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Calling all branches of Astartes! I have 16 Terminators and need a faction  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Storm Trooper with Maglight





Leicester

Title says it all folks;
we do Christmas a week early at my place due to split custody stuffs; no biggie.
this years loot came in the form of:

1x Assault Terminator Squad
1x Standard Terminator Squad
1x Terminator Command

HELP!!

obviously a captain and 3 elites makes up a vanguard detachment?

what chapter will play Termies well right now? I know they're not the best? but they're better than in 7th?

Generic marines? maybe with Iron Hands Tactics?
Blood Ravens for that Space Hulk feel?

any and all help deeply appreciated!!
cheers,
GamerGuy
   
Made in ie
Sureshot Kroot Hunter





Ireland

TBH everything except raven guard is a good choice(as I assume you'll mostly be deep striking these?).

Black Templars is great if you want to ensure you get your charge after teleporting, especially for the assault squad
Iron Hands will help you shrug off more wounds as well.
I play Salamanders myself and I love their chapter tactic. It's pretty much a free CP reroll per unit to hit and wound. Saved me many times and very useful if you're taking power fists or thunder hammers

Link to my haphazardly updated blog: Boundless's sub-par conversion projects


 
   
Made in id
Grey Knight Purgator firing around corners






Deathwing

http://www.flickr.com/photos/87173693@N03/

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Made in us
Legendary Master of the Chapter








Probably this. it is their whole sthick anyway.

Black templars could work on the deeps.

Teleport homers is probably also a good idea as you are going to want to be able to get back into your own deployment zone after tieing or wrecking something in their backline.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Fresh-Faced New User





I vote for Deathwing too--some of the Deathwing Stratagems in the DA Codex can be cute with your Storm Shields too.
   
Made in us
Stealthy Space Wolves Scout





Florida

 boundless08 wrote:
TBH everything except raven guard is a good choice(as I assume you'll mostly be deep striking these?).

Black Templars is great if you want to ensure you get your charge after teleporting, especially for the assault squad
Iron Hands will help you shrug off more wounds as well.
I play Salamanders myself and I love their chapter tactic. It's pretty much a free CP reroll per unit to hit and wound. Saved me many times and very useful if you're taking power fists or thunder hammers


I disagree entirely. If You use the Raven guard startegem in matches play you can place half your army on the field after deployment but before the game starts for 1CP per unit Outside 9" of the enemy. But unlike deep strike you can act normally. I would place them in terrain 12-9" from the enemy then move, shoot and charge normally. Out side 12" opponents shoot you at minus 1. The bonus from cover and the Raven guard chapter tactic will keep your save low against small arms fire. If you play with ruins you can place the Termies out of line of sight in a ruin. Then If you go second they can't shoot you easily, plus the buffs, and then on your turn you can move straight through the wall and act normally. I use a lot of deepstriking and even with units that reroll charges it's not guaranteed. Being able to move and act normally seems worth the CPs to me. I've had tons of success with the Raven guard stratagem. "Strike from the shadows"
   
Made in ie
Sureshot Kroot Hunter





Ireland

TheunlikelyGamer wrote:
 boundless08 wrote:
TBH everything except raven guard is a good choice(as I assume you'll mostly be deep striking these?).

Black Templars is great if you want to ensure you get your charge after teleporting, especially for the assault squad
Iron Hands will help you shrug off more wounds as well.
I play Salamanders myself and I love their chapter tactic. It's pretty much a free CP reroll per unit to hit and wound. Saved me many times and very useful if you're taking power fists or thunder hammers


I disagree entirely. If You use the Raven guard startegem in matches play you can place half your army on the field after deployment but before the game starts for 1CP per unit Outside 9" of the enemy. But unlike deep strike you can act normally. I would place them in terrain 12-9" from the enemy then move, shoot and charge normally. Out side 12" opponents shoot you at minus 1. The bonus from cover and the Raven guard chapter tactic will keep your save low against small arms fire. If you play with ruins you can place the Termies out of line of sight in a ruin. Then If you go second they can't shoot you easily, plus the buffs, and then on your turn you can move straight through the wall and act normally. I use a lot of deepstriking and even with units that reroll charges it's not guaranteed. Being able to move and act normally seems worth the CPs to me. I've had tons of success with the Raven guard stratagem. "Strike from the shadows"


Very different tactics though. With deepstrike you have flexibility to strike deepfield or on an objective when you pull one after the first turn, with the ravenwing stratagem if you set up 9" away you'll have to be pretty confident you'll win roll off and not get initiative stolen to place them bang in front of someone. I'll agree the -1 to hit is useful if you're keeping them back but terminators should be up front causing havoc and making your opponent try shift them rather than sitting back taking popshots, also there's 5 assault terminators so they won't gain anything from ravenguard at all

Link to my haphazardly updated blog: Boundless's sub-par conversion projects


 
   
 
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