vahouth Posted September 28, 2012 Share Posted September 28, 2012 As the title says, now that there is an option to fire both pistols, would you play a HG with 8 infernus? :tu: I think that a jump-packed HG with Dante (9 Infernus pistols) could be a really effective Terminator killer unit. Thoughts? Link to comment Share on other sites More sharing options...
Ushtarador Posted September 28, 2012 Share Posted September 28, 2012 Haha sounds like fun^^ problem is, they are still a relatively fragile unit and cost a TON of points :/ if you want to kill termies, just give them plasma Link to comment Share on other sites More sharing options...
Killax Posted September 28, 2012 Share Posted September 28, 2012 It's a cool idea. It's also god-awefull expensive for just a 6" range. I think it is very important to consider both ideas. Friendly lists work perfect with cool ideas, tournament lists work perfect with cost-efficience. Link to comment Share on other sites More sharing options...
vahouth Posted September 28, 2012 Author Share Posted September 28, 2012 @Ushtarador I know its expensive (10 pts more than Sanguinor), but not as much as other HGs that were occasionally fielded having SS LCs THs etc... An all Plasmagun HG costs 60pts less, but they cannot charge after shooting, cannot ID hard units as meganobs and paladins and in most cases the Infernus pistol's high strength even ignores FNP. Also plasmas -at least mine :tu:- tend to get hot a lot! @Killax With the precision strike from Dante the range is no longer a factor. They will shoot on arrival and even if they get charged they will probably survive long enough for Dante to use his Hit & Run to shoot again and charge! Link to comment Share on other sites More sharing options...
Killax Posted September 28, 2012 Share Posted September 28, 2012 @KillaxWith the precision strike from Dante the range is no longer a factor. They will shoot on arrival and even if they get charged they will probably survive long enough for Dante to use his Hit & Run to shoot again and charge! The range itself is not a factor, being 6" away of enemies is. They will shoot at arrival but will most likely be charged or rapid fired A LOT. The probability of them surviving is what they face in certain situations, what is not unthinkable in battle is that rougly 20 to 30 shots will be fired at them. Dante will survive, I would not be willing to put that many points right into the enemies lines for effectivly destroying a tank the first turn they come in and killing a unit afterwards... If they're still alive. The biggest thing to remember is: Deep strike is quite good but always looks better on paper than in practice, no joke. Link to comment Share on other sites More sharing options...
vahouth Posted September 28, 2012 Author Share Posted September 28, 2012 I agree that Deep Strike looks better on paper, thats why I don't recommend this tactic for new player. Proper unit placement is everything here. I know because I tried something similar recently: -Deep strike -Shoot -Move rhinoes or similar flat out to cut LoS between DS unit and most serious threat With 3+ save or cover save and a FNP , losses from shooting are limited to 1 or 2 marines usually at least in my experience. :tu: This unit though is not intended for tank hunting (why would you need 9 IPs for that anyway?). It's purpose should be terminator or -insert elite/specialist unit name here- hunting and you'll need to build your list around it to better support it in its task. Link to comment Share on other sites More sharing options...
Killax Posted September 28, 2012 Share Posted September 28, 2012 I agree that Deep Strike looks better on paper, thats why I don't recommend this tactic for new player. Proper unit placement is everything here. I know because I tried something similar recently: -Deep strike -Shoot -Move rhinoes or similar flat out to cut LoS between DS unit and most serious threat With 3+ save or cover save and a FNP , losses from shooting are limited to 1 or 2 marines usually at least in my experience. :) This unit though is not intended for tank hunting (why would you need 9 IPs for that anyway?). It's purpose should be terminator or -insert elite/specialist unit name here- hunting and you'll need to build your list around it to better support it in its task. Well, in this set up, new player or not, in general it's to much eggs in one basket for me. - Deep striking and shooting is perfect, with rapid fire it's actually good. Droppod units are generally even better for this. - Moving vechicles to support a unit means you are spending even more points in this kamikaze tactic. - Now unless you face retarded opponents I cannot immagen those elite units are on foot, to be even more specific certain armies don't even field such elite units where this tactic is actually a good plan. All in all you end up with 500 points+ in one deep striking place where you hope your opponent is foolish enough to let his Terminators/Elite units footslog into battle. As such, I am not convinced this is a good idea in a competative setting. Though the idea is cool. Link to comment Share on other sites More sharing options...
vahouth Posted September 29, 2012 Author Share Posted September 29, 2012 Haha! Not that many eggs in a basket. What about Dante and a full squad of VV all equiped with IPs? 20 shots on arrival for just 824.99! :tu: Kidding aside, I agree with your first point and I would add that shooting 2 IPs per model is "rapid firing" in a way. +1 on the drop pods also. About moving rhinoes, why should I feel bad for treating them as mobile cover? Isn't that one of their purpose? And on your last point, no, opponents don't usually move elites on foot, but by the time Dante Inc. arrive they usually are and if not, I make sure the transport is dust by then by using the rest of the army. Link to comment Share on other sites More sharing options...
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