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Has anyone experimented with a low cost (under 140 or so) HQ in termy armor with a chainfist who's purpose is simply anti-ordanance/tank, heavy weapon team disruption, and used as a summoning point?
I haven't experimented with it, but to me it seems like it'd be a waste of points. We've already got good anti-tank, our HQs should fill another role in our army, and deep striking a IC in seems a waste of the IC ability. There's no guarentee he wouldn't get shot up or assaulted if he's close enough to assault.
Everything I have told you, even this, is a lie.
I meant as a "this is a 4x6 board and I need to take care of x2 ordanance tanks, or holy crap this guys actually fielded a land raider" because being able to do something to a holed up ordanance on turn 2 is worth the 140 points of the hq..because what ordanance will cost less then 140? in addition the enemy will not see their ordanance support not being there and then all of a suddent having to deal with a hq termy running around
Not to be rude, but my original post was asking if anybody has used it not your personal opinion on what you think would be better.
This would be for getting at hidden ordanance that are out of los as the main role, well worth around 140 in a point for point comparision that ignores strategic value.
Basilisk.Originally Posted by snarl of disgust
I see what your getting at. Next time I am in town we can give it a trial or two so you can test out of tourney.
One thought though, when deep striking you have to place the original model at the center spot and then scatter him, but he needs to get close to his target to charge it. I think you greatly risk getting scattered into your target and dying or scattered too far and left naked. I see your idea about point effect, but you should add a theoretical parameter to show risk in considering how valueable your target needs to be. Therefore,
A*140 is greater than or equal to B * X Where A is risk of failure (unknowable), B is difficulty in killing your target (is this the ONLY way you could get this thing), and X is value of your target. Seeing as you probably won't have multiple X's to hit, that B better be huge to overcome even a small A. Is there a unit in particular you are worried about that this would be your only method to resolve???
Thats my real problem, this trick isn't flexible enough. If your opponent presents you with no good B*X you will waste 140 every game.
I have not tried it for DS, but my tooled up prince is a nasty tank killer. When I play against someone with a lot vehicles (not skimmers) I send him after them with his speed. He can usually get to 2-3 tanks and take them out before getting killed.
I think a deepstriking, chainfist wielding lord would work pretty well for this. Just be careful of where you try to deepstrike to.
Sounds good, this trick would only be used in a estimated 2000 point army (RTT) most people I would expect to play with at least one ordanance or one anti tank vehicle or the equal to a dev squad "squatting" somewhere hard to get to. The goal is to destroy any vehicles and distrupt enemy focus and troop movement(if only for 1-2 turns.)Originally Posted by studentochaos
ie. He teleports in on turn 3(66% chance) 50% for turn 2 but I dont want to count on a turn 2 pop. if he can distract a heavy weapons squad and destroy even a 100 point ordanance unit then he has done his job. by letting my troops advance unscathed and get into a good position.
I thought more about this trick.
It is good with HQ because:
it is an easy force slot to drop (for me anyway)
has effective tools to accomplish goals
It is bad with HQ because:
Not as durable as a squad.
Not a scoring unit
has limited flexible roles
relies on a special rule to be effective about it.
Actually I have to give you a bit of credit becuase it looks like your trying to come up with new tricks (your trademark) However, I think this may just be too specific. Good vein of thought, but I think it lacks extended punch or usefullness for "taking all comers". Lets chat