L30n1d4s Posted August 26, 2014 Share Posted August 26, 2014 Assault Terminators with TH/SS are still one of the top close combat units in the game (especially when buffed with Chaplains, Priests, Psychic Powers like Endurance, etc. etc.). Thr problem is getting them to the fight.... they can Deep Strike, but that means arriving turn 2 (unless they are Deathwing) and charging turn 3 at the earliest, not to mention the dangers of DSing mishaps and the threat of Interceptor fire (looking at Tau here). Another option is expensive transports, like Land Raiders, Storm Ravens, Storm Wolfs, etc. The flyers have the same limitations as the Deep Striking options (turn 3 charge at the very soonest) and the Land Raiders add great points cost to your army, simply to get the Assault Terminators into the fight. A third option is using Pyschic powers to enhance the Terminators movement (i.e. Gates of Infinity from the SANCTIC discipline or Leviation from the TELEKINESIS discipline).... this can be quite effective, but requires rolling for these powers with your Psyker, which cannot be counted on from game to game. Finally (and potentially controversially), you can use characters like Cypher with the Infiltrate USR to get the Terminators within 12-18" of enemy units before the game begins.... depends on who you ask if this is legal, but it is a potential option, if you are willing to take Cypher in your army list (and you aren't a DA player ;) ). So, aside from foot-slogging all the way accross the board, what other options are there? One relatively economical possibility is buying a fortification that can embark whatever size squad of Assault Terminators you are using (say the Wall of Martyrs Bunker, for example) and then getting the Escape Hatch upgrade for this fortification. During deployment, embark your Assault Terminators inside your fortification (which should be on the edge of your DZ) and place your Escape Hatch 12" away from your Fortification, in the direction of the enemy DZ. Turn 1, the Assault Terminators can treat the Escape Hatch like an Access Point, meaning that they can disembark 6" from it and then run another D6" in the shooting phase. The net effect of this is, by the end of Turn 1, the will have displaced between 19-24" from your DZ and should be easily set up for a turn 2 charge on your opponet's battleline. Unlike using Psykers or vehicle transports, this is a much cheaper (points-wise) and reliable (i.e. no chance of your transport getting immobilized/destroyed or you not rolling the required Psychic power) method of getting your assault troops stuck in at the soonest oppurtunity. Even better, if you can use that same Fortification to assist the rest of yoru army (say, taking a Comms Relay on it to help with reserves or using a Firestorm Redoubt with two Quad Icarus Lascannons for anti-air support), then you get a double benefit from this tactic. Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/ Share on other sites More sharing options...
Captain Idaho Posted August 27, 2014 Share Posted August 27, 2014 That's quite inspired. Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3791881 Share on other sites More sharing options...
Jolemai Posted August 27, 2014 Share Posted August 27, 2014 Indeed. The rules for the escape hatch are found in Escalation, correct? Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3791890 Share on other sites More sharing options...
Emperors Immortals Posted August 27, 2014 Share Posted August 27, 2014 Wow, that's a keeper! Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3791900 Share on other sites More sharing options...
L30n1d4s Posted August 27, 2014 Author Share Posted August 27, 2014 @Jolemai The Escape Hatch rules are found in the Stronghold Assault book, as part of the upgrade options that Buildings can purchase. Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3792156 Share on other sites More sharing options...
Jolemai Posted August 27, 2014 Share Posted August 27, 2014 :) Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3792159 Share on other sites More sharing options...
brother_contagion Posted August 28, 2014 Share Posted August 28, 2014 hmm, maybe my Possessed and Termies can benefit from this! Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3793429 Share on other sites More sharing options...
Axagoras Posted August 29, 2014 Share Posted August 29, 2014 hmm the enemy cant assault for fort using the hatch or stop it, but they can put a unit over it to stop you from coming out of it if they are going first. and it still leaves you hanging around for a turn but not a bad way to get 10 assault termis (or 9 and a IC) into the enemy line for 75 points (bastion) Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3794443 Share on other sites More sharing options...
Lord Commander Scrymgeour Posted September 8, 2014 Share Posted September 8, 2014 or 10 death company without their stupidly expensive jump packs. Brilliant. sold Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3803893 Share on other sites More sharing options...
Axagoras Posted September 8, 2014 Share Posted September 8, 2014 jump infantry cant get into buidlings im pretty sure since its treated like a vehicle Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3803999 Share on other sites More sharing options...
Lord Commander Scrymgeour Posted September 8, 2014 Share Posted September 8, 2014 Exactly, without the packs Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3804038 Share on other sites More sharing options...
Axagoras Posted September 8, 2014 Share Posted September 8, 2014 im on a roll here on misreading things... yea that would be pretty boss Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3804051 Share on other sites More sharing options...
L30n1d4s Posted September 8, 2014 Author Share Posted September 8, 2014 I think the Death Company would still be limited to a 6" disembarkation from the Escape Hatch, though, since they disembark from buildings the same way they disembark from vehicles (i.e. whether a model can move 6" or 12" naturally, it is still just a 6" disembark move; same thing for Jump Pack Infantry disembarking from a Stormraven). Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3804129 Share on other sites More sharing options...
Venemox Posted September 9, 2014 Share Posted September 9, 2014 They put it in bold in the BRB, it's just not in an intuitive spot. I'm going to have to build a Wall of Martys Imperial Bunker now. Jump Infantry and Jet Pack Infantry can embark inside buildings. Link to comment https://bolterandchainsword.com/topic/295874-escape-hatch-and-assault-terminators/#findComment-3804254 Share on other sites More sharing options...
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