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![[Post New]](/s/i/i.gif) 2015/11/23 18:40:09
Subject: Making terminators work
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Fresh-Faced New User
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Hey All,
I'm a DA player who goes mostly pure Ravenwing these days, though this weekend I was looking at my Deathwing models and remembered how sweet they were. I would really like to put together a semicompetative list utilizing more terminators in conjunction with my Bikes.
The problem with terminators the way I see it is they are so expensive and bring a minimal amount of fire power. DW knights are awesome but they don't move around the board very fast and have no ranged capabilities if you can't chase someone down.
I guess what I am asking here is what is the best load out for a regular Termy squad? do they work best by keeping them shooty? Assault cannons? Cyclone missle launcher?
Side question, Grey Knight terminators are cheaper, have more utility, can come in turn 1 with no scatter using my bikes, and I could bring a dread knight as well. Would I be better off allying with Grey Knights rather than Deathwing?
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![[Post New]](/s/i/i.gif) 2015/11/23 18:49:21
Subject: Making terminators work
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Locked in the Tower of Amareo
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This thread has been done to death. There really is no way to make 2+ T4 W1 infantry work in 7th. There are too many weapons that kill them death or attrition them out. Paying for the powerfists is just murder.
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![[Post New]](/s/i/i.gif) 2015/11/23 18:50:06
Subject: Making terminators work
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Rotting Sorcerer of Nurgle
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Grey knights... the only terminators that are worth it
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H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
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![[Post New]](/s/i/i.gif) 2015/11/23 18:51:24
Subject: Making terminators work
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Locked in the Tower of Amareo
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![[Post New]](/s/i/i.gif) 2015/11/23 19:20:59
Subject: Making terminators work
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Fresh-Faced New User
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That was kinda what I was thinking too. Instead of deathwing I'd bring a couple of Grey Knight terminators, a GK libby, and a Dread Knight.
Do you think that would be much more viable?
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![[Post New]](/s/i/i.gif) 2015/11/23 19:22:33
Subject: Making terminators work
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Longtime Dakkanaut
The ruins of the Palace of Thorns
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Play Zone Mortalis. They absolutely kick arse in boarding actions. As they should.
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![[Post New]](/s/i/i.gif) 2015/11/23 19:40:04
Subject: Making terminators work
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Bounding Assault Marine
Leominster
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GK terminators are pretty amazing. I like doing one squad and then a Paladin Squad with a libby for each. It gets gak done.
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"I was never a Son of Horus. I was and remain a Luna Wolf. A proud son of Cthonia, a loyal servant of the Emperor."
Recasts are like Fight Cub. No one talks about it, but more people do it then you realize.
Armies.
Luna Wolves 4,000 Points
Thousand Sons 4,000 Points. |
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![[Post New]](/s/i/i.gif) 2015/11/23 19:42:15
Subject: Making terminators work
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Locked in the Tower of Amareo
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LunaWolvesLoyalist wrote:GK terminators are pretty amazing. I like doing one squad and then a Paladin Squad with a libby for each. It gets gak done.
I usually see squads like this die under a sea of grav/D/scatterlaser/plasma/ IA fire.
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![[Post New]](/s/i/i.gif) 2015/11/23 22:41:44
Subject: Making terminators work
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Slashing Veteran Sword Bretheren
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I still use terminators every now and then. Here's how you want to do it.
Chaplain
assault terminators, 4 w/ TH/SS and 1 with LC
2 Astra Militarum Priests.
Inquisitor w/ ordo hereticus and whatever grenades you can buy
in Land Raider
So the Ordo hereticus on the Inquisitor will (on a roll of 1-10) allow you to scout your Land Raider 12" forward.
This gets you halfway across the field and closer to enemies so that even if you get immobilized or wrecked, you are still close enough to get in the fight on foot.
Land raider is assault vehicle. So with that scout, you are guaranteed a 2nd turn charge. Once in close combat you can use the Priests' Hymns to reroll failed armor/invuln saves, and failed to-wound rolls. So with the chaplain you are already re-rolling to-hits but with the priests, you pretty much get to reroll everything. And yes, that means a 2+ rerollable armor save on all the termies.
Fun note, if you go Blood Angels you can add a Sanguinary Priest to the unit and give them FNP.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/11/23 22:58:41
Subject: Making terminators work
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Longtime Dakkanaut
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You can give them FnP regardless of BA faction or not.
