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Sadly, Arjac's hammer is only d3 against non-characters instead of the 3 a normal thunder hammer would have, but still, he is a solid choice.

Arjac is a tank and a enabler. Have a 6 wound injury coming from something, put it on arjac. He failed his save? Darn... Well it is only 1 point because of his rules. Oh and the wolf priest will patch that back up soon with healing balms.

 

Arjac is not about dishing out damage. He gives extra attacks a reroll of 1 to wound, and tanks those big hits. Also S10 AP -3, is gonna hurt just about everything on a 2+ (or 3+?), So if he hits he is pretty much guaranteed to wound.

 

Sadly, Arjac's hammer is only d3 against non-characters instead of the 3 a normal thunder hammer would have, but still, he is a solid choice.

Arjac is a tank and a enabler. Have a 6 wound injury coming from something, put it on arjac. He failed his save? Darn... Well it is only 1 point because of his rules. Oh and the wolf priest will patch that back up soon with healing balms.

 

Arjac is not about dishing out damage. He gives extra attacks a reroll of 1 to wound, and tanks those big hits. Also S10 AP -3, is gonna hurt just about everything on a 2+ (or 3+?), So if he hits he is pretty much guaranteed to wound.

 

 

He reduces damage by 1, not to 1 (and it can not fall below a minimum of 1). 6 damage would mean he takes 5.

 

 

Sadly, Arjac's hammer is only d3 against non-characters instead of the 3 a normal thunder hammer would have, but still, he is a solid choice.

 

Arjac is a tank and a enabler. Have a 6 wound injury coming from something, put it on arjac. He failed his save? Darn... Well it is only 1 point because of his rules. Oh and the wolf priest will patch that back up soon with healing balms.

Arjac is not about dishing out damage. He gives extra attacks a reroll of 1 to wound, and tanks those big hits. Also S10 AP -3, is gonna hurt just about everything on a 2+ (or 3+?), So if he hits he is pretty much guaranteed to wound.

 

He reduces damage by 1, not to 1 (and it can not fall below a minimum of 1). 6 damage would mean he takes 5.

Damn it, I need to start using my book instead of this crappy pdf. So now he is a character killer and enabler i guess... Damnit

 

 

 

Sadly, Arjac's hammer is only d3 against non-characters instead of the 3 a normal thunder hammer would have, but still, he is a solid choice.

Arjac is a tank and a enabler. Have a 6 wound injury coming from something, put it on arjac. He failed his save? Darn... Well it is only 1 point because of his rules. Oh and the wolf priest will patch that back up soon with healing balms.

Arjac is not about dishing out damage. He gives extra attacks a reroll of 1 to wound, and tanks those big hits. Also S10 AP -3, is gonna hurt just about everything on a 2+ (or 3+?), So if he hits he is pretty much guaranteed to wound.

 

He reduces damage by 1, not to 1 (and it can not fall below a minimum of 1). 6 damage would mean he takes 5.

Damn it, I need to start using my book instead of this crappy pdf. So now he is a character killer and enabler i guess... Damnit

 

 

I am using the same PDF you do. To be honest though, I didn't even know he can reduce damage. Not until you mentioned it and I needed to ead it for myself. The first time, I sort of stopped reading after the 3++ entry :biggrin.:

Edited by Immersturm
So learning experience from yesterday's game. Beware the imperial guard hell hounds. Those suckers are fast and put out a ton of 2 damage shots. I botched a charge on a russ after teleporting and then they came outta nowhere and dropped the squad of terminators and Arjac fell to the rest of the shooting.

I have a feeling that getting some Wulfen, maybe even in a Pod, will really help as they allow you to re-roll charges.

Wulfen can no longer be put into a drop pod. Their options are expensive transports (LR or Stormwolf) or foot slogging. They do have a base move of 7" now, and can still advance and charge, so foot slogging isn't quite as bad as in 7e, IMO.

 

I have a feeling that getting some Wulfen, maybe even in a Pod, will really help as they allow you to re-roll charges.

