11860
Post by: Martel732
The biggest plasma offenders I see are elysians and scions. Both need substantial point increases for reasons other than plasma.
Plasma also suffers badly vs -1 to hit from any source.
I've also accepted that terminators have never worked because the eggs-in-one-basket problem. And probably never will.
90435
Post by: Slayer-Fan123
tneva82 wrote:Slayer-Fan123 wrote: koooaei wrote:Plasma has always been there to kill termies. In 5 it was mostly replaced by melta because of parking lots and in 7- th it wasn't as useful to someone with access to grav. If something, termies are around as durable vs plasma as they used to be, however plasma is much more common. As for HB, 2-wound termies with 3+ save are absolutely identical to 1-wound termies with 2+ save. Previous ap3 weapons that are mostly ap-2 now are probably the only weapon range that has become better vs termies. But there are not many weapons with ap-2.
Termies HAVE become better vs anti-infantry weapons without ap. 2 times more durable, in fact. So, that's what people really asked for, didn't they?
Thank you for understanding this. There are very few niche weapons like Autocannons and Gauss Blasters that they became less durable to, but they did overall gain durability.
Overall they lost durability because GW flooded the game with plasma.
It matters not if they are durable against other weapons when amount of anti-terminator guns went up the roof you don't NEED to bother shooting with other weapons.
It would be irrelevant if they had 100% immunity to non-plasma. Nobody needs to shoot anything but plasma at them which simply wipes them out.
It's the same durability to plasma, and in fact if it isn't overcharged...they're more durable than they used to be.
35086
Post by: Daedalus81
Slayer-Fan123 wrote:
It's the same durability to plasma, and in fact if it isn't overcharged...they're more durable than they used to be.
Slightly less durable vs plasma now than in 7th. Plasma was S7 AP2, which defaulted terminators to their invuln like now. Only it wounded less often.
11860
Post by: Martel732
It wounded on a 2. Just like now.
35086
Post by: Daedalus81
Doh - you're right. I forgot the wound table changed. Doubling out was for instadeath.
11860
Post by: Martel732
Plasma wasn't anti-terminator in 2nd, though. It's weird that they added another anti-terminator weapon in 3rd. Plasma went from -2 armor save in 2nd to AP 2. I was like WTF?
90487
Post by: CREEEEEEEEED
Give them 3 wounds. Problem solved without having to rework anything else in the game. And don't change the points when you add the wound.
90435
Post by: Slayer-Fan123
CREEEEEEEEED wrote:Give them 3 wounds. Problem solved without having to rework anything else in the game. And don't change the points when you add the wound.
Then what about Paladins? Meganobz? Custodes?
You'd have to adjust them for that too.
102343
Post by: mew28
Slayer-Fan123 wrote: CREEEEEEEEED wrote:Give them 3 wounds. Problem solved without having to rework anything else in the game. And don't change the points when you add the wound.
Then what about Paladins? Meganobz? Custodes?
You'd have to adjust them for that too.
No you don't we are proposing a fix for terminators not the entire edition.
90487
Post by: CREEEEEEEEED
Slayer-Fan123 wrote:Then what about Paladins? Meganobz? Custodes?
You'd have to adjust them for that too.
It would apply to the GK too, obviously, but for others in the TEQ bracket, why? We're trying to fix terminators, if other things are in a good place they don't need adjusting.
90435
Post by: Slayer-Fan123
CREEEEEEEEED wrote:Slayer-Fan123 wrote:Then what about Paladins? Meganobz? Custodes?
You'd have to adjust them for that too.
It would apply to the GK too, obviously, but for others in the TEQ bracket, why? We're trying to fix terminators, if other things are in a good place they don't need adjusting.
Ya know, consistency is supposed to be a thing.
102343
Post by: mew28
Slayer-Fan123 wrote: CREEEEEEEEED wrote:Slayer-Fan123 wrote:Then what about Paladins? Meganobz? Custodes?
You'd have to adjust them for that too.
It would apply to the GK too, obviously, but for others in the TEQ bracket, why? We're trying to fix terminators, if other things are in a good place they don't need adjusting.
Ya know, consistency is supposed to be a thing.
