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Made in us
Decrepit Dakkanaut




 Elbows wrote:
I think one of the main issues here is that you guys are trying to fix Terminators when the reality is that the game itself needs fixing. It's become a jumbled mess of a thousand special rules...and increasingly large models which inundates the game with a ridiculous amount of super high power weaponry.

The game is broken, not the unit.

The unit wasn't good to begin with...

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.
 
   
Made in us
Powerful Phoenix Lord





Nonsense. When do you consider it "began"? 2nd edition etc. terminators were plenty powerful/dangerous/durable.
   
Made in us
Decrepit Dakkanaut




Seeing as people here mostly agree that Terminators were average in 2nd, I can guess around that time period.

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.
 
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




 Elbows wrote:
The game is broken, not the unit.

Ha ha. I should make a dakkadakka guide to "fixing units".

Unit dies easily? Add 1T, +1W, or FNP
Unit has mediocre firepower? Add Shred or Assault 3
Unit is melee? Allow charge from DS or assaulting from transport
Unit has random psychic powers? Allow it to choose powers
Unit is undercosted MC/GMC? Turn it into a walker
Unit is CSM? Refer to 3.5th era codex, complain at length about GW, receive mod warning after enthusiastically debating merits of Mutilators
Unit is Blood Angel faction? You should probably just proxy as Space Marines
Unit is Eldar/Necron/Tau? L2P please

That about covers it. We're well on our way to creating a better 40k

This message was edited 1 time. Last update was at 2016/06/05 02:04:32


 
   
Made in us
Powerful Phoenix Lord





Slayer-Fan123 wrote:
Seeing as people here mostly agree that Terminators were average in 2nd, I can guess around that time period.


Sure...seems legit. You guys have some weird memories.
   
Made in ca
Commander of the Mysterious 2nd Legion





I do agree the problem with termies can be summed up as "too much high AP weaponry" AP2 and even AP3 should be kinda rare. the problem with massed fire is a differant problem all together and mostly comes from the upscaling. one fix might be to give termies a special ability that lets them take an armor save and an invul save vs the same attack.

Opinions are not facts please don't confuse the two 
   
Made in us
Decrepit Dakkanaut




Yoyoyo wrote:
 Elbows wrote:
The game is broken, not the unit.

Ha ha. I should make a dakkadakka guide to "fixing units".

Unit dies easily? Add 1T, +1W, or FNP
Unit has mediocre firepower? Add Shred or Assault 3
Unit is melee? Allow charge from DS or assaulting from transport
Unit has random psychic powers? Allow it to choose powers
Unit is undercosted MC/GMC? Turn it into a walker
Unit is CSM? Refer to 3.5th era codex, complain at length about GW, receive mod warning after enthusiastically debating merits of Mutilators
Unit is Blood Angel faction? You should probably just proxy as Space Marines
Unit is Eldar/Necron/Tau? L2P please

That about covers it. We're well on our way to creating a better 40k

This is true. I'd say little of this forum knows how to balance things.

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.
 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Yoyoyo wrote:
 Elbows wrote:
The game is broken, not the unit.

Ha ha. I should make a dakkadakka guide to "fixing units".

Unit dies easily? Add 1T, +1W, or FNP
Unit has mediocre firepower? Add Shred or Assault 3
Unit is melee? Allow charge from DS or assaulting from transport
Unit has random psychic powers? Allow it to choose powers
Unit is undercosted MC/GMC? Turn it into a walker
Unit is CSM? Refer to 3.5th era codex, complain at length about GW, receive mod warning after enthusiastically debating merits of Mutilators
Unit is Blood Angel faction? You should probably just proxy as Space Marines
Unit is Eldar/Necron/Tau? L2P please

That about covers it. We're well on our way to creating a better 40k


Truer words have not been spoken.

But if you did that, then we'd have nothing to complain argue talk about!


 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Locked in the Tower of Amareo




 Elbows wrote:
Nonsense. When do you consider it "began"? 2nd edition etc. terminators were plenty powerful/dangerous/durable.


No, they weren't. Stormbolters were still terrible, and krak missiles and lascannons turned them into soup. As did genestealers.
   
Made in us
Dakka Veteran




Eastern Washington

Martel732 wrote:
 Elbows wrote:
Nonsense. When do you consider it "began"? 2nd edition etc. terminators were plenty powerful/dangerous/durable.


No, they weren't. Stormbolters were still terrible, and krak missiles and lascannons turned them into soup. As did genestealers.


I'll give "storm bolters were always terrible", but tda saves were bad? 3+ on 2d6 was pretty sweet. I used to walk Grey Knights through Squat plasma cannon fire.

4,000 Word Bearers 1,500 
   
Made in us
Locked in the Tower of Amareo




 Red Marine wrote:
Martel732 wrote:
 Elbows wrote:
Nonsense. When do you consider it "began"? 2nd edition etc. terminators were plenty powerful/dangerous/durable.


No, they weren't. Stormbolters were still terrible, and krak missiles and lascannons turned them into soup. As did genestealers.


I'll give "storm bolters were always terrible", but tda saves were bad? 3+ on 2d6 was pretty sweet. I used to walk Grey Knights through Squat plasma cannon fire.


They weren't bad, but lack of offense always doomed them. Plus, if you pointed the right weapons at them, they still died quickly. Plasma was very different in 2nd.
   
Made in gb
Longtime Dakkanaut






The ruins of the Palace of Thorns

 Konrax wrote:
Terminators are meant to fill the roll of durable hold the line type unit. Sure they will eventually grinde down an enemy, but exceptional ranged damage is left to centurions and heavy weapons teams.


They've absolutely never ever been meant to fill that role. They've always been THE elite strike unit.

I'll say again that the solution is no to make them better defensively or offensively, but to make them better at maneuvering, and especially straight after teleporting. To me, this has kinda been done with some formations already, so my proposed solution is to let them make an initiative check. If successful, they can either run and shoot, or charge from deep strike, depending on the flavour of terminator. That way, deep striking into a dangerous position is still very risky - you MIGHT get to charge, but you might fail and get shot to hell... so where do you want to deploy?

Though guards may sleep and ships may lay at anchor, our foes know full well that big guns never tire.

Posting as Fifty_Painting on Instagram.

My blog - almost 40 pages of Badab War, Eldar, undead and other assorted projects 
   
Made in tt
Twisting Tzeentch Horror




Canada

 Fifty wrote:
 Konrax wrote:
Terminators are meant to fill the roll of durable hold the line type unit. Sure they will eventually grinde down an enemy, but exceptional ranged damage is left to centurions and heavy weapons teams.


They've absolutely never ever been meant to fill that role. They've always been THE elite strike unit.

I'll say again that the solution is no to make them better defensively or offensively, but to make them better at maneuvering, and especially straight after teleporting. To me, this has kinda been done with some formations already, so my proposed solution is to let them make an initiative check. If successful, they can either run and shoot, or charge from deep strike, depending on the flavour of terminator. That way, deep striking into a dangerous position is still very risky - you MIGHT get to charge, but you might fail and get shot to hell... so where do you want to deploy?


I would disagree, they aren't bikes, and deep strike suicide units are better filled by drop pod vets. Melee terminators function well offensively, but regular ones aren't good at anything in particular. Mainly because their only real advantage, which is their armour, fails to statistically protect them for their price against all forms of fire.

3000 Points Tzeentch 
   
Made in ca
Angelic Adepta Sororitas




earth

errrbody talkin bout termies while the big meaty man sit down and weep.

Poor Ogryns.
   
 
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