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Made in us
Fate-Controlling Farseer





Fort Campbell

Maybe you shouldn't deepstrike your Assualt Termies?

Full Frontal Nerdity 
   
Made in us
Awesome Autarch






Las Vegas, NV

In my all drop SM army I often take a squad of assault termies in a drop pod, and against any non fast moving mechanized army, they kick ass. For 215 points you have a squad that can go through allmost any infantry squad or MC like a lawnmower. If you drop them they can use the Pod to block LOS and the other squads that come down can charge block for them. Hopefully them come in the second wave of pods and the guys that came before them can lock some units into HtH. When the assault termies charge, they just massacre whatever they hit.

If they come down too early or with too few cover units to distract or redirect the enemy, they become an expensive bullet sponge.

And against mech tau or eldar, they just drop somewhere to hide and hold an objective, because otherwise, they are just easy VP's.

I like to use them though they are not the best all rounders. Normal termies are better for the points for now, untill they get Dark Angeled. I just like the assault termies.

   
Made in us
[DCM]
-






-

Maybe the (eventual) dip in Terminator sales will make GW realize all is not well in 2+/5+ land...

   
Made in us
Been Around the Block




Old saying goes "If it ain't broke, don't fix it."
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Which does not apply at all here.

Deep Striking any assault unit does not work in the current ruleset. This is not a problem with those units, it is a problem with the Deep Strike rules.

Next weekend our entire group is doing a massive final playtest of our Eldar and Marine Codices. Included in that playtest will be the extensive use of our Deep Striking mechanic (HIT = free to charge, SCATTER = cannot charge). We'll see how that goes and if it really is 'over powered', although I doubt it.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Been Around the Block




Actually it does because as people have stated there are many ways to effectively deliver assault terminators into CC. 5 guys with 2+/5+inv and nothing but power weapons would be broken if they could just drop in and assault without giving the enemy a chance to even shoot at them.

215pts is nothing look at how much an IC in terminator armor with power weapons costs. He equates to about 1/2 a terminator squad. If they could deepstrike and assault they would need to cost 80pts each, and you could only get 3 in a unit and they would be a 0-1 choice.
   
Made in sg
Executing Exarch





You talk as if it's really easy to land within 6" of an enemy unit. It isn't, and (TP homers aside) the more intent one is on trying to achieve it, the greater the risk of scattering onto enemies and losing Termies.

I don't see the relevance of how much an IC in Termi armour costs. He can't teleport in and assault either, so what's your point? One thing that can't teleport in and assault is more expensive than another thing that can't teleport and assault? So what?

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Posted By Personification on 09/02/2007 11:20 AM
Actually it does because as people have stated there are many ways to effectively deliver assault terminators into CC.
So because you can deliver them be other means besides Deep Strike we should all just give up and go home? They have the option to Deep Strike. That option should work. It currently does not. Just because there are other methods of getting them into combat (like Land Raiders) doesn't mean you just put Deep Striking into the 'too hard' basket.

The solution that we've been using is simple and allows Deep Striking assault troops to actually get some use.

1. Roll a HIT - unit may shoot and assault.
2. Roll an ARROW - unit may shoot.
3. Scatter onto enemy troops - move unit to nearest 'clear' zone, and the unit is Entangled.

We've used it in a few games so far, and it makes a big difference. We've had Terminators land badly and end up gunned down by an entire enemy gunline, and Terminators land well and charge into glorious combat. It makes Grey Knights into a viable army as they can finally rely on their chief strategy - teleporting - something they could only really do if they planned to shoot.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

That's a really neat idea, H.

My gaming group's not big on house rules, but we occasionally pick up minor changes that make certain parts of the game that we feel are misconstrued all better. I'll propose this to them next time we meet - I have a feeling they'll be okay with it, seeing as how one of them is building up a Demon Hunters army, one is starting Nurglewing, and I'm in the process of bashing my skull in over how to better get my Black Templars into CC without getting cut to pieces all the time.

Thanks for the idea, I hope you don't mind if I nab it.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
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