Consistency is already pretty wack I mean we got stuff like IG vets shooting as good as SM vets and necrons losing shot for shot with fire warriors.
81025
Post by: koooaei
Meganobz are much worse than regular termies even now. Termies at least have a niche.
112649
Post by: grouchoben
-1 damage to a minimum of 1 is still the besy suggestion. If wave serpents can have then why cant termis?
101163
Post by: Tyel
I don't think defensive stats are the problem - although you could argue they pay too much.
The real issue is they do terrible damage. Their shooting is practically a joke for their points cost, and their melee ability gets worse and worse with almost every new codex released.
In a game all about alpha strikes, a unit which drops down, maybe gets off a charge, and expects to do a small fraction of their points cost isn't very good. Then you just shoot it - because for their points Terminators are not tough. With a damage 1 AP 1 weapon they are no tougher than Marines.
30287
Post by: Bromsy
I'd adjust points downward before trying to add rules.
That works for most stuff - instead of fundamentally changing plasma, just make flamers and meltas cheaper. So cheap that taking them is worth it.
90435
Post by: Slayer-Fan123
Bromsy wrote:I'd adjust points downward before trying to add rules.
That works for most stuff - instead of fundamentally changing plasma, just make flamers and meltas cheaper. So cheap that taking them is worth it.
Making them cheaper didn't work in 7th and it won't work now. They need a fundamental fix to their core. That's why I always vote for BS/WS2+ and then look at how to adjust their price. This would be my fix for any Terminator outside the troop Grey Knight ones, who really just need the point decrease.
102343
Post by: mew28
Slayer-Fan123 wrote: Bromsy wrote:I'd adjust points downward before trying to add rules.
That works for most stuff - instead of fundamentally changing plasma, just make flamers and meltas cheaper. So cheap that taking them is worth it.
Making them cheaper didn't work in 7th and it won't work now. They need a fundamental fix to their core. That's why I always vote for BS/WS2+ and then look at how to adjust their price. This would be my fix for any Terminator outside the troop Grey Knight ones, who really just need the point decrease.
Making them cheaper would work though at some point people would start running them. Maybe it would be stupidly low like 20 points or less but still once they are cheap enough they would get run.
90435
Post by: Slayer-Fan123
mew28 wrote:Slayer-Fan123 wrote: Bromsy wrote:I'd adjust points downward before trying to add rules.
That works for most stuff - instead of fundamentally changing plasma, just make flamers and meltas cheaper. So cheap that taking them is worth it.
Making them cheaper didn't work in 7th and it won't work now. They need a fundamental fix to their core. That's why I always vote for BS/WS2+ and then look at how to adjust their price. This would be my fix for any Terminator outside the troop Grey Knight ones, who really just need the point decrease.
Making them cheaper would work though at some point people would start running them. Maybe it would be stupidly low like 20 points or less but still once they are cheap enough they would get run.
At some point you step on other unit choices though. That's why I'd rather just adjust the WS/ BS first and then adjust the point cost as necessary.
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Post by: Drudge Dreadnought
They need a defense boost and a offense boost
Defense boosts could be +1 wound, armor save of 1+, convert the invul to a 5+ FNP, -1 dmg taken (minimum 1), etc
Offense could be +1 attack to make up for the lost charge, ability to shoot in close combat, no penalties for moving and firing heavy and assault weapons after advancing (why did we lose Relentless??).
If they got one of each of these, they probably wouldn't need much in the way of point changes. It would be nice to see some changes in regards to wargear though. They should definitely ignore the powerfist to hit penalty. And it would be nice if Chaos terminators could take a second heavy in 5 guys to match the Cyclone and give an alternative to combi spam. The Reaper autocannon also needs a huge point drop and D2. It should be viable to use them as mobile heavy weapon platforms that are also so tough that they are inefficient to shoot at without the right weaponry.
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Post by: Vilehydra
Could also buff them with a stratagem. Its not necessarily the prettiest option but strategems aren't going away and they can add interesting options to use. They also add intrinsic value to the unit if the strategem is good enough.
