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Transports for a WG termie army


Rahveel

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So, I am planing on finishing up my truescale marines, and I think that WG(in termie armor) best fit what I am going for.

 

I am really interested in drop-pods, but am not sure if it woulf be the most effective choice. Drop in, toss out some light shooting, and then take at least a round of punishment before geting your teeth into CC. I just forsee a lot of problems trying to get a TDA heavy SW list to survive long enough to do any kind of damage.

 

another option is the LR. defanatly makes it more likley to get were you want to go, but not shure that an army as points intensive as WG can handle the strain of 200+ point transports.

 

the last option would be foot-slogging.

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I like my boots. They work pretty good.... lets me shoot four a couple turns, keeps pace with the rest of the army, and then I get to smack something in the face. A couple of stormshields to keep the plasma off my back and some grey hunter packs to keep the target saturation high....

 

Yeah, its go time.

I suggest you look into soem Deathwing Tacticas.

 

And Grey Mage is right, your boots are all you need. You have 24 inch range FANTASTIC weapons (You should be taking Cyclone launchers at least the majority of the time)

 

You are a lil better than Deathwing in CC, but ranged warfare is still where you will win most of your games.

 

Also taking less transports (Or No transports) lets you get more Terminators.

 

If you have less than 30ish you will most likely get steamrolled.

 

Wolfwing is just a slightly better version of Deathwing, so ask the Deathwing players, they know best.

I have actually played pure deathwing a bit, and TBH, Land raiders are a must if you want to be able to capture objectives effectivly (with so few units, its tough to keep them camping objectives, and not going after killable targets) killpoints aren't to bad, but objective capturing games are next to impossible w/o Landraiders below 2k points.

 

it seems like you guys are defanatly of the preferance for ranged options. that is interesting, on first glance at WG, they defanatly seemed more the CC types to me, and it seemed very important to give them transports to get them there.

The only difference is that they will have more power weapons vs powerfists, (Which is better for CC, though you still need 1-2 heavy ccw weapons) That and they have a better CC character (though they are paying well for it)

 

All that means is that they can do well and usually hold thier own, but they are no CC specialists, and you will be heavilly outnumbered. So if you cant take out at least a healthy portion of the enemy army with ranged, you will be overwhealmed.

 

I think Dreads will serve you better than LRs, but then again LRs are better than they used to be. If you go for LRs, take 2 Godhammer patterns (A weakness of the termie armies is lack of AP 2, so the Lascannons are a must.) Eithier take 2 or none. 1 is to few and 3 is to many.

 

You have plenty of anti-personnel firepower, dont take Crusaders, and you dont wanna be flying up to use redemmers.

 

Once you get your 30 Termies (6 units of 5 or 6, I prefer 5) you could go with about 2 LRs or 3 Dreadnoughts. If you take dreads go take Lascannons as like mentioned earlier you need em. Its up to you if you wanan keep your DCCW or a ML. I prefer ML as they rarely see CC, and the termies can handle it well enough.

 

Dont forget as full termies you are on of the (about) most mobile non mech list out there. You can move 6inch without loosing anyithing so keep moving all the time.

 

I think a good idea would be to start in a stright battle line. As the enemy appraoches start to collapse your forces towards the center with Logan. When CC hits use his CC buff to get maximum effectiveness.

Sorry to DP but I wanted to keep things somewhat uncluttered.

 

Here is my tentative list:

 

Logan @ 275

 

5 Terminators @ 215

- Powers sword and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

5 Terminators @ 215

- Powers word and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

5 Terminators @ 215

- Powers word and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

5 Terminators @ 215

- Powers word and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

5 Terminators @ 215

- Powers word and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

5 Terminators @ 215

- Powers word and SB x3

- Power fist and SB x1

- Power fist and Cyclone Launcher x1

 

Dreadnought @ 145

- TL Lascannon

- Missile Launcher

 

Dreadnought @ 145

- TL Lascannon

- Missile Launcher

 

Dreadnought @ 145

- TL Lascannon

- Missile Launcher

 

(Can someone tell me if these Dreadnought costs are correct, Im going off Codex:SM cause they sold out of C:SW at the store and I cant get it yet. Everything else I have scanned pages)

 

Its to hard to squeeze in 2 LRs without loosing some terminators which im not willing to do. So I went with 3 dreadnoughts.

 

That gives me:

 

3 TL Lascannons Shots

15 Missile shots

and 62 storm bolter shots a turn

 

I like Cyclones alot more than Assault Cannons cause you get to keep the SB (Giving you 2 more shoots) and you get more anti-armour ability, in addition one turn and maybe 2 you wont be in 24inch range, so you essentially get 2 extra shooting phases with your heavies. So the first 2 turns you concentrate on anti-armour with krak missiles, then once you get in bolter range switch to frags and lay it on them. THEN GIVE THEM THE COLD STEEL!

 

With everything able to move and shoot.

Your dreads are fine- the options are much the same, but their base weapon differs in C:SW. Youll be wanting to pick up that dex soon though, as it has alot of neat rules in it.

 

Id also say that Id drop the missile launchers on the dreads for heavy flamers- gives you some anti-horde firepower and lets them be effective in CC when not tarpitting.

Yea the store says they are getting the next shipment friday.

 

You know the main weakness of the Terminator army list is against hordes, Heavy armour, and 2+ saves.

 

So although its not "Pure" it may be better to take 2 Las Preds and a Whirlwind instead of 3 Dreadnoughts. I could fit that in and have 20 to give some fluffy weapons to my sarges. That gives me more and a bit tougher lascannons and a cover save ignoring large blast.

 

I lose the potentially for tarpitting, but most people got kraks and PFs anyways so I dont think it would serve super great anyways in that role.

If I was going to go with a Logan/Wolf Guard army, it would look a lot like Redbaron's! Very economical. Several flexible low-cost units seem like the way to go to me. Everything counts in large amounts!

 

I would be likely to switch out the dreads for some scouts and swiftclaws though, to scratch those hard-to-reach places.

I saw a particularly interesting list where instead of taking Predators and Land Raiders as anti-tank, he took Razorbacks with lascannons as light tanks. Sure the Terminators can't ride in it but they are cheap and disposable tank killers and you can have as many Razorbacks as you have Wolf Guard units.
I saw a particularly interesting list where instead of taking Predators and Land Raiders as anti-tank, he took Razorbacks with lascannons as light tanks. Sure the Terminators can't ride in it but they are cheap and disposable tank killers and you can have as many Razorbacks as you have Wolf Guard units.

 

Hmmm, that is intresting. I will have to consider that. Not that 75 is really cheap. But you could get 2 for the price of a Las boat Predator.

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