Jump to content

Assault terminators


NoLifeKing

Recommended Posts

I've been recently playing alot against them, and i've had real problems dealing with them. at many points 1 squad of them with a chaplain has threatened to sweep my army. so far i've been able to deal with them somehow but how do you brothers deal play your knights against assault termies?
Link to comment
https://bolterandchainsword.com/topic/252605-assault-terminators/
Share on other sites

Pallies will suffer a lot to TH Terminators as they will be insta gibbed, and their force weapons don't mean much if hey are against 3++ saves

 

 

I find just focusing firepower works. You should have a lot of storm bolters and psycannons,and all these force wounds,cwhich they will eventually fail.

The halberds are choppy, thats an expensive unit. Shoot it than chop it. Shooting it forces your opponent to take out at least some of the halberds, than you chop it. Stern guard would murder them, but then again they have AP3.

 

[EDIT] If I went against that unit I would send a shooty vehicle at it. Like a Vindicator or Punisher.

26 points for I6, 2A Force Weapons aren't realy expensive at all.

 

These only lose out in CC (don't forget Cleansing Flame) to the actualy *real* dedicated CC units in the game.

 

But then, those said units aren't shooty. Especially no where near as shooty as S5 Storm Bolters backed by Psycannons.

 

(I got it wrong, should have been 4 Psycannons above!)

 

Purifiers are I feel, probably the best hybrid unit in the game. Able to be equally as dangerous shooting and in CC, at the same time.

 

It's hard to find such a multi purpose unit anywhere else.

 

Try to outshot then, they stick to 24" with a 6" movement and outshoot you. Try to out CC them and you face CF, I6 Force Weapons and 'nades.

How many assault terminators and their equipment are we talking about anyway? 10 assault terminators with hammers and shield + chaplain cost 500+ points for that price we can field 2 full purifier squads. If it comes to an assault you only need to snipe the chaplain at I6 removing their rerolls (that is if they are the ones who charge).

 

If they foot slog across the field you can get 2 perhaps 3 turns of shooting off on them with 8 psycannons (over 2 turns that can be upto 64 S7 rending shots) and 12 storm bolters (48 S5 shots).

Seriously if that unit arrives without loosing half it's models your opponent has to be really lucky (sorry not going to do the exact math on this). And in close combat you'll have 20 high I force weapon attacks (S5).

 

Even if two purifier squads is too expensive a grandmaster with grenades and 1 purifier squad can be plenty, especially if you take rerolling 1's to wound for grand strategy (I get the feeling that one gets overlooked quite often) grenades lower their T, combined with hammerhand that allows us to wound on 2+ and reroll 1's, add psystroke and possibly a charge you're looking at 30 I6 S5 attacks plus 4 I5 S5 attacks from the grandmaster. Btw the results you want on psystroke are 2 and 3 to help you with to hit.

Adjust that philosophy based on the squad's loadout msn-wink.gif

 

Chop the shooty Purifiers, shoot the choppy Purifiers.

 

10 Puri's with 1MC NDH, 7NFH, 2Psycannons and Psybolts. :)

 

Choppy or Shooty?

 

:)

 

Since you corrected this to be 4 Psycannons, this then becomes a shooty unit.

 

Chop it up after shooting it apart with a vehicle.

Halberds. In a draigowing i'd have at least 6 halberds in my 10man, thats what, 24 attacks on the charge? Striking first, he takes out the LC termies, then the rest of your unit attacks, takes out the rest of them, he has maybe one or two left with hammers, they still strike at the same time as your hammers. you may lose one or two, depending on your saves and his rolls, but you;ve just roflstomped his strongest unit.
Being a Deathwing player for many years who uses purely Thundernators, I have to admit being a Purifier player these guys cause me no end of problems. My best advice is to focus fire on 1 squad until depleted and move onto the next. I know this sounds obvious but it works really well.

Terminators in general should be shot and not assaulted. TH/SS termies in particular -- being one of the game's premier assault units -- should NEVER be engaged in melee except with overwhelming force, or with the explicit task of bogging them down for a turn or two.

 

SHOOT THEM! ;)

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.