One just off the top of my head - Emperor's Bulwark 1CP:
Use this strategem when a unit of terminators is the target of a shooting attack. This unit of terminators gains +1 to their save and reduce all incoming damage by 1, to a minimum of 1 for the remainder of this phase.
Or - Priority Termination - 2 CP
Use this strategem at the end of the movement phase, after any reserves have been placed. Select a model within 12" of a unit of terminators. During the shooting phase the terminators may shoot at that unit twice. During the assault phase the terminators may reroll charges against that target. The terminators may not shoot or charge any other units unless the initial target has been destroyed.
86045
Post by: leopard
1. Remove the -1 to hit for the power fist - the suit is built around it
2. any weapons doing 1-5 damage only does a single wound on a failed save
3. allow the 5++ invun to work against mortal wounds (a 3++ becomes a 5++ in this case)
4. Terminators ignore the first 2 points of AP
make them seriously hard to remove, without making them higher in damage output
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Post by: Daedalus81
Vilehydra wrote:Could also buff them with a stratagem. Its not necessarily the prettiest option but strategems aren't going away and they can add interesting options to use. They also add intrinsic value to the unit if the strategem is good enough.
One just off the top of my head - Emperor's Bulwark 1CP:
Use this strategem when a unit of terminators is the target of a shooting attack. This unit of terminators gains +1 to their save and reduce all incoming damage by 1, to a minimum of 1 for the remainder of this phase.
Or - Priority Termination - 2 CP
Use this strategem at the end of the movement phase, after any reserves have been placed. Select a model within 12" of a unit of terminators. During the shooting phase the terminators may shoot at that unit twice. During the assault phase the terminators may reroll charges against that target. The terminators may not shoot or charge any other units unless the initial target has been destroyed.
I really enjoy these.
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Post by: Drudge Dreadnought
Vilehydra wrote:Could also buff them with a stratagem. Its not necessarily the prettiest option but strategems aren't going away and they can add interesting options to use. They also add intrinsic value to the unit if the strategem is good enough.
One just off the top of my head - Emperor's Bulwark 1CP:
Use this strategem when a unit of terminators is the target of a shooting attack. This unit of terminators gains +1 to their save and reduce all incoming damage by 1, to a minimum of 1 for the remainder of this phase.
Or - Priority Termination - 2 CP
Use this strategem at the end of the movement phase, after any reserves have been placed. Select a model within 12" of a unit of terminators. During the shooting phase the terminators may shoot at that unit twice. During the assault phase the terminators may reroll charges against that target. The terminators may not shoot or charge any other units unless the initial target has been destroyed.
Both these strats would be fun, but we need a solution that doesn't cost CP too. If they're only worthwhile when you're spending CP on them, then they're still not worthwhile.
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Post by: Zid
Drudge Dreadnought wrote:Vilehydra wrote:Could also buff them with a stratagem. Its not necessarily the prettiest option but strategems aren't going away and they can add interesting options to use. They also add intrinsic value to the unit if the strategem is good enough.
One just off the top of my head - Emperor's Bulwark 1CP:
Use this strategem when a unit of terminators is the target of a shooting attack. This unit of terminators gains +1 to their save and reduce all incoming damage by 1, to a minimum of 1 for the remainder of this phase.
Or - Priority Termination - 2 CP
Use this strategem at the end of the movement phase, after any reserves have been placed. Select a model within 12" of a unit of terminators. During the shooting phase the terminators may shoot at that unit twice. During the assault phase the terminators may reroll charges against that target. The terminators may not shoot or charge any other units unless the initial target has been destroyed.
Both these strats would be fun, but we need a solution that doesn't cost CP too. If they're only worthwhile when you're spending CP on them, then they're still not worthwhile.
Those are pretty great Strategems for someone who wants to use termies!
That said, if people complain about +1 to wound, look at Custodes; 4 wound terminators obviously work really well. So instead of making everyone else the same as them, bumping 1 wound isn't that big of a deal for all TEQ's that aren't custodes... they still won't be AS good, but they will be better. I really think Deathwing needs a lot of work, though.... custodes is exactly what that army should be.
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Post by: Vilehydra
Drudge Dreadnought wrote:Vilehydra wrote:Could also buff them with a stratagem. Its not necessarily the prettiest option but strategems aren't going away and they can add interesting options to use. They also add intrinsic value to the unit if the strategem is good enough.
