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Terminators or power armour?


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IF GKT had dedicated LRaider transports they would be worth taking for the troop LR's...but they dont (yet)

 

GKT go down just as easily as GKS to anything with many shot...rapid fire bolters, tau firewarriors or stealth suits, Eldar tanks...IG tanks even bring AP2 weaponry aplenty...

 

failing a 2+save is not as common as a 3+...but its still 1 in 6...if ur rolling 15 saves, you will lose 2.5 terminators (100 points avg) or 5 GKS (also 100 points, but let me get to the point)

if you fail slightly above avergae...going to 3-4 terminators is a huge increase in points...whereas 3-4 GKS are not so big a deal...yeh it still hurts but the points used on those models is FAR less that GKT...and you will have games where the dice gods hate you...

i find it more reliable to use transports on the GKS to give them even better survivability the GKT for a lower cost...and 10 in a rhino with 2 psycannons is cheaper than 10 GKT foot slogging to the enemies lines, and if they are smart the can deploy out of range so you waste a turn or 2 to get in...with a rhino you can close that distance and give yourself a 5+ cover save in the first turn

 

the other option you would use is Deepstrike...but as they can both DS, it becomes a moot point really...can plant any amount of weapons you want where you want for both squads...

 

for those fo you who use assault squads...i find that Purifiers work almost as well, if not better with a well placed cleansing flame than GKT...but you will find that MOST armies are ranged, and have far more shots than even squads of stormbolter marines can dish out...making marines in rhino's the number 1 choice right now over GKT

 

PS: if ur opponent knows there is a footslogging GKT squad...they will waste as much of their AP2+ firepower on them as possible...making their 2+ armour save useless for all purposes...sure they have a 5+ but losing 2 GKT in 3 wounds is a damn good way to lose games

No, dedicated Land Raiders are available to normal Terminators, doesn't magically make them better either. LR's are overpriced too, and HP/easy access to melta/MC's rip it to shreds normally. 

 

The fix to TDA should come in two forms. Firstly, they need to come down to 30 points base, 40 is absurd. Secondly, GW need to stop creating problems like the Riptide (the ion accelerator should be AP3 base, AP2 with nova charge). AP2 is fine, but giving armies access to stuff like Riptides (even as a Desperate Ally its an amazing fire support unit) ruins the game. 

i agree...there used to be a bare handful of weapon that were AP2+...most being AP4 or worse, which is why our autocannons were great at Str8

 

AP2 has become far too accessible, and people would rather take S7 AP2 than ST8-10 AP3+ for the simple reason as the modifiers to Penetrating hits...and terminators...

 

try building an army with only a couple of lascannons/melta (old Chaos armies come to mind, i used to play nurgle) and see how you go against a terminator army...i would bring around 30 bodies to a 1750 game...20 with some fire support or LR delivery system...

Force is amazing when going against nurgle Marines or other units that have fnp, because ap3 with force instant death, basically ignores armour and fnp, so you'll get orks with a pain boy thinking his fnp will save his squad, but it won't lol

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