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All terminator competitive 1750

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Post by madbakery Sat Mar 03, 2012 7:15 pm

HQ
175 grand master

Troops

225 Termies psycannon
225 Termies psycannon
225 Termies psycannon

Elite

195 Ven Dred double auto cannons
195 Ven Dred double auto cannons

Heavy

255 LRR with multi melta
255 LRR with multi melta

what do you think? Its only 8 KP but its only 20models.
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Post by Aubec le noir Sun Mar 04, 2012 3:11 am

i like it seems to the lists made with our old V3 codex.
But personally i prefer the LRC to the LRR (maybe you should at least mix the 2... scratch )
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Post by Newtpow Sun Mar 04, 2012 3:39 am

i read that alot aubec. (LRC > LRR)

But whats with that? scratch flamer has AP 3 and you can flame both sides if u positioning well. Ok you got lower range but bolter has just crap stats. i mean you got 3 sync bolter. 6 shots at 12". you have 8/9 chance to hit but strengh 4. thats about 3 wounds on W4 modells. and that only with AP5.
With flamer you hit, wound on 2s and AP3.

Its just my view right now. If i m getting something wrong pls explain Razz
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Post by Souba Sun Mar 04, 2012 4:13 am

the LRR can never fire both his flamers at the same target, the LRC however can. at 12-24" range thats only 6 syncronised shots, true but those weapons are defensive weapons. the LRC can move at combat speed, fire 1 weapon and defensive weapons, if you setup a multimelta ontop of it you can also move at combat speed, fire 2 weapons and still fire defensive weapons. its more mobile than the LRR without having to sacrifice as much of its offensive potential.

problem with dual flaming on the LRR is that you can only fire at one target. power of the machine spirit helps at that that is true but you sacrifice some shots at light armored tanks with the assault cannon or even with the multimelta if you got it equipped. and thanks to the flamer template a LRR is never able to hit the same target with both flamers. as his hull is too clunky.

another good thing is that vehicles always fire theyre weapons as stationary versions. making the hurricane bolter systems a tad more interresting, you can still move and fire up to 24"
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Post by Aubec le noir Sun Mar 04, 2012 4:52 am

well... brother souba made my point ! Razz
i can add that at <12" it's 12 S4 twin-linked shots and that using the psy-ammo isn't worth the points because you loose the defensive weapons rules.
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Post by Newtpow Sun Mar 04, 2012 4:57 am

well thanks brother souba. Seems that is what i got wrong. Razz

Forgot about defensive weapons and fire at stationary Rolling Eyes
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Post by madbakery Sun Mar 04, 2012 6:09 am

I understand your argument but i'm not sure I agree. When killing MEQ the LRR is better in my opinion.

If both your hurricanes are in rapid fire range you are hitting about 10 times wounding 5 times and killing about 1 MEQ. With one flame storm cannon you are hitting 5 or 6 (if your opponent is good at unit coherency) and killing 4 or 5. I have left the assault cannon out as both vehicles could fire at the same target and do the same damage.

Although the problem with the redeemer is how close it has to be to melta guns. the crusader can sit comfortably 12" away and still shoot with a little more damage output where as the LRR has to get into the thick of it quickly!

Other than the Land Raiders how competitive do you feel this list is?

P.s the termie squads are my standard build two halberds two swords one hammer!
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Post by Corennus Mon Mar 05, 2012 8:17 am

This is the big problem with an All Terminator list. making it competitive.

3 terminator squads of 5 men. I assume they're deep striking and the Grand Master is going in one of the LRRs to bring them in on a 3+ on turn 2?

it's only 15 1 wound units who will die very easily to mass bolters and anything like mass plasma.

Land Raiders. Oh how we love Land Raiders. That is until someone brings a tonne of lances against you, or a lot of lascannons. Then we don't like them cause they're not as powerful as you think. And Redeemers are probably the worst combo as if you're immobilised your flamestorms will never get used
If you're going to go land raider go with crusaders or godhammers.

Personally I don't think land raiders fits this list. I'd take them out and get more psynaughts in (3 t-l autocannon dreads with psyammo would be some nice long range for you) and get an inquisitor with psychic communion and some more terminators
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Post by Corennus Mon Mar 05, 2012 8:28 am

take out Grand Master and take 2 inquisitors w/ psychic communion.

list becomes:

2 inquisitors w/ psychic communion & hellrifles & 4 servo skulls 152

2 ven dreads w/ autocannons and psyammo 390

Henchman squad - 2 servitors w/ Plasma Cannons & Acolyte 64

Henchman squad -2 servitors w/ Plasma Cannons & Acolyte 64

3 terminator squads w/ psycannons (3 halberds, sword & dhammer) 675

3 dreadnoughts w/ autocannons & psyammo 405


a lot of long range firepower. good chance you'll get all your troops down on turn 2.....
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Post by Aubec le noir Mon Mar 05, 2012 11:04 am

with your list brother Corennus it not a full termie list anymore ! Razz
and to be practical, 2 inquisitors aren't worth a GM imho
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Post by Corennus Tue Mar 06, 2012 2:35 am

2 inquisitors costing 110 which allows you to take 2 henchmen squads with 3 plasma cannons each, and brings your deepstriking forces down on turn 2 on a 2+ compared to a grand master costing minimum 175 points and only able to bring down deep strike units on a 3+ on turn 2 IF he's on the table already, which basically means he's out of range of the enemy and ineffective IMO.

PAUSE FOR BREATH.

