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Moving TDA About


Joasht

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There are several threads and mentions about the issues of mobility for the (many many) options we have that are in TDA, and I was wondering, what do you guys favor?

 

1) Land Raiders - AV 14 is awesome, but to maximize their usefulness I always personally feel you need at least two, simply because one on the table will attract every single Lascannon, Meltagun, and, well, anything that can penetrate AV14. The problem is the massive cost, and in an army with not many bodies, this just makes the problem worse. To make matters worse Land Raiders are not transport choices, and every Land Raider you take means one less other option (e.g. Dreadnoughts).

 

2) Storm Ravens - Ditto the cost issue, but even though its marginally cheaper, they are softer, and again, suffer from the IMO "you kind of need two of them, at least" issue for target saturation. I've never been a fan of Storm Ravens on paper :/

 

3) Deepstriking - Free, but risky. For a small fee, Servo skulls practically give them Descent of Angels, but Deep Striking is still sometimes unreliable and I've personally never been a fan of non-Drop Pod deepstriking.

 

4) Foot Slogging - You may simply never get there. Slow and exposed makes for a bad combination.

 

A way of thinking about it would be simply to design your army around these limitations. For example, if you plan on playing some Terminators and plan to get LRs/SRs, perhaps cut costs by taking Henchmen troops; Coteaz is not in any way expensive, and buying him opens up the options for some decently affordable troop choices to make up for not just the two Troop slots, but also to make up for the lack of sheer numbers. I'm frankly not a huge fan of Draigo, even though he sort of fixes the Troop slot issue making your Paladins troops, simply because Draigo himself is more expensive than a Land Raider, and that would further affect your body count.

 

I think one of the issues here is that the GK player has to balance between elite-ness and sheer body count. The last option is of course, not to take any TDAs at all, perhaps short of the Grandmaster. This gives you more points to play around with our other options, many of which are very, very viable, but lets face it, who doesn't want to field those awesome models? :D

 

Thoughts, opinions, ideas etc are most welcome. Thanks!

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I've played GK for a long time and always been a fan of walking termies. Back when they were elites they were an awesome distraction against the actual scoring units on the board. Now that they're scoring, well WOOT!

 

Termies with psycannons are an awesome shooty unit. So you walk them across the board shooting the crap out of stuff. It takes a consiberable amount of firepower to put them down and if your opponent ignores them then god have mercy if they reach CC.

 

Landraiders and such are awesome, but then then you're looking at them as a more CC unit and you shouldn't take the shooty upgrades. Unless you're a huge psycannon fan, which I am. :D

I will probably end up going with Draigo and Deep Striking Pallies for a "Knightwing" army.

 

Why Deep Striking?

A. It makes them feel how I think Grey Knights should feel-a very elite army that teleports in. Outnumbered, but not outmatched. Deep Striking will also allow me to choose where my minis come in. And teleporting is just cool.

 

B. Fewer turns exposed to enemy fire. As you are not on the table until you arrive, your transport (in this case, the orbiting Strike Cruiser) cannot be destroyed by fast melta/autocannon/lance fire. You arrive and get to fire to full effect, and (if done right) your opponent will only have one turn to retaliate before you charge.

 

C. Getting in close. Unlike Codex Terminators, GKTs and GKPTs (Paladin Terminators) do not have access to the Cyclone Missile Launcher, and therefore most of their firepower is close-in and footslogging makes them unable to retaliate at long range. Also, with the number of Force Weapons, assault is where you want to be, and Deep Striking helps you get closer (though you are pretty vulnerable to blast weapons when you arrive).

 

D. More resistant to Dangerous Terrain checks. As GKPTs have two wounds, this makes them considerably more resistant to dying from Deep Striking into terrain, allowing you to take advantage of cover for the (inevitable) return fire from your opponent.

Haha its good to see a lot of people taking the DS route. You'd need quite a number of distractions I reckon to stop the enemy from just pointing all their guns at your terminators, or just use the Terminators themselves as the distraction.

 

What do you guys think would make a good DS force? I personally see little reason to take anything other than max Psycannons (depending on normal or Paladins), perhaps five guys?

Is TDA deep strike list viable at 1500pts? Even if you went bare bones you'd only get 26 models down on the board

 

 

Eh, at 1500, I'd go with 20 GKT, a GM or Librarian with skulls, and 2 Psyfleman or so, to peg runners. Still only 23 models, but a bit more flex.

I was somewhat enamoured with the idea of running Draigo, a 10 man unit of Paladins and combat squadding with one 5 man unit with 4 Master Crafted Psycannon and an Apothecary for the best Devastator unit in the universe, and the second with 3 Force Halberds, 1 Master Crafted Daemon Hammer and a Brotherhood Banner accompanied by Draigo. A bargain at just over 1000pts!

 

Left me enough to get another 10 man GKT squad! Hurrah!

There is the option of doing a combination of all of the above. Take a Storm Raven with troops and a dread, a Land Raider with troops, deep strike a squad or Dreadknight.. if you have 3 or 4 different methods and several fire magnets arriving by different methods, one or two of them aught to work without disruption. There is a lot to be said for the balanced approach.

Hi all,

Just wondered if anyone had play tested servo skulls and how effective they found them?

I've done a list that has 6 in and has a grand master and psyker inquisitor with psychic communion

so i get +2 for my reserve roles.

My worry is that if my opponent has a fast unit that was able to pass within the 6" need to blow them up

he could do that to a number of them and i'd be stuck with 2 dice scattering for my deepstriking units. Although

i guess i could opt to walk my units on if it was to risky???

 

Battle captain

I'm not sure if I'm reading this wrongly somewhere, but I just realized something:

 

Terminators can ride Chimera's.

The rules for TDA say they "cannot embark a Rhino or Razorback", they said nothing about a Chimera. You could easily get one from, say, Henchmen, then just hijack the Chimera to roll forward. Its not VERY efficient, but hey, at least its something.....

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