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Post by LizardTau on Sept 6, 2012 18:26:41 GMT -5
teleporters are neat just so expensive. i think the idea is all death cults makes them look like a juicier target that if you do ignore for the paladins or the dreadknights are going to mess you up cause 40 or 44 str 6 Int 6 attacks on the charge will mess anything up
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Post by Frosty the Pirate on Sept 6, 2012 20:18:25 GMT -5
Yeah that was the exact thought I had, but I wrote paladins when I meant terminators lol.
Cus in my head you had 3 full 10 man strike squads + 10 terminators + 10 DCA as troops
Not sure if the point costs is the same tho, but paladins is a neat thought too!
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Post by LizardTau on Sept 7, 2012 4:54:38 GMT -5
no i can do, 10 man terminators with out thawn, 2 full squads and a half squad of strike knights for the points
and only 8 assassins
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Post by BewareOfTom on Sept 7, 2012 7:04:55 GMT -5
well this is what I made based of your last list: coteaz - 100 strike - 10 man, justicar(hammer), 2x psycannons, 7x swords, rhino - 270 strike - 10 man, justicar(hammer), 2x psycannons, 7x swords, rhino - 270 terminators - 10 man, thawn, 2x psycannons, 2x hammers, 7x halberds - 525 warband - 3x crusaders, 4x DCA - 105 dreadknight - teleporter, heavy incin - 235 dreadknight - teleporter, heavy incin - 235 land raider - godhammer(lascannon), psyammo - 260 main thing is that there are less henchman (also 3 crusaders to take the overwatch shots, I mean 5+ invul is alright, but a 3+ is better ) and I get those teleporters i love XD (and psybolt on the raider is just cause of left over pts)
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Post by danydaigle24 on Sept 7, 2012 8:01:28 GMT -5
yeah you should try that I like it
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Post by Frosty the Pirate on Sept 7, 2012 9:05:33 GMT -5
I don't like teleporters, they just aren't needed. Drop those for heavy psycannons on the dreadknights and more DCA imo.
Also, a crusader instead of a godhammer would be far better, mass Str 5 and 7 shots instead of a single str 6 heavy bolter? and if you have 10 points left over, grab a multi-melta.
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Post by calitom on Sept 7, 2012 9:27:56 GMT -5
Dunno, I wouldn't bother with Dreadknights without teleporters, just better tactical choices. So I'd personally vote to leave the teleporters on em.
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Post by LizardTau on Sept 13, 2012 19:04:25 GMT -5
Here is the latest way i see if going i cant find the points for teleporters unless i drop the landraider.
Hq:
Coteaz
Troops:
11 death cult assassins
2 x 10 man strike squads with 2 psycannons a deamon hammer and psybolt ammo in a rhino
10 man terminators with thawn, 3 hammers, 2 psycannons and bother banner, and all the rest halberds with psybolt ammo
heavy
land raider crusader with psybolt
2 x dreadknights with incinerators
1995 points
tonnes of str 5 or str 7 shots, plus 2 str 6 super tenplates. Terminators will be able to fire at anything that comes from reserve near them cause of coteaz and will have sanctuary (keeping book powers incase i run into a blood thurster lol )
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Post by BewareOfTom on Sept 14, 2012 8:54:59 GMT -5
all I would say is drop a few DCA's for some crusaders (just to jump out front and take overwatch shots) and maybe drop something to give the dreadknights heavy psycanons instead of incins
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Post by LizardTau on Sept 15, 2012 7:30:23 GMT -5
i probably will put 3 crusaders in with the assassins just in case, and i can get the teleporters on the two dreadknights if i drop the thawn upgrade, all the psybolt ammo except on the raider and an assassin
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