One just off the top of my head - Emperor's Bulwark 1CP:
Use this strategem when a unit of terminators is the target of a shooting attack. This unit of terminators gains +1 to their save and reduce all incoming damage by 1, to a minimum of 1 for the remainder of this phase.
Or - Priority Termination - 2 CP
Use this strategem at the end of the movement phase, after any reserves have been placed. Select a model within 12" of a unit of terminators. During the shooting phase the terminators may shoot at that unit twice. During the assault phase the terminators may reroll charges against that target. The terminators may not shoot or charge any other units unless the initial target has been destroyed.
Both these strats would be fun, but we need a solution that doesn't cost CP too. If they're only worthwhile when you're spending CP on them, then they're still not worthwhile.
I disagree. Increasing the versatility of a unit increases the possible effectiveness of that unit. If I wanted to double the effective shooting of my terminators without the strategem, I have to pay for 5 more terminators. There are situations where doubling the the amount of SB shots will be effective, vs a unit of guardsmen or firewarriors for example. Then there are times that the increase will be ineffective. By being able to choose to increase that effectiveness in game the units are much more adaptable. Otherwise I would've had to buy an additional terminator squad before the game starts. This is far less adaptable.
Being able to adapt to an enemy list in game is a valuable skill, stratagems like this help increase adaptability by allowing an increase in effectiveness during the game.
Also on a side note, I just read the terminator entry and teleport homer seems like it could be a very useful tool. Setup a teleport homer on a backfield objective, use the terminators aggressively and should they survive but lose several models, relegate them to backfield objective holding which frees up other pieces of the army.
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Post by: Haighus
Another thought to deal with the issue of low Terminator damage output. If they are made sufficiently tough (with various suggestions that could work, I think the -1 damage to a minimum of one, or +1 wound would work best), then the other option is to use the FW Horus Heresy approach and make Terminators able to hold objectives better than currently. Give them an Objective secured-style ability, perhaps one that is a bit more effective than the standard version, and make them suited to dropping in, holding an objective, and weathering the return fire. Having the damage potential sufficient to remove typical objective holders (troops) would be enough for this role if the durability is sufficient. I still feel some small damage boosts, like removing heavy weapon movement penalties and the hit penalties for power fists, would be a good idea.
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Post by: pelicaniforce
Having a special rule for TDA to ignore unwieldy seems excessive, could probably just drop unwieldy from all powerfists everywhere. TDA exclusive rule would be an exception to an exception, and I don't that whole extra line on the terminator dataslate.
Potentially you could move an inverse rule onto power swords. Fists can hit normally, but models with power swords force a model in base contact to take -1 to hit.
90435
Post by: Slayer-Fan123
pelicaniforce wrote:Having a special rule for TDA to ignore unwieldy seems excessive, could probably just drop unwieldy from all powerfists everywhere. TDA exclusive rule would be an exception to an exception, and I don't that whole extra line on the terminator dataslate.
Potentially you could move an inverse rule onto power swords. Fists can hit normally, but models with power swords force a model in base contact to take -1 to hit.
You guys are making it over complicated.
WS/BS2+. Done.
63003
Post by: pelicaniforce
I did see you post that a few times already.
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Post by: Haighus
Slayer-Fan123 wrote:pelicaniforce wrote:Having a special rule for TDA to ignore unwieldy seems excessive, could probably just drop unwieldy from all powerfists everywhere. TDA exclusive rule would be an exception to an exception, and I don't that whole extra line on the terminator dataslate.
Potentially you could move an inverse rule onto power swords. Fists can hit normally, but models with power swords force a model in base contact to take -1 to hit.
You guys are making it over complicated.
WS/BS2+. Done.
Honestly, I don't think both would be unreasonable for veterans using an advanced exo-skeleton based armour built with an integrated power fist.
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Post by: Vankraken
Bring back relentless and remove the -1 to hit with PF/PKs for starters. Fists are way too unreliable for killing big targets considering you have to get into melee with the thing. Probably should also go with making fists/Klaws 1+d3 damage for a bit more base damage and reliability.