Priest does give make them WS5 though if they are BA.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/11/24 00:28:06
Subject: Making terminators work
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Secretive Dark Angels Veteran
Canada
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it doesnt really happen im sorry if your wanting to be competitive, if your in a casual setting they can sometimes be okay especially against other marines and certain xenos armies like orks and even dark eldar.
beyond them...ummm... space hulk?
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2015/11/24 02:32:18
Subject: Making terminators work
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Boosting Space Marine Biker
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The problem is they're a half melee unit half that goes last and a half shooty unit that doesn't shoot to well
That said they do still punch things like MC to death REAL quickly but they're pretty average vs cheaper squads
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![[Post New]](/s/i/i.gif) 2015/11/24 02:39:06
Subject: Making terminators work
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Longtime Dakkanaut
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If you are trying to make straight SM marines good, not many ways to do it. The Strike Force Ultra Dataslate, not the one in the new Codex, works pretty well for it since you are basically getting free bonuses. and only need 10 Termies and a landraider.
Scouts can make Terminators a little better if you have the homing beacon. If you can get "Move through cover" on them from the warlord trait, you can DS in to terrain safely which makes Tac Termies a bit more durable.
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![[Post New]](/s/i/i.gif) 2015/11/24 05:01:56
Subject: Making terminators work
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Angelic Adepta Sororitas
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TH/SS terminators are still pretty good-
But you need to have a solid list that they fit in.
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![[Post New]](/s/i/i.gif) 2015/11/24 05:03:16
Subject: Making terminators work
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Regular Dakkanaut
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i like to run termies in fun games
the only semi-competitive games i play termies in are either a deathwing knight deathstar, or in really high point games when having a bunch of firepower appear wherever you want can be useful and the points for it dont matter all that much
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![[Post New]](/s/i/i.gif) 2015/11/24 05:13:42
Subject: Making terminators work
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!!Goffik Rocker!!
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They have issues but not nearly as worthless as many people like to make them look.
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![[Post New]](/s/i/i.gif) 2015/11/24 05:14:25
Subject: Re:Making terminators work
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Grim Dark Angels Interrogator-Chaplain
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For my Dark Angels, I have used a sort of mini-deathstar with Deathwing Knights before. Basically take a regular squad of 5 knights, add an Interrogator-chaplain (he doesn't necessarily have to have terminator armor) and Ezekiel, and give them a Land Raider Crusader/Redeemer. Ezekiel gives the whole unit +1 attack, and the Chappy gives them rerolls to hit on the first round of combat. I wouldn't recommend this for tournament play as it is a SLOW unit, but it is fun, especially if you have Ezekiel run Interromancy and/or Telepathy (Righteous Repugnance from Interromancy can give the unit yet another attack on the charge, and Invis, well, 'nuff said!).
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![[Post New]](/s/i/i.gif) 2015/11/24 05:22:19
Subject: Re:Making terminators work
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Regular Dakkanaut
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ZergSmasher wrote:For my Dark Angels, I have used a sort of mini-deathstar with Deathwing Knights before. Basically take a regular squad of 5 knights, add an Interrogator-chaplain (he doesn't necessarily have to have terminator armor) and Ezekiel, and give them a Land Raider Crusader/Redeemer. Ezekiel gives the whole unit +1 attack, and the Chappy gives them rerolls to hit on the first round of combat. I wouldn't recommend this for tournament play as it is a SLOW unit, but it is fun, especially if you have Ezekiel run Interromancy and/or Telepathy (Righteous Repugnance from Interromancy can give the unit yet another attack on the charge, and Invis, well, 'nuff said!).
when i do that i personally like to make it the dark angels librarius conclave for that little more psychic punch
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![[Post New]](/s/i/i.gif) 2015/11/24 17:57:32
Subject: Making terminators work
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Locked in the Tower of Amareo
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Icculus wrote:I still use terminators every now and then. Here's how you want to do it.
Chaplain
assault terminators, 4 w/ TH/ SS and 1 with LC
2 Astra Militarum Priests.
Inquisitor w/ ordo hereticus and whatever grenades you can buy
in Land Raider
So the Ordo hereticus on the Inquisitor will (on a roll of 1-10) allow you to scout your Land Raider 12" forward.
This gets you halfway across the field and closer to enemies so that even if you get immobilized or wrecked, you are still close enough to get in the fight on foot.
