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Frankly, I really like the idea of having a squad or two of termies tearing into the enemy, but as far as I've heard, they are slow, so they normally die under enemy fire. :<
How would you make assualt termies viable in a DA army?
Deep strike them in, thats pratically the only way to get CC termies into combat alive.
Throwing them in a LRC does work but its one huge fire magnet, but they can assault out of it.
If you absolutely must use them, the ONLY way to go is in a LR. Deepstriking Assualt termies is pretty useless as they can not move or assault the round they deepstrike. This lets your target move away from you and as termies are slow, your target can keep running and youll never catch them.
Unfortunately CC Termies + LR is incredibly expensive and your oponent will do his best to destroy the LR. I would really recommend normal termies. They are still fantastic in close combat, but have the shooty power to not be useless if they cant catch anything.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
I'd DS them as said. True that they will be vurnable to fire, but make sure you give your little enemy some other targets to worry about.
CC termies are pretty beastly in close combat, and can shred a lot of things.. though it woudln't really be a large unit, if I'd ever field with them, as they are a little hard to get into there.
So, you can assault out of a LR? is that a special rule because I thought you couldn't assault out of Rhinos anymore... no rhino rush and all that.
The best way to get Assault Terminators stuck in is to alreay have an assault going on. If you can get into assault with an assault squad then your terminators will have to time to reach the fight. Or if your enemy runs an army built to assualt you could proboly just wait for him.
In the end Normal terminators are usualy the best bet, but the modles arent nearly as cool.
Yes. Land Raiders have the 'assault ramp' special rule which models to disembark from them and assault after they've moved.Originally Posted by zgeist
They are hard to use. To DS them properly they should come into play between 2 enemy units.
XXX <- bad guys
YYYYY <- termis
XXXXX <- more bad guys
You also need a unit that will reach CC or that is in CC with one of the bad guys above when the termis DS. That way while they are sitting around doing nothing after the DS, if the unit in CC makes the enemy fall back, they fall back into you and die. Then the termis charge the other guys next turn (or they will be charged since the guy is pissed about your termis wiping out an entire unit without even rolling dice).
Becareful of the scatter roll, that part can still suck.
...and you will know my name is the lord, when I strike down my vengence upon thee...
I don't know how I feel about a LRC full of assault terminators. That's roughly 600 (700 if you use a Chaplain) points in one basket. It does work, however, if they make it.
DS/Drop Pods can work okay for them, but only if you're fairly CC oriented. If they're the third CC squad in an area, you're in good shape. If they're the first... they're getting popped.
I've -thought- about keeping them behind (or just before) firing lines in order to absorb charges in place of shooty units. This is -entirely- a thought experiment at this point though. I don't know if they're good enough to justify having 200+ points just sitting around waiting to be used.
Thats the most fun unit in the game...Originally Posted by Bob Dole