Not directly terminator related but power weapons should also see a return of getting +1 attack for having another melee weapon instead of having a chainsword give a chainsword attack along with the base profile attacks being power weapon attacks. Rolling for two separate weapons on a single model is both clunky and makes units like vanguard vets, squad leaders, and other power weapon users have a bit more bite to them instead of weight of dice being the more effective strategy.
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Post by: Drudge Dreadnought
So much of it intersects with the wider problems that Marines have. Mainly that bolters lost a huge amount of their effectiveness with the AP changes, and marine armor saves got worse too. And lost attacks from charging. And much more.
Fixing these issues only on terminators isn't a proper solution. Marines overall need to be overhauled, and then we can look at terminators.
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Post by: Slayer-Fan123
Vankraken wrote:Bring back relentless and remove the -1 to hit with PF/ PKs for starters. Fists are way too unreliable for killing big targets considering you have to get into melee with the thing. Probably should also go with making fists/Klaws 1+d3 damage for a bit more base damage and reliability.
Making them WS/BS2+ does effectively the same thing and helps all the weapon options, not just a couple of them.
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Post by: Ice_can
The reason GW included the -1 to hit for powerfists etc is without them it becomes the default weapon for CC as its like a power weapon but better. Much like thunderhammers are always the better option if your going to take a powerfist currently.
Also marines arn't the only army using powerfists. Guardmen in flak armour throwing powerfists the size of their chest around with no penalty is just nonsence.
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Post by: The Deer Hunter
This game doesn't need to be more killy, but the contrary.
To save terminators, and the entire game, should be introduced new general rules tuning down the offensive power of all units.
By now, too much weapons have AP -3 or better, and these weapons are far too common.
90515
Post by: NoiseMarine with Tinnitus
4 wounds each and a flat out 3++. These things are meant to be walking tanks after all.
63003
Post by: pelicaniforce
Vankraken wrote:Bring back relentless and remove the -1 to hit with PF/PKs for starters. Fists are way too unreliable for killing big targets considering you have to get into melee with the thing. Probably should also go with making fists/Klaws 1+d3 damage for a bit more base damage and reliability.
Not directly terminator related but power weapons should also see a return of getting +1 attack for having another melee weapon instead of having a chainsword give a chainsword attack along with the base profile attacks being power weapon attacks. Rolling for two separate weapons on a single model is both clunky and makes units like vanguard vets, squad leaders, and other power weapon users have a bit more bite to them instead of weight of dice being the more effective strategy.
The normal rule is you hit with the ws value. There's an exception if you have a power fist. Then an exception if you have a power fist and TDA at the same time, and TDA accounts for so many power fists in the game that keeping unwieldy on the other pf models is sort of pointless.
I think you can merge this with your other idea, and just say power weapons give +1 attack, without needing to have a second ccw, and take unwieldy off all power fists but just don't let them grant or use any extra attacks. There are a fair few one attack models who can buy power weapons but usually don't, because it's not worth it for just one pw attack.
So you've got a guardsman with a powerfist, and it doesn't have any explicit penalty but he does have a version of "unwieldy" just because he misses out on a +1 attack for having a normal power weapon.
Drudge Dreadnought wrote:So much of it intersects with the wider problems that Marines have. Mainly that bolters lost a huge amount of their effectiveness with the AP changes, and marine armor saves got worse too. And lost attacks from charging. And much more.
Fixing these issues only on terminators isn't a proper solution. Marines overall need to be overhauled, and then we can look at terminators.
Given the loss of charge bonus, and also the general mediocrity of s4 ap0 cc units even with chainswords, I think it's fine for oldmarines to get +1 a. So that's three attack terminators and veterans, and two attack basic marines, and two attack aspect warriors too, since people bring it up. Tacticals get only a minor boost and terminators are good.
Then if it's in cover I think anything taking an armor save in shooting that's caused by a model that has fewer base attacks should get a 5++ after its normal save. When you have a cunning veteran unit it shouldn't be gunned down by just anyone, and this makes veteran and hero units that don't or can't just charge into cc have something other than just cc attacks. With two attacks marines don't have to be worried about ap as much.
