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Made in us
Using Inks and Washes




St. George, Utah

Even tactical terminators are geared with expensive weaponry for the assault phase. That's in large part why terminators are so expensive upfront. Power fist on every dude = massive points.

The fact you're paying so much for close combat prowess and yet can't do the single most important close combat related thing is terrible. Even worse, a joined IC in artificer or regular power armor also cannot make a sweeping advance roll because of the way Terminator armor's sweeping advance restrictions are worded.
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

Sweeping Advance for Terminators, or possibly a new rule where they get a free round of shooting at the fleeing enemy at the end of the phase.

I play Grey Knights so either would be good for me, though it wouldn't be as helpful to those Terminators without shooting weapons in the other Codexes.
   
Made in us
Painlord Titan Princeps of Slaanesh





I have watched an armoured sentinel sweep a squad of kroots...
   
Made in gb
Lord of the Fleet






London

 Filch wrote:
I have watched an armoured sentinel sweep a squad of kroots...


How is that relevant?

Anyway, yes I think they should have some sort of option, the extra round of shooting would be pretty good, perhaps a bit over the top if they're going at full-BS for that.
   
Made in us
Painlord Titan Princeps of Slaanesh





Shake my head because i have to connect the dots for you:

It is relevant because a single walker with no arms can sweeping advance a close combat specialist squad but a terminator squad that excels at close combat can not sweeping advance. The inconsistency in this game is numerous and nonsensical.

Think about it, instead of just accepting the rules like you have been.
   
Made in us
Dark Angels Librarian with Book of Secrets






 Filch wrote:
Shake my head because i have to connect the dots for you:

It is relevant because a single walker with no arms can sweeping advance a close combat specialist squad but a terminator squad that excels at close combat can not sweeping advance. The inconsistency in this game is numerous and nonsensical.

Think about it, instead of just accepting the rules like you have been.


One is a big bulky squad of guys not known for their speed. The other is a walking machine that will just stomp on guys running away. It actually makes some sort of sense if you consider how bulky and heavy Terminator armor is.

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Made in us
Krazed Killa Kan




Homestead, FL

realistically, if terminators are not going to be allowed to sweeping advance they need to gain an Extra attack to make it a bit more likely they will inflict enough wounds on an enemy unit to make the close combat worth it.

With the relatively high average leadership in this game now, its almost a guarantee that a unit will reform after Close combat if they don't get wiped out. again I would point out that is true for MOST armies but not all.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gg
Regular Dakkanaut




They all ready have 2 base attacks what is 1 more then normal marines.

If your fighting a horde go for two lighting claws that is 4 attacks on the charge with reroll to wound.


Going vs elite units. Thunder Hammer / Shield will smash them up easily.


Throw in a chaplain got reroll to hit... with lighting claws your most likely going to kill the horde your fighting.

You need above average leadership. Because in combat you get modifiers to your leadership. So if your LD 8-9 and lose by 4-5 there is at least a chance to pass if your LD6 you need to lose 4 models if not need snake eyes.

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Made in us
Krazed Killa Kan




Homestead, FL

Bassline I realize this, but let me put it this way, and keep in mind I am an ORK player not SM.

30 Boyz with Nob PK vs 5 terminators with Lightning claws, lets just give the terminators the charge because YOLO.

20 attacks 10 hits about 7 wounds = 7 dead orks.

23 remaining orks = 66 attacks 33 hits 17ish wounds = 3ish dead terminators, PK now swings and kills 1 more outright so 4 dead termies.

now granted that puts the points totals a bit out of whack because the orks have about 215pts worth of models and the Terminators have 200 points but simply put...WOW. I love my orks and we probably are one of the top 2-3 weakest armies right now, but even our standard infantry DESTROY terminators.

I lose 7 orks and yuo lose 4 terminators. THAT is why terminators need a buff.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lord of the Fleet






London

 Filch wrote:
Shake my head because i have to connect the dots for you:

It is relevant because a single walker with no arms can sweeping advance a close combat specialist squad but a terminator squad that excels at close combat can not sweeping advance. The inconsistency in this game is numerous and nonsensical.

Think about it, instead of just accepting the rules like you have been.


Thanks for the condesending tone, much appreciated.

As another guy said, the Terminators are exceptionally bulky, yet the Sentinel is a fast walker designed for scouting and forward deployment, it makes perfect sense that it can catch up and shoot/stomp them to death, whereas the Termies are going to be left behind.
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

I'm liking the idea of Terminators getting an out-of-turn shooting attack at an enemy unit that broke away from close combat with them in the assault phase.

At best, they'd wipe the unit, no different than if they'd been caught in a Sweeping Advance, at worst, they don't deal any damage. So they would be perfectly justified firing their weapons at full Ballistic Skill, being as their enemies have turned their backs on them and are running away. This would also be a potential buff against enemies with ATSKNF, (or equivalent), as the enemy unit is allowed to run, but will potentially take wounds, in-stead of continuing to fight as if they'd passed their Leadership test.
   
Made in us
Using Inks and Washes




St. George, Utah

Because they can't sweeping advance, they cannot keep units locked in combat even when they win combat.

They defeat their own purpose. Weaponry powerful enough to win most close combat encounters against non-CC units, but can't keep the unit locked up in combat meaning they win combat, and then eat a bunch of shots on the subsequent turn.

It makes them the worst possible CC unit in a game full of pretty bad CC units. A Vanguard Veterans squad kitted up with the same wargear as Terminators outperform them, despite being even MORE expensive, because of sweeping advance alone.

It's a rule based in antiquity when you could consolidate out of combat into another assault. It needs to go.
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

What if Sweeping Advance were replaced entirely? At the end of a round of combat, the side that lost combat retreats D6.

Then, the side that won combat may either:
1: Make an out of sequence shooting attack at full ballistic skill at the retreating unit.

or

2: May consolodate D6" which is allowed to bring them back into close combat with the fleeing unit (though they do not actually fight the next round until the following Assault phase). If this is done, They remain locked in combat for the following movement/shooting phases, and they receive the charge bonus again as if it were a new combat for their next Assault Phase. A fleeing unit does not benefit from grenades or special rules that affect the enemy unit's charge or number of attacks

So if the fleeing unit rolled well to escape, the victorious unit can fire to take a few of them out, or if the fleeing unit rolls poorly, the victorious unit may choose to run them down. Either way, it's not an automatic wipe when the unit fails its moral check, and the victorious unit always gets a bonus for winning combat.

This message was edited 2 times. Last update was at 2015/05/19 14:52:43


 
   
 
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