terminatorAM Posted February 27, 2011 Share Posted February 27, 2011 i play a mech list with mostly rhinos/razors moving my heavy hitting troops forward flanked by twin vindies. but recently i have not been able to get some of my heavy hitters into combat quickly enough, the DC or Command squad get stranded too early in the game so i can bring them into combat until much later in the game if at all. So ive been wondering if i should start using a shock and awe unit like assault termies in a pod to strike behind enemy lines first turn and make my opponent switch targets or suffer his units death next turn. Has anyone had experience with this or other such units? is the cost worth the reward? Link to comment Share on other sites More sharing options...
deftoneage12 Posted February 27, 2011 Share Posted February 27, 2011 Why not just deep strike and save the points? Link to comment Share on other sites More sharing options...
The Mangler Posted February 27, 2011 Share Posted February 27, 2011 You are actually not allowed to take a drop pod as a dedicated transport for terminators. Link to comment Share on other sites More sharing options...
Redo Posted February 27, 2011 Share Posted February 27, 2011 As pointed out you cannot drop pod but of course you can deep strike. This certainly makes the Assault Terminators cheapers but makes them rather slow and they could be avoided. Fast troops will just ignore them and repostion and then shoot them from afar. Yet for slow troops they will not be able to ignore them and will need to either shoot them or hope for a good run result. Either way their attention will be off your other troops and on the terminators. Link to comment Share on other sites More sharing options...
Angelus Mortifer Posted February 27, 2011 Share Posted February 27, 2011 If you run a Rhino Tac Sq, you could always give the Sgt a Teleport Homer and have them land in the thick of things (after they boost upfield), i.e. closer to the action and more likely to be able to get something on the following turn... Link to comment Share on other sites More sharing options...
shatter Posted February 27, 2011 Share Posted February 27, 2011 Turn 1 DS TDA pod options... lots & most are silly. None involving 'mere' Terminators. silly example #762 DC x 3 Dual hammers TDA Chaplain TDA Captain LC + TSS TDA Epistolary Urage/MoH Corbulo Drop pod. *chuckle* edit: whoops, got the cargo capacity wrong. Link to comment Share on other sites More sharing options...
Leonaides Posted February 27, 2011 Share Posted February 27, 2011 Or how about putting them in a LRC, and deep-striking that, but not teleporting the tems alone... Link to comment Share on other sites More sharing options...
Aeterni Posted February 27, 2011 Share Posted February 27, 2011 Shock and Awe. I run a couple scout squad with the Teleport Homers. Deepstriking LRR with VAS inside. Shock, Awe, and everything else in between. Link to comment Share on other sites More sharing options...
Isryion Posted February 27, 2011 Share Posted February 27, 2011 I haven't made a list with a drop since I picked up my storm ravens! I had played with a LR, before, but that won't be making my list anytime soon, either, now, though I need a few more gamest to be sure. I think the SR is the best vehicle you can have to avoid getting something stranded. If you go first, you can put it on the board, if you're not sure or will likely go 2nd, keep it in reserve. On the turn it comes in you can choose where and then flat out 24" if you need to, which should guarantee that you'll get an elite unit where it's needed. Of course, it would cut down on the rest of your list a bit. For, me it means that I drop a baal pred and two transports, but I like the trade so far. Link to comment Share on other sites More sharing options...
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