Models that are shooting someone with fewer attacks than it model has should get an extra -1 ap. That way marine bolters have an ap against guardsmen, against orks they are equal, including in cc which they have never been, and terminators with storm bolters and three base attacks can massacre all kinds of enemies.
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Post by: SputnikDX
Three changes:
1. Give Terminators a form of Relentless that lets them fire heavy weapons without penalty.
2. Give vanilla Terminators a "Terminator Power Fist" weapon. It costs 0 points. Base Terminators are now 28 ppm. 5 Terminators are now 144 points minimum instead of 192.
3. To account of this drop in regular Terminators, reduce Assault Terminator costs to 22 (4 more than Vanguard Veterans). Mandatory wargear will bring their minimum to 34ppm and maximum of 43.
Also as a secondary change, reducing the base cost of Land Raiders would make Terminators a more fieldable option.
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Post by: Xenomancers
SputnikDX wrote:Three changes:
1. Give Terminators a form of Relentless that lets them fire heavy weapons without penalty.
2. Give vanilla Terminators a "Terminator Power Fist" weapon. It costs 0 points. Base Terminators are now 28 ppm. 5 Terminators are now 144 points minimum instead of 192.
3. To account of this drop in regular Terminators, reduce Assault Terminator costs to 22 (4 more than Vanguard Veterans). Mandatory wargear will bring their minimum to 34ppm and maximum of 43.
Also as a secondary change, reducing the base cost of Land Raiders would make Terminators a more fieldable option.
Soild ideas - I like all of them.
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Post by: Galas
If you are gonna give them free powerfist you should give them free powerswords for the sargeant, free lighting claws, 2 point chainfists, 10 point thunder hammers, etc...
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Post by: Martel732
If we balance around the Drukhari codex, terminators are about 26 pt models, tops.
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Post by: Slayer-Fan123
Galas wrote:If you are gonna give them free powerfist you should give them free powerswords for the sargeant, free lighting claws, 2 point chainfists, 10 point thunder hammers, etc...
It's almost like most of these suggestions, unlike mine, forget they have other weapons...
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Post by: Saturmorn Carvilli
SputnikDX wrote:Three changes:
1. Give Terminators a form of Relentless that lets them fire heavy weapons without penalty.
2. Give vanilla Terminators a "Terminator Power Fist" weapon. It costs 0 points. Base Terminators are now 28 ppm. 5 Terminators are now 144 points minimum instead of 192.
3. To account of this drop in regular Terminators, reduce Assault Terminator costs to 22 (4 more than Vanguard Veterans). Mandatory wargear will bring their minimum to 34ppm and maximum of 43.
Also as a secondary change, reducing the base cost of Land Raiders would make Terminators a more fieldable option.
As mentioned already, some consideration for the cheaper power weapons should be considered. Especially, when Chaos Terminators don't default to the power fist and instead have the power axe. Another, Chaos thing to remember is Tzeentch Psykers can add Tzeentch Marked Marines an addition 1 to invulnerable saves so reducing Terminator Invulnerable Saves to 4+ could give a Chaos Unit of Terminators a 3+ Save. I am just stating this as it appears some posters are forgetting about Chaos Terminators which are a little different and could have unintended deficits or exploits. I already make use of the Terminator Sorceror to deep strike my Terminators in and increase my chances of getting the charge (Warp Time) and getting hits in (Prescience). If I could give them a +3 (if their Invulverable save was lowered) Invul, I would as that could take the entire game to deal with.
Personally, I lean toward making terminators harder to kill some how. If can keep them on the table twice as long, I don't need double the firepower, and I can have a tough to shift objective secure unit potentially on what should be an easy to hold enemy objective. I think the points are a good spot for what I think Terminators should accomplish as well as good limit to how many will be included in an army list. I like the idea of the extra wound or the Abaddon-like half damage idea. I wouldn't complain about also getting a WS/ BS or Relentless buff to make up for the combi-weapon/power fist penalties.
