02-08-2012, 10:21 AM
I don't even think Termies are that strong as most strike last(due to fists and hammers, not tried my claws yet to see if they make much of a difference), meaning that if you hit them hard in assualt with a charge, you are gonna smash that unit up(1/6 chance of failing armour save). Personally, i like the new changes, i always thought it was stupid that power weapons flat out denied you an armour save. Having AP values on them makes sense.
It was one of the reasons i wasn't keen on termies in 5th, charge in with my lightning claw termies and chaplain, maybe eat a unit up, die next turn in the counter charge by that unit with power weapons that cost a quarter of your points.
Think the new rules make it far more balanced against most armies.
As i posted above, DE are due a new FAQ soon making Husk blades AP2 so they will have a unit that can chew up termies.
It was one of the reasons i wasn't keen on termies in 5th, charge in with my lightning claw termies and chaplain, maybe eat a unit up, die next turn in the counter charge by that unit with power weapons that cost a quarter of your points.
Think the new rules make it far more balanced against most armies.
As i posted above, DE are due a new FAQ soon making Husk blades AP2 so they will have a unit that can chew up termies.
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Epic 40k-Space marines/Imperial Guard(2000 pts)
Infinity Yu jing (Aprox 1000 pts)
Necromunda Escher Mad capsules Avalanche
Blood bowl Skaven