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Made in au
Fresh-Faced New User




Hey guys,

One of my buddies has just put together a imperial fist army, mostly assault terminators. I'm playing Grey Knights and my paladin squads seem to get stomped every time - 3+ inv save plus instant death really knocks them around.

Can anyone suggest an effective way to counter them? I'm in Australia - so I need to be careful with planning before purchases.

I was thinking about throwing 2 dreadknights into the mix - what do you guys think?
   
Made in us
Locked in the Tower of Amareo




Are they mechanized? Or foot slogging?
   
Made in us
Longtime Dakkanaut





Basic rule of thumb: shoot the assault units and assault the shooty units.

Tons of str5 storm bolters to force saves. Block their assault with expendable units like rhinos or small cheap units, then shoot them more when they win assault and stand there.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Weight of fire from all those Str 5 Storm Bolters would be effective.

As would a Power axe wielding Crusader/Death Cult unit.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Locked in the Tower of Amareo




Those tactics don't work if they are in LRs. That's why I was asking that. If they are on foot, they are trivial to deal with, even for old codices.
   
Made in us
Fixture of Dakka





Shoot them.

If they're in Land Raiders, stay out of its charge range and take the rest of the table. Baring that, surround the Land Raider with cheaper guys so if he wants to charge, he has to charge target of your choice. Then see line 1.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Locked in the Tower of Amareo




 DarknessEternal wrote:
Shoot them.

If they're in Land Raiders, stay out of its charge range and take the rest of the table. Baring that, surround the Land Raider with cheaper guys so if he wants to charge, he has to charge target of your choice. Then see line 1.


This. This is the ultimate failing of even good assault units in 6th edition.
   
Made in au
Fresh-Faced New User




Yes, 2 squads in LR and the other one deepstrikes using the TP homer from stormraven.

So they're in your face pretty quickly. I have 2 units of henchmen(12 shooties with plasma/melta) - is it worth throwing them to try and deal with it(waste their time - 48points for entire unit lol)?

Maybe my strat sucks, but I would throw the paladins at the assault terminators and use the henchmen to sit on objectives hiding behind chimeras.

This message was edited 1 time. Last update was at 2013/11/07 23:41:38


 
   
Made in us
Longtime Dakkanaut





All that adds up to 1300+ points, none of which score regular objectives.

Play the mission not the opponent. Throw all your expendable units at the land raiders to block, delay, and distract them. Focus your killing power on his scoring units.

It would help if you posted one of your typical lists. Sounds like you're running coteaz so MSU melta and plasma henchmen in rhinos are a good start. He won't be able to cause enough damage over 6 turns if he's using 200pt units to kill 40pt transports and 40pt henchmen units.

Best thing to do is run a rhino or two right up in the face of the land raider. Then he can't move forward and loses momentum going around, or dumps out and assaults and is left in the open afterward.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Devestating Grey Knight Dreadknight




Don't use paladins, if you want to use TDA GK use terminators because they are cheaper and can score. Take 5-man termie squads and give them 4 hammers and a warding stave to tank wounds.

And like everyone else said, shoot them. Maybe take a Vindicare to crack those land raiders, and you can get really cheap multi-meltas via henchmen servitors.

Hope is the first step on the road to disappointment. 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





I use to slaughter assault terms with squads of deathcult assassins and crusaders with a techmarine with grenades and 2++ save staff

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in us
Longtime Dakkanaut





DCA used to ignore all armor saves...

If you do want to engage hammernators in assault, a mix of crusaders and assassins with a grenade dispenser inquisitor upgraded to psyker for prescience is a pretty good option and not expensive. Rad, blind, and psykotroke grenades can take a lot of wind out of their sails.

My blog - Battle Reports, Lists, Theory, and Hobby:
http://synaps3.blogspot.com/
 
   
Made in us
Judgemental Grey Knight Justicar






Never assault Hammernators, they are the last thing you want to be in assault with. If your opponent is fielding two LRs and one deep-striking unit of assault terminators, that's basically his entire army. Run away from the Termies, while trying to pop their transports. Go pew pew pew unti he starts rolling ones. Every "1" that comes up makes Terminator players cry a little inside.

And for the love of jeebus, keep your Paladins away from the Hammernators. They lick their chops at a chance to ID some Paladins in close combat.

If you like to play Henchmen, and want to try your luck at assaulting the Termies, I'd say your best bet is about an 8/4 mix of Death Cult Assassins and Crusaders, preferably being buffed with Prescience. That many attacks, you'll put enough wounds on him that he's bound to chuck enough "1"s to whittle down his big bad Termie squad before they can start smashing with their hammers.

This message was edited 1 time. Last update was at 2013/11/08 05:05:24



 
   
Made in us
Fixture of Dakka





mtshadow wrote:
Yes, 2 squads in LR and the other one deepstrikes using the TP homer from stormraven.

So his army both can never catch you and also can't hold ground without being shot to pieces. This is an auto-win for you.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
 
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