I don't have enough experience yet to know how much is needed to dial terminators in a little better. My terminators have largely fought space marines with bolters and plasma with limited re-rolls and obviously do pretty well under those conditions. However, I have already noticed that they don't cover their point cost once AP, Mortal and/or multi-wound damage is introduced. No matter what I will keep Terminators in my lists as I like the idea of them and the models too. However, I do want them to play like the role their description which I don't think they are nearly close enough even grading on the curve of tabletop vs. fluff.
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Post by: mrhappyface
So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
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Post by: Xenomancers
mrhappyface wrote:So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
For me? They went from unusable to unusable. But now they are even unusable in friendly games - people around here play with beta rules.
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Post by: SputnikDX
mrhappyface wrote:So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
What's the CSM buff that they lost?
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Post by: Ice_can
SputnikDX wrote: mrhappyface wrote:So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
What's the CSM buff that they lost?
They can no longer warp time after deepstrike, so they are back to the full 9inch charge on 2d6 gamble.
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Post by: jcd386
They are still about the same. You can call the deepstrike nerf a termy nerf, but everything else that deepstrikes got hit too, and some other units were better at it than termies are so it doesn't bother me much.
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Post by: Daedalus81
Deepstrike charge w/ reroll is ~70%.
Warptime w/ a deny attempt is ~75% success.
There are certainly ways to force WT through for TS and some opponents won't have psykers, but it's largely the same overall chance of success.
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Post by: Zid
Ice_can wrote: SputnikDX wrote: mrhappyface wrote:So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
What's the CSM buff that they lost?
They can no longer warp time after deepstrike, so they are back to the full 9inch charge on 2d6 gamble.
Where'd ya see that? I downloaded all the faqs and didn't catch that
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Post by: Daedalus81
Zid wrote:Ice_can wrote: SputnikDX wrote: mrhappyface wrote:So where do Terminators stand now? Now that they are relegated to turn 2 deepstrike and CSM Terminators lost their buff over loyalist ones?
What's the CSM buff that they lost?
They can no longer warp time after deepstrike, so they are back to the full 9inch charge on 2d6 gamble.
Where'd ya see that? I downloaded all the faqs and didn't catch that
Here:
https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_rulebook_en-1.pdf
Page 5.
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Post by: AlmightyWalrus
No it isn't, it's 52% assuming you save a CP to reroll only one die when it's better than a full reroll.
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Post by: Zid
AHHHH I missed a FAQ, thank you!
95738
Post by: mrhappyface
What kind of maths are you using?
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Post by: Daedalus81
AlmightyWalrus wrote:
No it isn't, it's 52% assuming you save a CP to reroll only one die when it's better than a full reroll.
Sorry bad math. I get 58% though.
4/32 fail regardless
10/32 succeed
4/32 need a 3+
6/32 need a 4+
7/32 need a 5+
6/32 need a 6+
95738
Post by: mrhappyface
Daedalus81 wrote: AlmightyWalrus wrote:
No it isn't, it's 52% assuming you save a CP to reroll only one die when it's better than a full reroll.
Sorry bad math. I get 58% though.
4/32 fail regardless
10/32 succeed
4/32 need a 3+
6/32 need a 4+
7/32 need a 5+
6/32 need a 6+
Pardon my French but you wot?
There are 36 outcomes on 2d6 not 32 and you have 37 possible outcomes listed there.
35086
Post by: Daedalus81
mrhappyface wrote: Daedalus81 wrote: AlmightyWalrus wrote:
No it isn't, it's 52% assuming you save a CP to reroll only one die when it's better than a full reroll.
Sorry bad math. I get 58% though.
4/32 fail regardless
10/32 succeed
4/32 need a 3+
6/32 need a 4+
7/32 need a 5+
6/32 need a 6+
Pardon my French but you wot?
There are 36 outcomes on 2d6 not 32 and you have 37 possible outcomes listed there.
32 is a typo. I dunno wat da fuq I did for 37 though.
Automatically Appended Next Post:
Ok there.
4/32 fail regardless
10/32 succeed
4/32 need a 3+
6/32 need a 4+
7/32 need a 5+
5/32 need a 6+
So, yea, 52...ignore me.
95738
Post by: mrhappyface
The highest percentage you can get is ~57%: that's with re-rolls to charge and a command re-roll at your disposal.
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