Is a Grand Master an awesome unit? absolutely. Tooled up to the max he's almost unstoppable (Force Sword giving him a 3++ save and rad/psychotroke giving him edge in CC).
But in a deep strike list what you need (as i'm sure you're aware)is a) your deep strike units getting on to the field early b) having them supported by a lot of long range guns.

IMO 175 points for a grand master compared to the benefits of the 2 inquisitors makes the grand master overpriced and underused.
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Post by Aubec le noir Tue Mar 06, 2012 4:11 am

well it's not always a matter of points... sometimes it's a matter of size !! Razz
just kidding ! Razz Razz
well not totally : i think that the tactical possibilities offered by the GM are far compensating his point cost.
and you should take into account brother Corennus that our poster brother that he wants to create a competitive FULL TERMIE list (so not with henchmen that are only T3 btw so very fragile even with 3 plasmas ! Wink )
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Post by Corennus Tue Mar 06, 2012 5:39 am

ok an all terminator list that is competitive?

hmmm kinda doesn't work for me but what about this:

Mordrak 200

Ghost Knights x 5 200

Librarian w/ Teleport Homer, Nemesis Warding Stave, Sanctuary, The Summoning, Warp Rift 215


if you're going to go deep strike then you have to go all out. otherwise IMO you'll run out of troops.

x 5 Terminator Squads w/ Psycannons 1125


Mordrak deep strikes in with librarian and unit of ghost knights. They run into cover. Mordrak can give all the Terminator squads Counterattack, which means in CC they'll have a bit more punch. Librarian has teleport homer so the terminators coming in on turn 2 won't scatter...
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Post by Aubec le noir Tue Mar 06, 2012 6:24 am

this list speaks to me a lot ! Twisted Evil
it's sometimes hard to play cause everybody is footslogging but with summoning you can move quickly where you need to be .... yes i like that kind of list
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Post by madbakery Wed Mar 07, 2012 12:43 am

Yea That is the ultimate Alpha strike list!

I really like it!
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Post by shadow Wed Mar 07, 2012 12:31 pm

The only problem I see with that Alpha strike list is:
- The Libby would benefit from shrouding, especially if they go into cover, as you'll pretty much have a whole army shooting at 1 unit.
- You'll have to be careful with the Teleport Homer because even if you don't scatter, it would be risky to DS into cover as that's where the Libby will be. If you don't DS into cover that's your 5 man squad(s) exposed in a nice tight bunch, now imagine your opponent has a SX Ap 1/2 Large Blast Template Weapon, like a demolisher or the likes.......Ouch.

Sorry to be negative guys, just playing Devils advocate.
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Post by Zealadin Wed Mar 07, 2012 4:28 pm

Corennus wrote:ok an all terminator list that is competitive?

hmmm kinda doesn't work for me but what about this:

Mordrak 200

Ghost Knights x 5 200

Librarian w/ Teleport Homer, Nemesis Warding Stave, Sanctuary, The Summoning, Warp Rift 215


if you're going to go deep strike then you have to go all out. otherwise IMO you'll run out of troops.

x 5 Terminator Squads w/ Psycannons 1125


Mordrak deep strikes in with librarian and unit of ghost knights. They run into cover. Mordrak can give all the Terminator squads Counterattack, which means in CC they'll have a bit more punch. Librarian has teleport homer so the terminators coming in on turn 2 won't scatter...

If you run into cover why take the librarian? He is chosen for warp rift when you come down, with careful placement he will kill a vehicle or two, possibly more.
You don't want to run them into cover most of the time, you use your opponents vehicles against them.

You may want to run your GKT when they arrive to avoid being bunched up from teleporting, but it depends what you are facing.
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Post by Corennus Fri Mar 16, 2012 4:10 am

Maybe running into cover is wrong term.

Running out of LOS is more apt.

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Post by madbakery Fri Mar 16, 2012 7:00 am

Corennus wrote:Maybe running into cover is wrong term.

Running out of LOS is more apt.


How often can you run out of sight, if you are deep striking so you can assault in the next turn your opponent will be able to see you!
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Post by shadow Fri Mar 16, 2012 4:22 pm

Well what you can do is DS into cover with Mordrak, put the failed terrain test on him and poof more Ghost Knight YAY!!
and follow by Shrouding.

Also don't forget you can do as Zealadin and use the Grand Strategy to Outflank as well.
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Post by Newtpow Thu Apr 05, 2012 10:51 am

i liked the idea of first strike DS list and build one for me. Very Happy

Atm it looks like this:

Mordrak + 5 Ghost knights (all helbards)
Libby with warding stave, teleport homer, Titans Might, Shrouding, Warp rift, Sanctury ( dont take summonign here cause tele homer wont work with it) Neutral

5 Paladins (2 psicannons, 2 helbards, 2 swords, 1 MC hammer)

3 * 5 Terminators (hammer, 3 helbards, sword, psicannon)

1 * 5 GKSS with psicannon

1 Dreadknight with Longsword, Inci + teleporter

I want a DK in this list to take out vehicles i dont like. With his teleporter he will get to most vehicles fast.
I added a GKSS for the rest of the points. They ll drop on my back to give support fire and take objectives (have to take care of those guys) Razz
Want to try it next time i am playing. Smile

Now pls give me comments on that list! Wink any suggestions?
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Post by Vanderson Thu Apr 12, 2012 10:00 am

What about a list based on Draigo, a Librarian, 2 squads of Paladins and some heavy support (landraider/Dreadknight/Dreadnoughts) Still follows the All Termie ideaology....
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