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GK Termis Why bother with Paladins or Strikes?


Deamon Wolf

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Ok I was a lover of Paladins in our las Dex and Strikes started growing on me towards the end due to their useful cheapness

 

but with 33pt Termis why bother with anything else you can get 30 Termis plus a Grand Master Plus a dread knight and have points left over to upgrade the Termis with Psycannons

its a very hard army to crack and with the Dreadknight popping all over the place its effective to

 

what are your thoughts

Personally I like the Strike Squad, it's cheap and does what you need. y usually get one Strike Squad of 5 men with an incinerator... and drop it by deep strike on turn one... Some would say that Interceptors does it better,  but remember a thing, they will die... so keep them cheap...

 

For the rest of units i always put some Purifiers.

With 6th Edition (AP3 Power Weapons) the balance between GKT and Strikes was *almost* perfect.  GKT cost twice the amount, had half the fire power and weren't quite twice as durable.

 

But it was closer in CC and they got free CC Weapons.

 

Now, with a reduction of 7 points *and* the return of the Justicar Tax (and the utter nerfing of Psycannons...) there is just little reason to take Strikes now.  They are a sub par choice.

 

One you take *only* to fulfill mandatory FoC slots as the bare minimum of cost.

 

And that's only saving you 55 points...

sounds about right Im looking at 2 units of 5 with a Razorback with heavy flamer ( sigh missing psy flame upgrade ) and give them an incinerator

 

but the Termis still make more sence to me its just people at my gaming club are getting peeved with the continual Termi Spam i usually produce

I hate terminators... But we're essentially being forced to use them now.

Although I did have some success with falchion wielding strike squads with incinerators in my last game. Essentially makes them purifiers without cleansing flame... Or fearless... So no exactly the best setup. But at least they didn't need a landraider or stormraven to get where they needed to be.

 

 

Essentially makes them purifiers without cleansing flame... Or fearless...

 

Or 2A. ;)

 

Strikes are rubbish.

 

Never, ever, use them.  Unless you're having to meet mandatory FoC slots as cheap as possible.

 

(Yet another reason I prefer Unbound.  We can ignore these ridiculous bad design issues.)

I've been fielding 27 GKs in TDA since 5th, it can be safely said that I like Termies. Termies are smexy, and GK Termies are simply Gorgeous! The only PAGK I play are Interceptors, and that is for he Shunt n Jump.

 

SJ

There is little reason to take Strikes these days, unless you really need those 55pts elsewhere. If you are going to take them, min squad with an incinerator does a reasonable job of Deepstriking next to Pathfinders or other chaff infantry and BBQ'ing them. 115pts is steep though...

 

Personally, every game I'm just leaning towards Terminators. Even just 5 of them is a threat, and draws AP2 off your Dreadknights and other infantry (like Purifiers). 4x falchions, a hammer and psycannon is still only 217pts, and compares very favourably to other TDA combat squads (wish we had plasma cannons like Deathwing though...). Terminators also make the most use out of the 'Rites of Teleportation', as being able to Run+Shoot lets them spread out more to counter blast damage (unless they have Interceptor...sigh...Tau'd again). 

There is little reason to take Strikes these days, unless you really need those 55pts elsewhere. If you are going to take them, min squad with an incinerator does a reasonable job of Deepstriking next to Pathfinders or other chaff infantry and BBQ'ing them. 115pts is steep though...

 

Personally, every game I'm just leaning towards Terminators. Even just 5 of them is a threat, and draws AP2 off your Dreadknights and other infantry (like Purifiers). 4x falchions, a hammer and psycannon is still only 217pts, and compares very favourably to other TDA combat squads (wish we had plasma cannons like Deathwing though...). Terminators also make the most use out of the 'Rites of Teleportation', as being able to Run+Shoot lets them spread out more to counter blast damage (unless they have Interceptor...sigh...Tau'd again). 

 

Daft question here but how do you get 4x falchions, a hammer and psycannon come to be 5 Terminators and 217 pts? By my calculations I make it 6 Terminators and 239 pts.

 

Terminator - replace melee weapon with Falchions x 4 = 148

Terminator - replace melee with Hammer = 43

Terminator - replace melee and storm bolter with Psycannon = 48

Total = 439 pts

 

You can't replace melee with Hammer / falchions and then replace melee again with Psycannon.