Land raider is assault vehicle. So with that scout, you are guaranteed a 2nd turn charge. Once in close combat you can use the Priests' Hymns to reroll failed armor/invuln saves, and failed to-wound rolls. So with the chaplain you are already re-rolling to-hits but with the priests, you pretty much get to reroll everything. And yes, that means a 2+ rerollable armor save on all the termies.
Fun note, if you go Blood Angels you can add a Sanguinary Priest to the unit and give them FNP.
It's still assault in 7th ed. And that's a huge amount of points.
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![[Post New]](/s/i/i.gif) 2015/11/24 18:43:44
Subject: Making terminators work
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Sunstripe wrote:Hey All,
I'm a DA player who goes mostly pure Ravenwing these days, though this weekend I was looking at my Deathwing models and remembered how sweet they were. I would really like to put together a semicompetative list utilizing more terminators in conjunction with my Bikes.
The problem with terminators the way I see it is they are so expensive and bring a minimal amount of fire power. DW knights are awesome but they don't move around the board very fast and have no ranged capabilities if you can't chase someone down.
I guess what I am asking here is what is the best load out for a regular Termy squad? do they work best by keeping them shooty? Assault cannons? Cyclone missle launcher?
Side question, Grey Knight terminators are cheaper, have more utility, can come in turn 1 with no scatter using my bikes, and I could bring a dread knight as well. Would I be better off allying with Grey Knights rather than Deathwing?
I have had an inordinate amount of success beating up on Deathwing armies. I don't mean beating them by games end. I mean pounding them. I don't know what it is, since they ar5e so doughty but when War Convocations can sling as much AP 2 death as they can and what not... 2+ armor just really isn't what it once was unless coupled with high Toughness such as what Chaos Terminators can achieve.
I consider myself to be a pretty inventive guy but I have seen no good way to actually make a Deathwing army work on its own. Now when you look at adding a contingent to other forces, the synergy works a ton better and since that is what you want to know, let me ask you:
Do you mean struictly speaking Terminators? Or are you willing to entertain the Knights that carry the mauls? How many points are you dedicating to the contingent?
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/24 18:57:03
Subject: Re:Making terminators work
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Longtime Dakkanaut
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What has always crushed terminators is their to slow. They want to be in combat but getting there requires expensive assault vehicles. If there was a cheap assault vehicle available to Marines they would be more usable. Unfortunately GW has decided that they want assault to be harder than ever and for infantry its often not worth it.
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![[Post New]](/s/i/i.gif) 2015/11/24 19:18:20
Subject: Making terminators work
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Slashing Veteran Sword Bretheren
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Martel732 wrote: Icculus wrote:I still use terminators every now and then. Here's how you want to do it.
Chaplain
assault terminators, 4 w/ TH/ SS and 1 with LC
2 Astra Militarum Priests.
Inquisitor w/ ordo hereticus and whatever grenades you can buy
in Land Raider
So the Ordo hereticus on the Inquisitor will (on a roll of 1-10) allow you to scout your Land Raider 12" forward.
This gets you halfway across the field and closer to enemies so that even if you get immobilized or wrecked, you are still close enough to get in the fight on foot.
Land raider is assault vehicle. So with that scout, you are guaranteed a 2nd turn charge. Once in close combat you can use the Priests' Hymns to reroll failed armor/invuln saves, and failed to-wound rolls. So with the chaplain you are already re-rolling to-hits but with the priests, you pretty much get to reroll everything. And yes, that means a 2+ rerollable armor save on all the termies.
Fun note, if you go Blood Angels you can add a Sanguinary Priest to the unit and give them FNP.
It's still assault in 7th ed. And that's a huge amount of points.
Oh it's an absurd amount of points. But the question was, how do you make Terminators work. And thats really the answer, spend a ton of points on them and ally in 2 different codices to get some cool buffs and tricks.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2015/11/24 20:51:02
Subject: Making terminators work
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Fresh-Faced New User
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Jancoran wrote:Sunstripe wrote:Hey All,
I'm a DA player who goes mostly pure Ravenwing these days, though this weekend I was looking at my Deathwing models and remembered how sweet they were. I would really like to put together a semicompetative list utilizing more terminators in conjunction with my Bikes.
The problem with terminators the way I see it is they are so expensive and bring a minimal amount of fire power. DW knights are awesome but they don't move around the board very fast and have no ranged capabilities if you can't chase someone down.
I guess what I am asking here is what is the best load out for a regular Termy squad? do they work best by keeping them shooty? Assault cannons? Cyclone missle launcher?
