View Full Version : Terror: A New Lease On Life
dicegod
01-28-2010, 01:36 AM
So with SR2010 and Mk2, a lot less units are fearless AND those same units cannot contest zones whilst fleeing.
Combined with the ability to score on both players turns, is Terror a viable stratedgy against CMD9/CMD8 opponents for scenario wins?
Avatar
TFG+UA
Piper
Reznik
THR
ToM
It can be reasonably easy to get 3 CMD checks on an enemy unit, 4 if you can kill half of them which they should fail even on 9's. Especially vs Hordes who have lower CMD (Legion).
Dirge of Mists Daughters running can cause a ton of checks.
Situational, but something to definitely keep in mind and a reason to bring Rhoven/Vilmon ;)
sweet, a reason to field vilmon :)
I don't find terror helps me much, but it's been hard to apply mass terror checks without the victims having a good commander nearby, or a standard.
I think if you want to capitalize on using terror, you need a sniper to get rid of standards and commanders. Take a redeemer along, maybe, since that can kill a standard bearer, and everyone within an inch of it so it can't be retreived. If the defenses against command checks can be removed, I think Terror would be very valueble to use, and as a faction, I think we're quite well-equipped to field a terror-based army. Only problem is running into Cryx with it.
Steampunk Jim
01-28-2010, 08:13 AM
Yeah, the prevalence of comand 9-10 with a standard is effectively fearless anyway, which is a real shame.
Okashii
01-28-2010, 08:38 AM
Temple flameguard are good when charged.
Temple flameguard are AMAZING when you fail your command check when charging.
baronvonchaos
01-28-2010, 08:46 AM
Terror and command checks are the wild cards. Usually they don't come up (people pass their check), but sometimes you get lucky and you'll have a whole unit charge your TFG and get w/in 2" and freak out. Failed charge. All TFG are alive. And the whole crowd that charged is now in proper killing range. Thanks for coming to me. The end of my spear will fit nicely here.
My problem is that in mk1 everything was fearless. Having mk2 rules means that it's actually worth it to have terror and have them make checks.
Yertle4
01-28-2010, 08:53 AM
Terror is a nice possibility, but not something to be relied on.
Fellio
01-28-2010, 08:53 AM
I get annoyed every time people flee 0 inches, but I guess they /do/ have to forfeit their activation.
Standards are quite often around, I've noticed, and it is hard to get a standard bearer down.
Fortunately, picking up a standard is only 1", and the officer and unit leader can't do it. Usually an oppoent doesn't want to bunch infantry up, so they might leave too few people in a position to pick up the standard, or they bunch up. It really all depends. A good AoE should do the job either way, though. Not many infantry come to mind who have a standard, but wouldn't drop from a good blast damage roll out of a Vanquisher or Redeemer.
Except dawnguard. Not sure what would work best against that.
Fellio
01-28-2010, 09:26 AM
Oh really? I wasn't aware the standard-pick up rule was only 1''. Thanks for the advice.
Soylent
01-28-2010, 11:27 AM
There is some validity to it. The more checks you cause, the more likely to fail which may be worth the effort if there is a single unit contesting a zone.
Necra-Chi
01-28-2010, 12:16 PM
I have forgotten entirely about terror checks all of Mk2. Silly me. Avatar and Reznik have terror? Yipee.
Seebass
01-28-2010, 12:37 PM
I would figure between Cryx, Jack lists, other fearless armies like Feora's flameguard, and CMD 10 and/or banners would really limit the use of using terror as a strategy.
It is pretty limited, but it's not something that should be disregarded either. We do have a reasonable amount of terror-causing models, and they frequent many lists, such as Reznik, Reclaimer, Avatar, Piper.
I don't think its reliable enough to focus on, but if you're going to charge a terror-causing model into enemy models that would have to test for it, may as well try to remove the commmand-boosting elements(commanders, standard), and see if you can use it to your advantage.
Personally, I think making a max-size squad of trenchers or winter guard turn and flee would be very helpful.
jandrese
01-28-2010, 07:22 PM
It depends on the army. Circle for instance doesn't really like scary things, depending on how troop heavy they are.
Marauder
01-29-2010, 10:17 AM
Kind of anecdotal, but the terror on my TFG+UA allowed them to defeat Cylena and her gang without a loss. They went behind a wall to get cover. I charged - they failed their check - I missed horribly. Next turn they rallied but didn't try to run away. I wasn't in their melee range so I wrapped around them trapping them in. Killed a couple (to hits were sad even with CMA), but had them trapped - they couldn't get into melee without taking free strikes on one side.
Anyway, thank you terror. You don't always do anything, but when you do it shines!
brotherscott
01-29-2010, 11:40 AM
I rely on Terror about as much as I rely on Tough, which is to say, not at all.
It is cool when it happens, and the more shots you take, the more likely you will be to score. Wait until your opponent is rolling hot, then you have a better chance.
Will have to look at the new cards closer as I ma playing to remember what they do.
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