Charlo Posted May 17, 2016 Share Posted May 17, 2016 I know, I know... Surely it can't be done... Right? No Spartans, no raiders and no pods (claw or otherwise!) Well what if it could? Basically I want to try and go super fluff with my DG and foot slog it, slowly covering the board in boots that cap objectives and aren't easily shifted. So is there a way to make Footslogging terminators work? Personally the only thing I can think of right now is using Mortug to infiltrate 3 units of them, but then technically you're stuck without the Reaper himself... Anyone ever tried it? For the points you save on those Transports you can get another unit or two of terminators to flood the field in scoring tough bodies. I think in a defensive situation you could sort of maneuver ready to take the charge but charging headlong into a gunline is always going to be tough... Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/ Share on other sites More sharing options...
Thedarkprincesnun Posted May 17, 2016 Share Posted May 17, 2016 I think it could work but you would ideally need a quick unit or 2 which can get into the enemies lines turn 1/2 Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397222 Share on other sites More sharing options...
IronDrake28 Posted May 17, 2016 Share Posted May 17, 2016 If they have infiltrate, they can choose to outflank, right? I could see some options there. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397229 Share on other sites More sharing options...
exsanguis Posted May 17, 2016 Share Posted May 17, 2016 I tried foot slogging Cataphractii in my very first 30k game (using Death Guard) when book 1 first came out. They basically spent the entire game inching forward to an objective, with the reaper autocannon flinging out a few shots each round. Tartaros might have some luck, especially as IF with storm shields. However they really do need either infiltrate or a transport (or DS if you're IF or NL). Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397272 Share on other sites More sharing options...
v6v77 Posted May 17, 2016 Share Posted May 17, 2016 In friendly games as the AL: 1) Steal a unit of Deathshroud termis 2) attach a navigator and your HQ of choice (bonus points for being a primus medicae) 3) Add a void shield harness relic (non named characters only of course) 4) infiltrate for a turn 2 charge. Bam! Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397278 Share on other sites More sharing options...
Charlo Posted May 17, 2016 Author Share Posted May 17, 2016 That is all well and good but I'm thinking more practically :P Cool idea though! Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397312 Share on other sites More sharing options...
LtDan Posted May 17, 2016 Share Posted May 17, 2016 This is exactly what I want to do with my deathguard. Was just going to walk the gravewardens up the field raining poison grenades Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397338 Share on other sites More sharing options...
v6v77 Posted May 17, 2016 Share Posted May 17, 2016 That is all well and good but I'm thinking more practically :P Cool idea though!Hey I ran it tonight head first into some grey knight paladins. Guess who won.... It is expensive and an AL only trick but that what y'all get for playing the wrong legions. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4397899 Share on other sites More sharing options...
Terminus Posted May 18, 2016 Share Posted May 18, 2016 Yeah relics are pretty much a must vs unrestricted 40k. I too play the "right" Legion, and I like to steal Siege Tyrants and Infiltrate them (and perhaps Scout too). Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4398052 Share on other sites More sharing options...
The laughing raven Posted July 13, 2016 Share Posted July 13, 2016 infiltrated grave wardens for AL are awesome opening salvo of 10 assault 2 poisoned grenades can really send an opponents plans awry, especially as you get a poisoned wall of death for overwatch against counter charges. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4441466 Share on other sites More sharing options...
defl0 Posted July 13, 2016 Share Posted July 13, 2016 Even if I infiltrated my termies, I would want a transport :p That said, you could infiltrate them and add a vigilator to give them scout and move through cover (if you didn't already have it). Then stack them up with combi weapons. Seriously, you are 12" away, so you get to double tap and you are 12" always, which means you should be in cover next turn. Another though it is that you infiltrate a second unit in a rhino and use the rhino as moveable cover. The vigi could also have a jump pack, which might be useful to jump ahead and lock down a small unit and wait for the termies to jump it. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4441657 Share on other sites More sharing options...
SkimaskMohawk Posted July 13, 2016 Share Posted July 13, 2016 In friendly games as the AL: 1) Steal a unit of Deathshroud termis 2) attach a navigator and your HQ of choice (bonus points for being a primus medicae) 3) Add a void shield harness relic (non named characters only of course) 4) infiltrate for a turn 2 charge. Bam! You can't, navigator doesn't have infiltrate.... Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4441676 Share on other sites More sharing options...
BLACK BLŒ FLY Posted July 17, 2016 Share Posted July 17, 2016 I swear by my terms but I play IF so they have 3++ and can deep strike... They are a game winning unit and do fine even versus unrestricted 40k armies. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4444093 Share on other sites More sharing options...
Charlo Posted July 17, 2016 Author Share Posted July 17, 2016 I swear by my terms but I play IF so they have 3++ and can deep strike... They are a game winning unit and do fine even versus unrestricted 40k armies. Well that's well and good for you but we can't all be IF :P Won't say I'm not jealous of deep striking 3++ Tartaros though. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4444211 Share on other sites More sharing options...
Emperors Teeth Posted July 18, 2016 Share Posted July 18, 2016 I've already started stocking bits for a small Allied force of 'Fists for my Iron Hands - A Praetor and some Pride of the Legion Termie buddies all in Tartarus with Thunder Hammers & Storm Shields. 500pts of teleporting, face-smashing goodness.Regarding footslogging. I fielded 8 Gorgons and a Character (sadly in Cataphractii) against a mate's Necrons the other day. Near the end of the game they really struggled to get close to anything and were left stranded in no-mans land. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4445146 Share on other sites More sharing options...
Charlo Posted July 18, 2016 Author Share Posted July 18, 2016 The blind aura would have helped though I imagine! Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4445179 Share on other sites More sharing options...
Terminus Posted July 18, 2016 Share Posted July 18, 2016 Even if I infiltrated my termies, I would want a transport :p That said, you could infiltrate them and add a vigilator to give them scout and move through cover (if you didn't already have it). Then stack them up with combi weapons. Seriously, you are 12" away, so you get to double tap and you are 12" always, which means you should be in cover next turn. Another though it is that you infiltrate a second unit in a rhino and use the rhino as moveable cover. The vigi could also have a jump pack, which might be useful to jump ahead and lock down a small unit and wait for the termies to jump it. Not sure if that really works. You're suppose to infiltrate at least 18" away, which is not the same thing as within 18", so you shouldn't be in rapid fire range after scouting 6". Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4445585 Share on other sites More sharing options...
Emperors Teeth Posted July 18, 2016 Share Posted July 18, 2016 The blind aura would have helped though I imagine! They never really got close enough for it to have an effect (one time they passed and no other unit lived long enough to roll...), but the Thallax with a Photon Thruster and Castellax with Darkfire Cannons had the best day of their robotic lives! Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4445614 Share on other sites More sharing options...
Hesh Kadesh Posted July 19, 2016 Share Posted July 19, 2016 In friendly games as the AL: 1) Steal a unit of Deathshroud termis 2) attach a navigator and your HQ of choice (bonus points for being a primus medicae) 3) Add a void shield harness relic (non named characters only of course) 4) infiltrate for a turn 2 charge. Bam! It is a bit delayed, but you cannot deploy a non Infiltrating model with a unit that can infiltrate. So no navigator. Link to comment https://bolterandchainsword.com/topic/322478-terminators-without-transport/#findComment-4446055 Share on other sites More sharing options...
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