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So after playing IW on the western Canadian tourney scene for the last two years i decided to shelf them and start something else. My original 40k force were SMs that became Black Templars when Armaggedon hit but that army has long since been sold and would like to get behind the wheel of the Emperors finest yet again.
Now though my thoughts and questions are many lets start with Termies. Now usually i didn't put much stock into the unit previous edition wise the lower point cost and shweet plastics have swayed my vote.
Basically what i'd like to use is a termie command squad, 5 strong with 2 assault and a chainfist gaurding my Libby with a storm shield and proll Storm and FoD. At this compostion the unit can pretty well tackle anything from shooting down mass units like gaunts, grots etc or go toe to toe with monsters with ease (still can't wait to see the look on a nids face when a force weapon takes out his 300+ pt fex)
Only question is do you DS or no DS?
Sometimes you have to roll a hard six.
It can be good, just remember that you have to actually wound the fex before you can instakill him with the force weapon. Monstrous creatures are often far easier to kill with your retinues powerfists/assault cannons.
About deepstriking. You said yourself that this unit can handle just about anything... so it might be a pain to have them enter play on turn 4 or 5. When I field terminators I usually start them on the table. They seem to have a larger impact on the game that way. But it really is impossible to set up a hard and fast rule for this. In some games, and especially against some opponents it can be much more effective to deepstrike them.
And naturally, it also depends on how well your army handles ordonance and things with long range etc. Can the rest of your army take care of these things, or do you need the termies to deepstrike in and clean it up?
So yeah, I deepstrike... from time to time.
If the radiance of a thousand suns
Were to burst at once into the sky,
That would be like the splendor of the Mighty One...
I am become Death,
The shatterer of Worlds.
Terminators are usually deployed on the table, because they need to kill a lot to get their points back. Plus they draw fire, which keeps the rest of the army relatively safe.
However, in conjunction with a librarian, deep-striking becomes a viable option. I'd suggest using a 4 man retinue in a drop-pod, if you choose to go this way. 2 powers can be used for this:
Fear of the darkness: drop the librarian between your enemy's troops, and watch them run...
Fury of the ancients: Line up the librarian on the flank of your opponent, and watch his army get pinned
The advantage of FotA is that you don't have to deep-strike to use it well; you can use it from turn 1 on the greatest threats. If you love the look on a nid player's face when his fex gets killed, wait till you see the look on a tau player's fase when his battlesuits get pinned 3 turns in a row, and killed in the 4th.
"I have died a thousand deaths, and I will die a million more..."
On certain opponets it is a good idea. For example if you can deep strike and destroy the imperial guard battle lines with the the massed amount of fire power and psychic poweres then do it. If you deep strike them that almost garuntees that they will be intact when you need them. You must decide it is more appropriate to save them or deploy them off the bat.
I don't think a Storm Shield is a good idea on your librarian, as you will lose one attack. If you really want an invunerable save go a relic or a combat shield, you may need that extra swing of the power weapon to get the instakill wound on something tough.
Oh, and the look on my mates face when I took out his fex of close combat death on the charge was priceless...
Beware the Agapanthers!
Codex Astartes: More a guideline than a rule...
Honestly, with tha configuration, id Drop Pod.
You can get as close as possible to enemy squads with the pod without worrying about loosing your models and more importantly, the 2" deployment lets you really get the most out of FotD.
It works unbelivably well and I highlly recommend you go with it. If your playing the t ournie scene this suqad will do quite well for you.
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
Did a bitsy test run last night with some of the local boys. Nothing fancy, mostly 1000 points and i fielded mostly what i had painted.
2x6 man tac, pg, ml
6 man scout, 5sr, 1hb
10 man scout, ccw, vet, PF
Landspeeder with AC and HB
Libby in term with Fear of Darkness and storm shield.
Term command 4 strong with 2 assault.
First game was with tau, didn't DS with the termies. Game seemed all but lost until about turn 3 when my command squad mozeyed on up to the fire warrior line and Feared one of the two untis off the table. This game seemed quite over for me early on and was amazed by the stalling power of marines and the sheer flexibility of the command unit.
Second game was against nids......didn't DS, should have. Shot as much as i could until combat was closed. Everything worked in that department as my command decimated genesteelers with a flurry of firepower than killing 3 guants and a Fex in the ensu'ing chrage from the nids. Was hoping to pull the same trick with the Hive Tyrant and gaurd but no such luck and things were pretty much over than.
Pretty much one Major victory and a minor loss so not too bad for the boys first run out.
However in hindsight i think i would have rather DS the termies in behind the Nid line while my shotty units held them back with firepower from terraign.
Sometimes you have to roll a hard six.
Well that tactic is a double edged blade. There are two possible out comes
1 the nids keep pushing forward and engage your less strong line if space marines. while your terminators play catch up.
2 They turn a few key monsters around to give your terminators the close combat of their lives.
It is a risky manover that might not pay off.