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1200 pt termie heavy army

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Post by El lobo joven Sat Jul 21, 2012 2:36 am

Hi all, i havent read the new rulebook yet but i just read about the half the force max in reserve thing so i'm not sureif this would work. Anyway, heres my lst! Comments please! Thanks!

Brother captain - nemesis warding staff (185pts)

7 terminators - bhb, justcar thawn. (380pts)

6 terminators - bhb (265pts)

Purgation squad - 3 psycannon , psybolt ammo, teleport homer (185pts)

Purgation squad - 3 psycannon , psybolt ammo, teleport homer (185pts)

Total 1200 pts

The plan is to deploy the 2 purgation squads first then deep strike the 2 terminator squads in. The brother captain will be attached to the 6 man termie team. The termies are to tie up the enemy and take them out in cc and the purgation squads act as anti tank qnd anti infantry.

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Post by Bewareoftom Sat Jul 21, 2012 8:45 am

I think that thawn may be too many points for this points level (I mean you can almost get 2 more for his price)

and BHB can probably be dropped, not worth it on smaller squads, and psyammo is not worth it on small squads (especially when 3 have psycannons)

I dont like the bro cap, I mean stave is bad IMHO, and when you drop other stuff make him a GM, scoring purgation squads!)
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Post by El lobo joven Sat Jul 21, 2012 9:25 am

Hmmm just asking, why is the staff bad? I thought the 2+ ward save was quite cool hehe. Ok so drop the bhbs and psy ammo and thawn and make the cap. Gm! Sounds good! What do you mean by scoring purgation? I dontget it hahah. Sorry new to this

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Post by Akoni Sat Jul 21, 2012 11:41 am

A GM has Grand Strategy. You roll a D6 and from 1-3 units of your choice can become a scoring unit just as Troop choice could which means you can controlled and contest objectives.
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Post by El lobo joven Sat Jul 21, 2012 7:56 pm

Ahh ok thanks! Didnt know heavys wernt scoring troops haha. I'll come up with a revised list!

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Post by Bewareoftom Sat Jul 21, 2012 8:43 pm

and staves are 2+ invul in melee only
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Post by El lobo joven Sun Jul 22, 2012 12:39 am

Got it! Hows this?

Gm - halBerd, psychotroke (195)

Libby - teleport homer, warprift (170)

8 terminators - incinerator (325)

Purgation squad - 3 psycannons (160)

Purgation squad - 3 psycannons (160)

8 man strike squad - psycannon (190)

Total 1200 pts

The plan is for the purgation squadsbe deployed back and on opposite ends of the board on my deploymentside. The strike squad will be with the libby down center and they'll move cover to cover to close with the enemy. Once close enough the gm and the termies will deepstrike to the libby with teleport homer and they'll cc the enemy. Libby has warp rift to soften the enemy up.

How is this plan?

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Post by Bewareoftom Sun Jul 22, 2012 8:04 am

I think you should drop the libby, I mean your out numbered already, taking 2 HQ's will make you outnumbered even worse!

and I'm not sure on purgation squads :/ , I havent really used them that much but psyrifleman dreads seem better (dread with 2 TL autocannons and psyammo)
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Post by El lobo joven Sun Jul 22, 2012 8:20 am

Hmm agre ont the hq but i took him cos of the teleport homer actually haha. Cos i'm afraid the termies will scatter too much.

Hmm.. I was hinking of the psyflemen too but then i'll be moving to anothe country in about 2 years and i will want to bring the army over and infantrys easier to bring along hehe. The purgations are also supposed to multi task anti tank and anti infantry if it were a horde army.

What do you think i should do with the libby though? Cos i honestly have no idea what to do with the points and how to ensure th termies dont scatter as they're my most expensive unti with my gm in that too..

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Post by bigbri Sun Jul 22, 2012 9:30 am

If you're that worried about termies scattering then give the teleport homers to your purgation squads.
get rid of the libby and use the points to bump your termies and Strike squads up to full 10 men with 2 special weapons each, and maybe psybolt ammo as well.
As for transport, a dread isn't that much harder to transport than a squad of guys in the long run.

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Post by El lobo joven Mon Jul 23, 2012 12:19 am

Hmm but in this case the termies wont be ble to teleport close to the enemy. How about i remove the libby, add 5 men to a purg, make it a combat squad, have the justicar take a teleport homer and use that squad to move up alongside the strike squad?

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Post by bigbri Mon Jul 23, 2012 4:32 am

If you gave the homer to the libby they still wouldn't be able to DS any closer. The adding 5 purgs and CSing sounds like a pretty solid plan though.

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Post by Bewareoftom Mon Jul 23, 2012 10:47 am

well if your really worried, you can bring allies with drop pods (and beacons on the pods)

if I do it'd be with BA. Reclusiarch, 10 DC in pod, and 2 DC dreads in pods :3
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