 

Essentially makes them purifiers without cleansing flame... Or fearless...

Or 2A. ;)

 

Strikes are rubbish.

 

Never, ever, use them. Unless you're having to meet mandatory FoC slots as cheap as possible.

 

(Yet another reason I prefer Unbound. We can ignore these ridiculous bad design issues.)

well I said welding falchions lol. So still 2 attacks, for 24pts

 

 

There is little reason to take Strikes these days, unless you really need those 55pts elsewhere. If you are going to take them, min squad with an incinerator does a reasonable job of Deepstriking next to Pathfinders or other chaff infantry and BBQ'ing them. 115pts is steep though...

 

Personally, every game I'm just leaning towards Terminators. Even just 5 of them is a threat, and draws AP2 off your Dreadknights and other infantry (like Purifiers). 4x falchions, a hammer and psycannon is still only 217pts, and compares very favourably to other TDA combat squads (wish we had plasma cannons like Deathwing though...). Terminators also make the most use out of the 'Rites of Teleportation', as being able to Run+Shoot lets them spread out more to counter blast damage (unless they have Interceptor...sigh...Tau'd again).

Daft question here but how do you get 4x falchions, a hammer and psycannon come to be 5 Terminators and 217 pts? By my calculations I make it 6 Terminators and 239 pts.

 

Terminator - replace melee weapon with Falchions x 4 = 148

Terminator - replace melee with Hammer = 43

Terminator - replace melee and storm bolter with Psycannon = 48

Total = 439 pts

 

You can't replace melee with Hammer / falchions and then replace melee again with Psycannon.

incinerators/psycannons are wrist mounted for terminators, so they don't replace anything other than the storm bolter. So you can have a terminator with falchion AND a psycannon/psylencer/incinerator

 

 

well I said welding falchions lol. So still 2 attacks, for 24pts           

 

Gotcha!

 

Was thinking of those Prui's also having Falchions!

 

 

 

incinerators/psycannons are wrist mounted for terminators, so they don't replace anything other than the storm bolter. So you can have a terminator with falchion AND a psycannon/psylencer/incinerator          

 

As said, our Shooting upgrades haven't replaced a Melee Weapon since the Daemonhunters Dex.

 

 

incinerators/psycannons are wrist mounted for terminators, so they don't replace anything other than the storm bolter. So you can have a terminator with falchion AND a psycannon/psylencer/incinerator          

 

As said, our Shooting upgrades haven't replaced a Melee Weapon since the Daemonhunters Dex.

 

 

Yep, totally misread that when I read it. Guess Falchions and Psycannon are a nice combination :)

GKT vs Strike Squad...

 

For 13pts you get

A 1+ better save.

A 5+ invun.

+1 attack.

Relentless.

No sweeping advance.

No justicar additional points tax.

A small extra cost to ranged weapon upgrades.

Fear factor - subjective but important.

 

There's only one competitive choice and its not the strike squad. I'm not at all happy things are this way but that's how it is.

I know some pretty damn solid reasons: You want to. You like their style. You think they're cool. You want to be "different". You don't think winning is everything. Etc., etc..

I know I'm usually the Devil's (piously devoted to the Emprah) Advocate in regards to a lot of "why take X" threads, so this is partial steam venting.

You like the minis?  Use them as some other Marine, with better rules.

 

I've been doing it for years. ;)  My GK have been run at least once using every Imperial Marine Codex. ;)

 

(I honestly don't get the "winning isn't everything" argument.  It's not.  In cooperative storytelling role-playing games.  But in a *wargame* where the ending condition of the game is win/lose, then well, yes it *is* everything.  Not playing to win?  Why are you playing a competitive win/lose wargame in the first place?  You'd be better suited to displaying your minis, or using them as figures for a cooperative storytelling role-playing game instead)

Playing competitively or not is a player decision and while some may prefer to play that way they must still respect that others may not and do not play purely to win. If this game was all about winning I know a lot of people who would not have many friends at their FLGS. Having said that I don't run any strikes in my lists because I find termis better in nearly all aspects but I respect the player that is able to use them with good results and encourage them to keep trying.

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