I recently lost a game against Axis double Transfinite Emergence Projectors (TEP) in Destruction Initiative theme force. For those who don't know what TEP and the theme list does, below is brief summary:
- TEP is a SPD5 battle engines with two RAT5 POW11+5d6 SP10 weapons. This equivalent to two dmg boosted POW18 attacks, which is one of the highest powered ranged weapons in the game. By lowering the number of damage dice, it can add attack dice and number of sprays. - TEP costs 19 points, has ARM19 and 23 damage boxes, so it's quite fragile for its point cost if you can hit it. - Destruction Initiative gives servitor solos shield guard and 12 free servitor solos. Usually each TEP is guarded by 3 dig in Reflex servitors. - After moving, TEP spawn 3 Permutation Servitors (usually on the front side to get those POW11+5d6 sprays). TEP has Sacrificial Pawn [Permutation Servitor]. TEP can't charge or spawn permutation servitors after running. - TEP can't hit its permutation servitors, so it's very easy to get optimal sprays that ignore cloud effects and LoS block. - TEP has a gun platform rule so it can shoot freely while in melee. - Axis has a control range of 14" with Corollary. His feat gives TEPs +2SPD and more importantly gives enemy models -2SPD and prevents enemy charges. The feat is primary used to give TEPs another round of shooting.
The basic plan is to move TEP within 10" of a heavy and shoot it to death. Axis feat is used to get at least two rounds of shooting. Removing TEP by shooting is difficult because of servitor solos.
What is the merc answer to double TEP in Destruction Initiative?
What I am thinking is to use Drake MacBain 1) CounterMeasure + feat to jam them for a turn and move prepare to charge them with your jack next turn. 2) Freebooter + CounterMeasure is another good combo to jam, you can run 14" to jam them 2) If AXIS feat, use Energenizer + Run & Jackhammer, your nomad can still hit something within 10".
TEP's like to be on the flank, otherwise the whole Indution loop back the Corrolary becomes difficult, especiialy with the land spae taken up by double huge Bases. Keep three Bender grunts on each flank, as Axis' feat is an aura you can pop out an Ambush unit, Adrenal three of them and charge em in, the Adrenal Drudges pop it half the time so just have an extra attack or two if you wrangle it.
TEPs can be TKed as well, though notable the Servitors can be quite the annoyance. I've handled this with overlord Sprays, though in a pickle Thexy can feat.
The BE's also loathe having to target mixed defensive stats, having a mix of DEF 14+ and High armour models in the vicinity of hte same sprays causes awkward decisions.
Lastly if you can't pop the TEP's early but are playing infantry spam, spread wide and hard. The models will die, but nothing crashes a CoC players Clock health like rolling out 5 spray attacks.
If you can keep them alive Devil Dogs are very strong into Convergence. Sometimes I take a specifically anti-Warmachine MacBain army and include the Devil Dogs, so they're worth considering. I'm not sure they're good into the TEP specifically, but they can kill the rest of the army.
You can dare to do anything and succeed in anything, provided you never forget that two and two do not make four; in clumsy hands, they often make three or even less; but they can make five or six. - Louis Hubert Lyautey