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Discussion Starter · #1 ·
So I decided to write a genuine fix to my terminator problem...

It is unbound, but objectives take a second role in my group, no troops either so :)

Reclisiarch- terminator armour, storm bolter
160
rides with the termies, the 6th edition psykers don't thrill me so I prefer the garuntees, safe re rolled hits

Sanguinary priest- terminator armour, power sword
85
reconstructs plasma welts and shiz, generally annoys my opponents

10man assault terminators- x10 thunder hammer/ storm shields
450
marches up the table, pounds shit black and mush

x2 furioso dreadnoughts- (either- frag cannon, fist OR x2 talons), heavy flamer
260
either frag and fist for anti heavy armour, or blender fists for medium armour and less, walks up and blends... Stuff...

x2 vindicators
290
PIE PLATES OF DOOOOM

1245

Problems... I had to drop the dreadnought pods as I wanted to cram a second vindicator
Origanel plan before writing the list was to have the first pod coming down with a locator beacon, and teleporting in the terminators to watch my opponent run for a change of underwear
Or I could have a single drop pod with beacon, leave it empty, and do the same

I was thinking that maybe because it's unbound anyway, I could drop the reclisiarch, that leaves 160 points for a drop pod or two plus ???

Help welcome!
 

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It seems like a fun list! Depending on who you play against - some lists will just make you cry... I would definitely drop the relcusiarch as you suggested and just make the priest your warlord.

Another option is to ally in space wolf (?) drop pods with beacons and have that plus the two dreadnoughts - it lets you throw both dreads on the table or only one as you choose.

So with those 165 points - 3 drop pods for 105 (for the dreads and just because), then 60 points to ally in an inquisitor or something for the psychic phase.
 

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Discussion Starter · #3 ·
I would rather not buy a whole codex for drop pods, what's the difference between our drop pods anyway?
And where did the third one come from? Don't you need a unit to take a transport even in unbound, I saw a thread here a while ago and it's probally the greyish of the grey that I've seen :) I'll consult my local gw next time I'm round, next Sunday probs
Or maybe face book if I can be arsed to use it for once :/

EDIT: my little bro is getting space wolves atcually, I think, he's not very decisive to say the least, it possible I 'borrow' his codex when needed :)
 

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Pretty slow moving BA army, don't ya think?

Also, DSing your one and only squad means they are doing nothing until T3 tops and if you miss a Reserve roll you're basically going to get fucked unless your opponent has very little anti armour. I can certainly take out four vehicles in two turns with just about any army I play (specially if there's nothing else on the table), unless you run and hide with them too...though at that point the game becomes pretty pointless for either player.
 

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Discussion Starter · #5 ·
I didn't think about the reserves rolls there :/ I for some reason thought they'd make it turn two
But in terms of anti tank, there's not a lot around my local group, it's pretty much dissolved into 2+ save punch ups with about 3 codex's of variety :(
 

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I for some reason thought they'd make it turn two
They very well could, but there's a 1/3 chance they couldn't. There are people who rely on 1/3 chances for things to work in this game, so I tend to count on that stuff always messing with me :laugh:

But in terms of anti tank, there's not a lot around my local group, it's pretty much dissolved into 2+ save punch ups with about 3 codex's of variety
Lame.....though I realized yesterday that I have 24 Terminators built, 4 to be built, and 10 in the mail coming to me...so...maybe I'll just not comment on that subject any more :p
 
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