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Have Terminators suddenly got ALLOT better?


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With powerweapons and forceweapons being AP3 I'm thinking my usual all GKT list is looking allot sexier

 

Yes it is. In close combat you have to watch out for Power Fists, Thunder Hammers, the usual double-strength gubbins, but at the moment, power weapon wielding opponents are in for a world of hurt and much laughter-in-the-face.

With powerweapons and forceweapons being AP3 I'm thinking my usual all GKT list is looking allot sexier

 

Yes it is. In close combat you have to watch out for Power Fists, Thunder Hammers, the usual double-strength gubbins, but at the moment, power weapon wielding opponents are in for a world of hurt and much laughter-in-the-face.

 

I'm sensing allotof bandwagon movement in the direction of Deathwing with the DA codex drops

With powerweapons and forceweapons being AP3 I'm thinking my usual all GKT list is looking allot sexier

 

Yes it is. In close combat you have to watch out for Power Fists, Thunder Hammers, the usual double-strength gubbins, but at the moment, power weapon wielding opponents are in for a world of hurt and much laughter-in-the-face.

 

I'm sensing allotof bandwagon movement in the direction of Deathwing with the DA codex drops

 

Already a dedicated Dark Angel AND Grey Knight player :)

The problem is we don't have much that can handle 2+ armour saves now, other than the Daemonhammer

 

Rending Psycannons, Storm Bolters, even the Psilencer (both regular and Gatling). Plus Lascannons, Multi-Meltas, Plasma Cannons, Dreadknights, Dreadnoughts. Any of the Assassins, Librarians with Smite/Vortex of Doom, Ordo Xenos Inquisitors with Needle Pistols.

 

All of these are effective, either through weight of fire, good AP or special rules. We still have PLENTY of options.

Yeah, our Terminators and Paladins are pretty formidable now. Rending, MC's and I1 melee weapons like fists and hammers are just about the only things you have to worry about in close-combat. Against ranged fire, we have 'Shrouding' keeping us alive against plasma (melta isn't cost-effective and we'll cut it down before it can reach us normally).

 

In terms of dealing with enemy 2+ saves, plasma cannon servitors offer a cost-effective way to deal with them. Add in the Primaris power (re-rolls to hit) for Divination on Coteaz (he has to accompany them to prevent Mindlock anyway), and you are causing serious carnage. Massed fire, in particular psycannon Rends, still work fine as well.

 

Deathwing will be getting an update soon, so I doubt the current meta of CML Stormhammers will continue for long. In any case, we have ways to dealing with it.

And I'm sensing plasma weapons getting a comeback. B)

A comeback? What's it like where you play? haha I feel like every one of our IG and marine players swarms us with melta and plasma at every opportunity. ;)

right,except now there will be more Close combat capable armies Fielding plasma. Also don't underestimate more over loading with saturation fire with the change in rapid fire.

Don't forget the really cheap squads of 3 plasmagunners heanchmen.

 

Eh, I'd honestly prefer servitors, blasts hit more models, have longer range and its the same against vehicles now. If I run triple Acolytes, its only for melta (only need one shot now to slag a vehicle that doesn't have cover saves).

Don't forget the really cheap squads of 3 plasmagunners heanchmen.

 

Eh, I'd honestly prefer servitors, blasts hit more models, have longer range and its the same against vehicles now. If I run triple Acolytes, its only for melta (only need one shot now to slag a vehicle that doesn't have cover saves).

 

I can't remember, aren't servitors capped to 1 plasmacannon per unit (or is that the old codex!?) If they aren't, then they are a better choice, you're right!

Nope lol, you're just capped to three servitors with heavy weapons (ie not servo-arm). The other two options are multi-melta and heavy bolter, so needless to say, plasma cannon is all you should bother with :blush:

Greetings,

Sorry for this question but I have away for awhile and just picked up the rulebook yesterday.

 

As far as I can tell, power weapons used to ignore armor saves but now they don't anymore. We use the relevent AP value to determine this effect?????

Greetings,

Sorry for this question but I have away for awhile and just picked up the rulebook yesterday.

 

As far as I can tell, power weapons used to ignore armor saves but now they don't anymore. We use the relevent AP value to determine this effect?????

 

Correct. For the purposes of nemesis weapons though, its pretty simple. We ignore all armour except 2+ saves, which require nemesis hammers to ignore (as nemesis hammers have thunderhammer rules as well, thus giving them AP2). So, unless its a Terminator or something similarly armoured, our nemesis force weapons function pretty much the same now. Also, for nemesis hammers (since they are AP2) they get +1 on the damage table when attacking vehicles.

Don't forget the really cheap squads of 3 plasmagunners heanchmen.

 

Eh, I'd honestly prefer servitors, blasts hit more models, have longer range and its the same against vehicles now. If I run triple Acolytes, its only for melta (only need one shot now to slag a vehicle that doesn't have cover saves).

 

What's wrong with having both in the same unit? It's what I'm planning on doing in my upcoming Inquisition army.

I'm sensing allotof bandwagon movement in the direction of Deathwing with the DA codex drops

 

Holy cow - you just jammed three words together. I don't think I've ever seen that done before, even on the interwebz.

 

V

Shame is that my GKT lists uses lots of Halberds. If Halberds now counts as the new weapon class of Power Lance, they're only good on the charge when they're AP3. In every other turn of Assault, they're AP4. So I have to hope I can kill everything in the turn I charge or it's going to be a long bloody fight.

 

Ok, forget that. I just read the new GK 6th revisions and all Nemesis Force Weapons counts as Unusual Force Weapons, so they all keep their Ap3 value and all the bonues they give. Meaning Halberds are still rapists. Good for me, bad for my opponent. B)

Shame is that my GKT lists uses lots of Halberds. If Halberds now counts as the new weapon class of Power Lance, they're only good on the charge when they're AP3. In every other turn of Assault, they're AP4. So I have to hope I can kill everything in the turn I charge or it's going to be a long bloody fight.

 

Nemesis Force Weapons are Unusual Force Weapons and so use the rules given for them in Codex: Grey Knights.

 

Nemesis Daemon Hammers use the rules for Thunder Hammers with the additional Nemesis Force Weapon rules (Daemonbane and Nemesis Force Weapon).

Nemesis Force Weapons are Unusual Force Weapons and so use the rules given for them in Codex: Grey Knights.

 

Nemesis Daemon Hammers use the rules for Thunder Hammers with the additional Nemesis Force Weapon rules (Daemonbane and Nemesis Force Weapon).

 

Yep. just realized it. Sorry for that. Didn't realized that one little paragraph in the revisions. Either way, I'm overjoyed at it.

Nemesis Force Weapons are Unusual Force Weapons and so use the rules given for them in Codex: Grey Knights.

 

Nemesis Daemon Hammers use the rules for Thunder Hammers with the additional Nemesis Force Weapon rules (Daemonbane and Nemesis Force Weapon).

 

Yep. just realized it. Sorry for that. Didn't realized that one little paragraph in the revisions. Either way, I'm overjoyed at it.

 

You and me both Brother B)

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