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Made in gb
Annoyed Blood Angel Devastator






I am quite excited about how the wording of teleport homers changed, it used to be a one shot teleport back to your own zone, now you can teleport to within 3" of any friendly unit anywhere on the battlefield, 9" from the enemy.

Alongside core, 3 wounds and bolter discipline I think terminators have had a good boost.

I am going to try a Terminator "bomb"

Stormraven - carrying assault termies, terminator chaplin and dreadnought
terminator squad and captain ready to deepstrike.

Coordinate the deepstrike and the troop drop to wherever havoc needs to be reaped.

Then they can teleport to support another force should they end up "stranded", and not dead.


Automatically Appended Next Post:
or maybe a chaplain dreadnought to roll the chappie and the dread into one.

This message was edited 1 time. Last update was at 2020/10/13 07:10:18


If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in gb
Annoyed Blood Angel Devastator






So was this discussed elsewhere?

I did search but found no obvious reference.

I would have thought that the ability to teleport to give support your units anywhere on the table (with the usual restrictions of 9") is pretty good?

Has anyone tried this in practice?

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in no
Liche Priest Hierophant





Bergen

I do not know if they have been discussed elsewhere.

Terminators are the best they have been for a long time. But their competition is also very strong. I do think they have a place, but that is with the storm shields. Being 2+ 5++ going to +1 on armour save and 4++ on 3 wounds is very strog. Even better in cover. That means you need some form of ekstraorinary weapon to kill them with AP. And if you have AP you are frustrated by the 4++ and the 3 wounds.

The most obvius country would be to charge then with a good melee unit as that it a source of good AP and damage. Second option is to ignore them, as that works fine as well.

Perosnally I am hyped for SW terminators. You can grab 3 for 99 points with sword and board. Fit the remaining 2 with offensive weapons. Use them to grab mid objective.

You can see a comparison here:

https://www.youtube.com/watch?v=OnXL3dMy5pU

   
Made in gb
Annoyed Blood Angel Devastator






It's the new Teleport homer rules that have piqued my interest, they are no longer stuck where they land.

in 8th you could deploy back to your home zone, now they added "or anywhere within 3" of a friendly <chapter> model and more than 9" from any enemy models"

This is basically a second deep strike to support another unit.

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in no
Liche Priest Hierophant





Bergen

Is it tough? You remove them and they re-apear in the turn, so say you leave turn 2, you come back turn 4, is that right? Your opponent get two whole turns to try to remove your units in that aria, so there are some flaws in the plan.

   
Made in gb
Annoyed Blood Angel Devastator






The move happens in your reinforcements phase, you don't go off the table then back on, you just move them.


Automatically Appended Next Post:
ah no.. we are both wrong you move them in the movement phase, then set back up in the next reinforcements phase so they are lost for a turn?

This message was edited 2 times. Last update was at 2020/10/15 18:59:25


If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in us
Longtime Dakkanaut




The reinforcement step of your NEXT movement phase. It requires a minimum of two turns to pull off. It isn’t a baked in Dark Matter Crystal
   
Made in gb
Annoyed Blood Angel Devastator






Yes, I got that having re-read it (again).

Still, an improvement on the previous edition, just not as good as I thought :(

Although, it's only off for one turn and not two.

So, drop down in turn 1 somewhere you want them do the damage (within normal limitations for turn 1, I can't remember if you can drop on turn 1 or not!)
Teleport out movement of turn two
Drop back in turn three?

Am I correct in that?

This message was edited 3 times. Last update was at 2020/10/15 19:05:06


If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in no
Liche Priest Hierophant





Bergen

You can not deepstrike turn 1. Only exception to this is drop pod witch terminators can not use.

I think maiby if you want to use this you want to start them on the table in some fashion. It is good to reclaim your home objective. You probably wanne land in in turn 4 so you can charge turn 5.

   
Made in us
Fresh-Faced New User




I think the gameplan would be more that it's a tool in your back pocket, yeah? Drop in somewhere menacing on Turn 2, brrrt something with always on Bolter Discipline in the Tactical Doctrine, then find your way into a fist fight.

Turn 3, say they're bogged down in chaff or needed elsewhere sooner than foot slogging would get them, they mysteriously zap out of there in time to drop down again Turn 4.

Could speed it up a turn by removing yourself on Turn 2 if you start on the board, say for a unit with lots of heavy weapons and a good line of sight on things worth blasting with 'em. A Deathwatch squad can equip 3 Cyclones, or 3 Plasma Cannons, blast away, then disappear in Turn 2 so they can drop somewhere nasty to shore up a spot on Turn 3. This one is more interesting since with Deep Strike you're going to miss out on a turn of shooting with this unit anyway, but this just allows you to decide which turn you miss.

I don't think it's a trick you'll build around using every game, but it could be a pretty slick tactical move when needed. I love it.

This message was edited 1 time. Last update was at 2020/10/15 21:45:58


 
   
 
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