Switch Theme:

How best to incorporate Regular Terminators into an SM army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




I'd like to find a way of adding a 10-man squad of regular Terminators to my army. I typically run a Vulkan list, but would most likely use them with a different HQ.

I've got a few questions:
1. How do you run your 10-man Terminator Squads?
2. What units in the Space Marine Codex have the best synergy with them?
3. How do you equip them?

Thanks!
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Lysander + 10 Termies w/ 2 Cyclone MLs would be fun. You could Deep Strike them in for some massive S4 shenanigans. Assault Cannons are fun, as well, but fare better in large numbers. They also replace your Storm Bolters, which reduces the benefit of Lysander (should you field him).

Also remember that you can field a Land Raider (or variant) as a dedicated transport for the Terminators. Even though a 10-man squad wouldn't fit into it, you could use it for another of your units, or combat squad half of them into it (with your HQ). This might work well with Vulkan and a pair of Heavy Flamers, but I find TH/SS Terminators to be better suited for our Salamander friend.

I plan on using mine as described at the beginning of my post, minus Lysander, in my 2500 point list (my HQ slots are filled by Vulkan and Khan).

Alternatively, you could also purchase a Drop Pod for 5 of them, equip it with a Locator Beacon, and Deep Strike the other 5 in range for support later in the game.

This message was edited 1 time. Last update was at 2009/06/02 20:51:43


 
   
Made in us
Hurr! Ogryn Bone 'Ead!



CT

With a 10 man squad you would most likely be deep striking them or using them with a librarian that had gate of infinity to provide mobility for them.
assault cannons or CMLs are both very solid choices as they can be good against infantry and mesh well with the storm bolters and also can damage vehicles reasonably well. With teleport attack or gate I don't think the opportunity to utilize heavy flamers will present itself. On the other hand heavy flamers do mesh well with Vulkan so there will be synergy there.
Regular terminators seem to mesh well with units that can provide a way to keep them from scattering (teleport homers and locator beacons.)

Also keep in mind that the Librarian's gate of infinity does not work with teleport homers if you decide to go that route.
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Ooh. I forgot about Gate. A Terminator Epistolary attached to them with Gate and Vortex would be great.
   
Made in us
Regular Dakkanaut





I incorporated 10 terminators by removing their arms and replacing them with thunderhammers and storm shields

Seriously though, I used to use them a lot in 4th edition:

1.) They put out great shooting since 5 guys could have 2 assault cannons.
2.) They'll almost never make their points back via assault: a 5+ invulnerable save and going last just doesn't cut it against other serious assault units.
3.) Therefore, I used them as a shooty unit and a last-ditch counter assault.

In 5th edition, they can only take 1 assault cannon which almost halves their shooting power. Their ability to assault remains unchanged.

My opinion therefore, is that they're not worth taking.

If you're bent on using them, what I'd suggest is giving those 10 terminators cyclone missiles, and running them up a flank to get side shots on vehicles and killing transports. Avoid assaults with them. Tarpit units (large, cheap assault units) are definitely the bane of regular terminator squads, what I recommend for support would be a tac. squad with a flamer and a razorback (assault cannon razorback).

There you go using your ?common sense? again.
-Mannahnin 
   
Made in us
Rough Rider with Boomstick





I like to run a 10man squad with a AC & CML.

You can combat squad them and hit different targets, or drop the whole mess together.

Obviously, you want to get these guys in cover. There are too many ap2 weapons out there, and 5+ inv just do not give enough protection against them. Basically, keep them in cover and force your opponent to come and get them, while the rest of your force does their thing.

They're not as brutally effective as AssTerms, but normal Terms are still a good unit that is tactically flexible.

The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in us
Fresh-Faced New User




Some great replies, thanks! This is very helpful. Outside of Deathwing I just wasn't sure how folks were using Reg. Terminators.
   
Made in us
Dominar






As others have said, take advantage of their 24" range and utilize them as a static firebase from a covered position. If you take a Master of the Forge then you can also give them a 3+ cover save, and they basically become a shooty AssTerm. With dual cyclone missile launchers they become a threat to all troops, MCs, and light mech, but are virtually immune to all but the most concentrated fire. A big advantage to shooty terminators is that they can provide gunline as well as counterassault.
   
Made in us
Fixture of Dakka






on board Terminus Est

The storm shield - thunder hammer is just too good to spend the points on tactical terminators.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in ca
Sneaky Sniper Drone






I run them with a chaplain. Not the greatest thing tactically, but it does work for me 3 games out of 4. Deep strike, shoot the nearest thing and then hopefully you'll get to charge next turn. It's all about where you drop yourself.

My Armies:
2500 pts [very little paint]
3 battlesuits 
   
 
Forum Index » 40K General Discussion
Go to: