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		<title><![CDATA[Latest posts for the thread "Help with Shooty Terminators"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Help with Shooty Terminators"]]></description>
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				<title>Help with Shooty Terminators</title>
				<description><![CDATA[ First:  I am familiar with the value and power of the <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> models.  And I do run them, but I want my army to not be a carbon copy of half the armys I see for C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span>.  <br />  <br />   But I like the gunline style armies and as my C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> are Imperial Fists a gunline style is also fluffy.  (Lysanders bolter drill SR helps with that too.)  With that I am trying to determine what is a good spread of points for upgrades to wargear and which <span class="glossaryitem" onmouseover='gp(59);'>HW</span> is generally the most effective.  I've seen a lot of positive comments for the <span class="glossaryitem" onmouseover='gp(417);'>CML</span> especially from <span class="glossaryitem" onmouseover='gp(25);'>DA</span> players but most of the others I don't hear anything.  I've also heard it's best to take two of the same <span class="glossaryitem" onmouseover='gp(59);'>HW</span>.  Is that so?  <br /> <br /> I'm trying to build an all-comers list as I'm still a relatively new player.  I run Lysander as one <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and a Libby as the other.  I have a <span class="glossaryitem" onmouseover='gp(333);'>PA</span> Libby and the <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> Libby so both of those are options for my lists.  The war gear for the LIbby in <span class="glossaryitem" onmouseover='gp(333);'>PA</span> is a Force Sword and Stormbolter, the <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> Libby has the Stormbolter and Force Staff if that helps...<br /> <br /> I don't run a list with allies because my only other army doesn't ally with anyone. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jul 2013 05:57:14]]> GMT</pubDate>
				<author><![CDATA[ dalsiandon]]></author>
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				<title>Help with Shooty Terminators</title>
				<description><![CDATA[ When I run my tactical terminators, I go with a 5 man squad, assault cannon, one chainfist.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(417);'>CML</span> is nice.  My problem with it is that you get tempted to shoot krack missiles at tanks while the stormbolters of the squad are useless.  If your scatter die works better then mine, the frags do have synergy with the squad.  The <span class="glossaryitem" onmouseover='gp(417);'>CML</span> is also the only thing that can reach beyond 24" which is nice if you are starting on the table.  <br /> <br /> The assault cannon works better with the bolters.  Same range, same basic targets.  Just bigger and better.  The higher strength and rending lets you take shots at light armor if needed.  The shorter range doesn't mater if you are deep striking.  Looks cooler as well.<br /> <br /> The poor, neglected, heavy flamer is also an option.  Its major perk is it's price.  It costs significantly less the the other options.  The problem is the range.  If your list is packing locator beacons or teleport homers, they are not a bad option.  Template weapons have some perks, but the opportunity cost of not taking one of the other two, more generally useful, weapons is a bit too high.<br /> <br /> Chainfists are nice to have one or two of in the squad.  While you can, in theory, glance AV14 targets to death with just powerfists, it takes more then you think to get the job done.  The guy with the chainfist will just carve that thing wide open.  Now most tanks are AV10 on the back, so the regular guys with fists can and will turn them into scrap.  But the hard targets and bunkers need some special love.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jul 2013 12:50:12]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Help with Shooty Terminators</title>
				<description><![CDATA[ Full squad of termies is a nice force, they do get pricy compared to <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault termies, however, they're a bit less one-dimensional.<br /> <br /> At the regular 2k level they'll be your deathstar and will attract attention, so bear that in mind.  If you stick Lysander up front he can tank up shots while you conserve your firepower.  If you do use Lysander then I would absolutely go dual <span class="glossaryitem" onmouseover='gp(417);'>CML</span>, that way you keep your <span class="glossaryitem" onmouseover='gp(126);'>TL</span> bolters and add 4 missiles on top of it.<br /> <br /> On that topic: dual <span class="glossaryitem" onmouseover='gp(59);'>HW</span> is there for redundancy and specialization, when you start mixing up you're gonna run into range-conflict issues and/or effectiveness issues.<br /> <br /> I think dual-<span class="glossaryitem" onmouseover='gp(417);'>CML</span> is a great all-comer weapon and will synergise well with Lysander.<br /> <br /> Dual assault cannon is nice against infantry and low <span class="glossaryitem" onmouseover='gp(9);'>AV</span> vehicles.<br /> <br /> Dual <span class="glossaryitem" onmouseover='gp(336);'>HF</span> is awesome against hordes but not much else.<br /> <br /> Chainfists are very situational but you'll love them whenever you see a monolith or <span class="glossaryitem" onmouseover='gp(87);'>LR</span> on the other side of the table, 2 in a squad is probably sufficient (stick them on the <span class="glossaryitem" onmouseover='gp(417);'>CMLs</span> for survivability)<br /> <br /> Let's not forget that those termies will tear it up in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as well, you can boost that with a Termie Chaplain, just don't throw yourself at a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> monster like a greater daemon or something, they will die quickly to AP2 weapons...<br /> <br /> The termie-libby is nice too, I would go with <span class="glossaryitem" onmouseover='gp(221);'>SS</span> and force-axe (you can mod the staff: remove the eagle-top and add a dual-blade Space-Hulk-Style, looks awesome).  Null-zone is great and will come-in handy almost all the time, I also like the avenger to bake <span class="glossaryitem" onmouseover='gp(95);'>Meqs</span>, Gate is nice but makes you very vulnerable to plasma cannons and other blast weapons.<br /> <br /> Anyway, I hope this helps.<br /> <br /> Enjoy.]]></description>
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				<pubDate><![CDATA[Fri, 26 Jul 2013 00:02:00]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Re:Help with Shooty Terminators</title>
				<description><![CDATA[ I have had that same feeling about not losing the bolters because of having Lysander.]]></description>
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				<pubDate><![CDATA[Fri, 26 Jul 2013 20:54:40]]> GMT</pubDate>
				<author><![CDATA[ dalsiandon]]></author>
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