapons at those; may be a good way to draw fire from shootier elements.

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