Side question, Grey Knight terminators are cheaper, have more utility, can come in turn 1 with no scatter using my bikes, and I could bring a dread knight as well. Would I be better off allying with Grey Knights rather than Deathwing?
I have had an inordinate amount of success beating up on Deathwing armies. I don't mean beating them by games end. I mean pounding them. I don't know what it is, since they ar5e so doughty but when War Convocations can sling as much AP 2 death as they can and what not... 2+ armor just really isn't what it once was unless coupled with high Toughness such as what Chaos Terminators can achieve.
I consider myself to be a pretty inventive guy but I have seen no good way to actually make a Deathwing army work on its own. Now when you look at adding a contingent to other forces, the synergy works a ton better and since that is what you want to know, let me ask you:
Do you mean struictly speaking Terminators? Or are you willing to entertain the Knights that carry the mauls? How many points are you dedicating to the contingent?
Do you mean the DW Knights? Yeah of course I'd consider them. I think they are the coolest unit in the Dex. Pointswise I am flexible, though I think its better to keep Ravenwing as the focus.
Honestly right now I am leaning towards Grey Knight allies. Drop a couple of termie squads + librarian, and a DreadKnight on turn one. Cheaper than DW, batteries for psychic powers, and brings a MC. Whats not to love?
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![[Post New]](/s/i/i.gif) 2015/11/24 20:53:13
Subject: Making terminators work
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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I've had a moderate amount of success with assault termies. For you though I would look into Deathwing Knights. Those guys are murderous when they get to combat. T5 when base to base makes them really hard to shift.
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2015/11/25 05:38:39
Subject: Making terminators work
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Sunstripe wrote:
Do you mean the DW Knights? Yeah of course I'd consider them. I think they are the coolest unit in the Dex. Pointswise I am flexible, though I think its better to keep Ravenwing as the focus.
Honestly right now I am leaning towards Grey Knight allies. Drop a couple of termie squads + librarian, and a DreadKnight on turn one. Cheaper than DW, batteries for psychic powers, and brings a MC. Whats not to love?
Hard to argue. I also play Grey Knights. I am not as sold on their Terminators as much as their Paladins, but the DreadKnight is very sexy indeed.
The Knights are also one of my favorites. Given that the Termies may not survive, in small units to do damage for the entire game they can, nonetheless, put an absolutely horrendous hurting on SOMETHING good before they say good night. Those things made me really love that codex even though I totally respect Ravenwing more.
If you went with Grey Knights, there would be less bitching about including the stuff like the inquisitor and/or Priests. Added bonus.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/25 06:06:25
Subject: Making terminators work
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Decrepit Dakkanaut
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Does Belial allow perfect Deep Striking for ANY Terminator squad he's in, or just Dark Angels ones?
It would be a cutesy idea to throw him in a Paladin squad with an Apothecary and stuff, and Deep Strike them T2 or 3 and unleash Psycannons and stuff I guess.
It's only cutesy though for a reason.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/11/25 07:53:06
Subject: Making terminators work
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Furious Fire Dragon
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Termies suck in competitive or semi competitive environment. I run Grey Knights and I find that you either have to resolve to NSF in order to take a chance to deepstrike, or you have to resolve in a Stormraven or even worse a Land raider in order to deliver termies where they are supposed to be. They lack the appropriate shooting, although psycannon is still good on them and they lack the appropriate CC punch. If you upgrade them into paladins then you are making the cost problem even worse :(
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Got milk?
All I can say about painting is that VMC tastes much better than VMA... especially black...
PM me if you are interested in Commission work.
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![[Post New]](/s/i/i.gif) 2015/11/25 08:55:39
Subject: Making terminators work
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Thinking of Joining a Davinite Loge
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Tyrant siege terminators are pretty awesome IMHO.
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There is no Zuul, there is only war!
30k Death Guard W:8 L:5: D:1
Mechanicum W:4 L:2 D:1
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![[Post New]](/s/i/i.gif) 2015/11/25 09:48:46
Subject: Making terminators work
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Stalwart Tribune
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Do not forget CSM termicide. They are playable (maybe because CSM have no drop pods).
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If you wish to grow wise, learn why brothers betray brothers. |
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![[Post New]](/s/i/i.gif) 2015/11/25 11:16:11
Subject: Making terminators work
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!!Goffik Rocker!!
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Csm terminators are good. They don't have a plephora of special rules like their royal counterparts but they come in squads of 3 and with combi-weapons. Yep, and csm don't have cheap effective toys like grav and pods.
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