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I've got a friend who absolutely loves his terminators and attempts to fit them into every possible list. Up until now, my destroyer lord has been their anathema taking out the whole squad and chaplain single handedly, but he is hardly the answer. I don't like to give him a res orb cause he's already T6 and it uses up a whackload of gear, so if three of those fists get past his invuln save he's pretty toast. He does have the upside of swooping in and hitting first and on the charge most of the time though. My tau friend is going to be picking up a broadside or two soon, and this also puts me in a sort of predicament. So my question is, how do you deal with these tough units when we have little in the way of AP?
Tomb spyder - slow, bad WS, can make minions, MC, plenty of attacks, cheap
D. Lord - expensive, very effective, no saves from the scythe what-so-ever, fast
Heavy destroyer - never used one, mobile, good range, low rate of fire, allows invuln saves
Pariahs - never used before, slow, not necrons, expensive, great weapons, good str and T though the T hardly matters against powerfists...
What methods do you use against these units with their 2+ saves, power fists or whatever? I don't see as much of a problem coming from the broadside as it's not a beast in close combat. One could probably use the C'tan to fairly deadly results I'm guessing.
I would go for Heavy Destroyers and Spiders!
Heavy Destroyers can pick them easily, just hope that your opponent won't pass his inv saves!
As for Spiders, they attack before the power-fisted maniacs, and scarabs can even soak a wound!
Necrons W0/D0/L0 Dwarfs W10/D2/L6 (8th edition)
Isn't this exactly what it sounded like in the Arts of The red harvest topic?
Alzer linked it for me earlier in a PM lol I had missed because I was so preoccupied for the first two weeks of may with exams... But now I feel dumn, I never bothered to check the book and assumed WS 2 would be hitting WS 4 on 5+, the amount of kills I missed out on.... Also, It appears I have underestimated the idea of massed fire on the buggers. Currently I have only one tomb spyder but I proxied a game the other day with another and realize I love them and their cheap cost too much not to buy more.
It is all well and good if they have the cluncky powerfists that make them strike at I=1, but what if they have lightning claws? then they are killing your tomb spiders or pariahs before you have a chance to hit those termies.
I know, in that Case, I mean what can you really do but shoot them to death? Like the base attacks that a termy has makes them all the more deadly when they get good weapons. With lightning claws they get an extra attack, power weapons and even though they'll be hitting at half the strength of a powerfist... they get to reroll wounds and it will be at regular init.
I think the only way to take those guys out without sacrificing your CC units, would be to turn every squad you have on them to drop them with shooting before they start plowing through squads of necrons. I mean if they're in a land raider, do your best to stop it, now scarabs can slow them down as they won't be insta-killed, and termies are slow otherwise. However then you're ignoring the rest of his army... and it's definately not an easy thing to handle unless someone has a one trick pony? Perhaps C'tan could take them down easy because they lose that strength bonus? But all in all, I'm lucky enough that my opponent hasn't discovered the upgrade section of terminators yet. He likes them vanilla with five points for a heavy flamer lol. Lucky for me I guess.
Well if they're CC geared portal away fast
But luckily myself I don't see termies that often. Spyders are the only counter assault units I have really. In my uses I usually gain the extra attack because of that.
"There is only do, or do not. There is no try." - Yoda
Lc termies still has problems with spyders
I almost think a catan is required when fighting those space marines. But then if they have sterngard, you have a whole other set of problems.