Wulfen can no longer be put into a drop pod. Their options are expensive transports (LR or Stormwolf) or foot slogging. They do have a base move of 7" now, and can still advance and charge, so foot slogging isn't quite as bad as in 7e, IMO.

 

 

Ah, fair enough. Well, 7" + at least 1" + 6" bubble means 14". If the opponent is at the deployment line and TDA land exactly 9" away, this means they are 15" away from the Wulfen. Wulfen need to run at least 2" to get them into their bubble.

Reading over things again, It appears that a Wolf Priest in TDA and Arjac may be a nice 1, 2 punch of characters to aide the TDAWGS. Yes/No?

This was the basis of my formation. Maybe if points allow get a rune priest to cast that tempest wrath or storm caller for protection and maybe jaws of the world earth to eat at any slow large models that may be a serious threat to your termies.

As I soak in the wound changes with 8th I'm starting to feel like the two wounds for termies is just "ok" and that termies are just as (not)survivable as previous edition. Has anyone's play supported or not supported this?

My limited (one game) experience agrees. The wounds are ok, but there are lots of multi wound weapons out there. The big issue is that 2+ is a Lot worse than it used to be. Huge number of weapons affect armour now.

 

HDL

What are people's thoughts on cheapish units of TDAWG? I am thinking Storm bolter and either Frost sword or Wolf claw for most of the squad, 1 guys with Assault cannon and 1 with TH/SS.

 

That works out as just 228 points for a squad that can drop (hopefully into some cover), put out and impressive amount of anti-infantry fire and then either dig in or advance to assault in the next turn. They work out a lot cheaper than vanilla TDAs and hit almost as hard. Do budget terminators have mileage?

 

Would combi weapons all round be better than storm bolters? Getting pricey but they can double-up as a melta or plasma shooting unit.

I mentioned this in another thread but this seems a more appropriate place.

 

Has anyone else noticed how expensive our WG terminators are compared to everyone else's with no advantages beside having more options? They even get ld 9 and we don't.

Edited by Kuro_Ryu
So the thing about power level is tgey have to take into account how terrifying you can make a unit. The more options increases their value more in this type of point system because they have the potential to be very strong and potential is what matters with power level.

I mentioned this in another thread but this seems a more appropriate place.

Has anyone else noticed how expensive our WG terminators are compared to everyone else's with no advantages beside having more options? They even get ld 9 and we don't.

They are both 44 pts with dual lightning claws. That said we do have 1 less leadership and no homing beacon. We also get more weapon options such as combi weapons on all our termies vs only storm bolter.

Actually standard terminators are 5 points cheaper than ours, which I find interesting.  I mean without gear the base models are the same, and we're paying for the gear.  I wouldn't compare our Dual claws vs standard though, even though ours is more expensive, our claws are better.  

 

I mentioned this in another thread but this seems a more appropriate place.

Has anyone else noticed how expensive our WG terminators are compared to everyone else's with no advantages beside having more options? They even get ld 9 and we don't.

They are both 44 pts with dual lightning claws. That said we do have 1 less leadership and no homing beacon. We also get more weapon options such as combi weapons on all our termies vs only storm bolter.

 

I'd gladly keep ours and pay for flexibility. 

Actually standard terminators are 5 points cheaper than ours, which I find interesting.  I mean without gear the base models are the same, and we're paying for the gear.  I wouldn't compare our Dual claws vs standard though, even though ours is more expensive, our claws are better.

 

Termi assault=31

Termi (ranged)=26

TDAWG=31.

 

So at range they are 5 pts cheaper. But our termies are more adaptable and we have the option to out damage and out survive any codex termie.

 

So 5 points is nothing for those kinds of options for ranged termies. As for melee termie.... We are just plain better except the homing beacon.

I like Cataphractii terminators but the 4" walk and halved Advance does make them slow. At least, with combi-bolter and lightning claw they're cheap, and the 4+ invulnerable is nice.

 

Looking at Wolf Guard their great strength is their flexibility. I'd be inclined to take a wolf claw and plasma-combi-weapon on most models, with some storm shield models to soak wounds.

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