One and the same, what were we playing? I've just started running a lot of Seize Ground with occasional bursts of Annihilation because I got sick of Exterminatus. It's a whole new game against humans, Orks were getting old.On a side note, ntaw are you the same ntaw I was playing Space Marine with yesterday? lol
:laugh: It certainly read that you suggested that Shunter play a 10 man squad last page.I agree about splitting the termies into 2x 5-man squads. That's how I'd field them.
So then you don't agree with all-comers lists? There's tons of anti-armour still in the list, it also has anti-infantry options for close range. What did a Melta Gun ever do to an Ork mob that a Flamer couldn't do better? Remember, Flamers are great for Overwatch as well. I've denied tons of charges just by killing the one model out front as the distance gets rolled.I don't agree with the flamers unless you know you aren't fighting armour.
They come in at 225 points base, so they're exactly the same as a 5 man squad of TH/SS Terminators. They have more wargear options, can take an Apothecary for Feel No Pain, have the option of taking a cheap transport that gets them in T1, can sweeping advance...OK, so they don't have S8 attacks in CC or 2+ natural saves, but if you don't like how they're kitted switch it up. Basically anything will cost less points than what I have suggested, I just went with a similar CC presence to what was there before. There are lots of other options, one I have played and loved (though had to proxy some wargear) was 4x Storm Shields, 3x Meltas, Power Fist, Apothecary. This comes out to 245 with a Drop Pod, which is just less than my initial suggestion and definitely kicked some ass for me.I don't agree with the command squad. They're doing about the same job as the hammernators, but more expensively and without thunderhammers!
Scouts work in basically every scenario as objective campers, the only mission they fail miserably in is Purge the Alien in my experience. Considering I only suggested dropping frivolous wargear upgrades I fail to see how I have compromised the 'strike plan' in any way...considering I'm the one who upped it to 7 Drop PodsThe scout squad could work, but I'd focus on making the strike plan work first!
I only Deep Strike Deathwing Terminators these days. Less variability plus T1 arrival is key. Occasionally my Grey Knights will deploy the same, but more typically in a Raider. My Imperial Fist Hammernators live in their Redeemer until the moment is right, and I typically play a ML2 Libby with them gunning for Invisibility. One game when I got it that squad was responsible for destroying a third of my enemy's army. Would have never gotten there without the tank.I used to prefer the idea of two termie units deepstriking to one in a raider, but I've done a U turn on that.
Can't everything you listed there also take out a Land Raider at range, flat tiring your advance? I ask because I haven't faced such opponents yet. Not that I have changed my mind about the tank use, just curious.Consider units you might want to charge with your TH/SS termies; maybe knights, wraithknights, riptides- they're just going to zip off in the opposite direction if you deepstrike next to them.
18" to roll 2D6 for armour penetration is pretty swank. I'm assuming that you can move at least 6" with a Knight and still fire that weapon which would really give it a 24" melta reach in your own turn, but alas it is still one shot that can scatter (I'm assuming since it's a large blast). With the size of a Land Raider and that of a large blast, if you put in centred on the tank and subtracted the BS of 4 from the scatter wouldn't you have to roll higher than 7" to get it full off the tank? More if the scatter takes it off the front or back as it's a rectangular shape. Ultimately it seems like you have done the math for this, it just seems like a mere 13% chance to kill a Land Raider seems pretty low for a weapon like this.Well, an 18" melta-range large blast on the Knight isn't bad