3.5/5 stars, rounded up due to the rule of cool.
Background.
I keenly remember having some Termites when I played Epic scale back in its hey day. The Termite method of assaulting from beneath the surface has stayed with me, and always struck me as a great alternative, and even complement, to deep striking. Great for assaulting any fortified positions that the enemy might have going!
Strengths.
The transport capacity of 12 makes the termite a key alternative to the more humble (and only a little bit cheaper) Rhino transport. What is different here is that the termite comes with Deep Strike built in so that you can emerge in the midst of the enemy and charge out.
They are slightly better armoured than a rhino as well and come with melta cutters as well as combi-bolters. These can be upgraded to flamers or volkite chargers.
Weaknesses.
AV=10 on the rear remains a key concern.
Remember also the limitation on Deep Striking in third edition. You only want one or two of these (or drop pods, or teleport homers) in general. Sadly in this edition, there is no scattering of the enemy upon emergence any longer. But it still functions very well. Once emerged (deep strike), it has a slow movement rate of 6.
Builds.
Termite with pintle mounted heavy flamers (85 points).
Given the slow movement rate and the likelihood of emerging near enemy held fortifications, the heavy flamers come recommended by me. That said, the pure bolt guns and volkite chargers remain viable. The plan here is easy enough: deep strike, and unload. You also look cool doing it which is why the termite gets 4/5 stars from me overall.
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