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		<title><![CDATA[Latest posts for the thread "Terminator Teleport Homers can go anywhere now."]]></title>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ 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.<br /> <br /> Alongside core, 3 wounds and bolter discipline I think terminators have had a good boost.<br /> <br /> I am going to try a Terminator "bomb"<br /> <br /> Stormraven - carrying assault termies, terminator chaplin and dreadnought<br /> terminator squad and captain ready to deepstrike.<br /> <br /> Coordinate the deepstrike and the troop drop to wherever havoc needs to be reaped.<br /> <br /> Then they can teleport to support another force should they end up "stranded", and not dead.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> or maybe a chaplain dreadnought to roll the chappie and the dread into one.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 07:07:44]]> GMT</pubDate>
				<author><![CDATA[ gkos]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ So was this discussed elsewhere?<br /> <br /> I did search but found no obvious reference.<br /> <br /> 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?<br /> <br /> Has anyone tried this in practice?]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2020 20:25:47]]> GMT</pubDate>
				<author><![CDATA[ gkos]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ I do not know if they have been discussed elsewhere.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. And if you have <span class="glossaryitem" onmouseover='gp(6);'>AP</span> you are frustrated by the 4++ and the 3 wounds.<br /> <br /> The most obvius country would be to charge then with a good melee unit as that it a source of good <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and damage. Second option is to ignore them, as that works fine as well.<br /> <br /> Perosnally I am hyped for <span class="glossaryitem" onmouseover='gp(124);'>SW</span> 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.<br /> <br /> You can see a comparison here:<br /> <br /> <a href="https://www.youtube.com/watch?v=OnXL3dMy5pU" target="_blank" rel="nofollow">https://www.youtube.com/watch?v=OnXL3dMy5pU</a>]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 16:35:07]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ It's the new Teleport homer rules that have piqued my interest, they are no longer stuck where they land.<br /> <br /> in 8th you could deploy back to your home zone, now they added "or anywhere within 3" of a friendly &lt;chapter&gt; model and more than 9" from  any enemy models"<br /> <br /> This is basically a second deep strike to support another unit.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 18:39:41]]> GMT</pubDate>
				<author><![CDATA[ gkos]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 18:47:35]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ The move happens in your reinforcements phase, you don't go off the table then back on, you just move them.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> 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?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 18:55:51]]> GMT</pubDate>
				<author><![CDATA[ gkos]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ 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 ]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 18:58:22]]> GMT</pubDate>
				<author><![CDATA[ Sterling191]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ Yes, I got that having re-read it (again).<br /> <br /> Still, an improvement on the previous edition, just not as good as I thought :(<br /> <br /> Although, it's only off for one turn and not two.<br /> <br /> 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!)<br /> Teleport out movement of turn two<br /> Drop back in turn three?<br /> <br /> Am I correct in that?]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 19:00:50]]> GMT</pubDate>
				<author><![CDATA[ gkos]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ You can not deepstrike turn 1. Only exception to this is drop pod witch terminators can not use.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 19:46:00]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Terminator Teleport Homers can go anywhere now.</title>
				<description><![CDATA[ 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. <br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2020 21:44:29]]> GMT</pubDate>
				<author><![CDATA[ Ancible]]></author>
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