4/5 stars. The rules are very good.
Background.
Strengths.
Double wound terminators (and the vital WS=5 and T=5) armed with the standard phoenix power spear.
The Skill Unmatched rule here allows them to flip flop between choosing the perfect strike (gain a pip of WS to strike) and the perfect guard (gain a pip of WS when being struck by others). This really allows some customization of what you want them to do (slice and dice, or generally protect whoever they are escorting).
The ability to take sonic shriekers, sonic lances, and grenade harnesses is similarly excellent.
Weaknesses.
They come as retinues, but I don't see this as a major negative to be very honest.
They also lack in the ranged department. But again: this isn't a true negative if you are playing them like they should be played: aggressively and with intent.
Builds.
5 Phoenix Terminators, Grenade Harness (205 points).
There are not many options here. In fact, there's only really the option to add more members to the retinue which is generally worth it.
If you are playing a traitor force, you get the added option of sonic shriekers (take them!) and sonic lances (more to taste). I really favor the former for denying any reaction counter measures to you charging in - very much worth the points cost. I'm on the fence about the sonic lances.

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