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Made in us
Boosting Space Marine Biker






For the most part I've ran with assault terminators (usually a mix of LC and TH/SS), but one problem I've had on more than one occasion is when their transport is popped and they are forced to footslog. What I'm wondering is rather or not people are finding shooty terms more useful even though they are less effective in CC (and more expensive if you plan on giving them some upgrades).
   
Made in fi
Sneaky Striking Scorpion






Finland

While I do think shooty terminators can be useful and I use them from time to time.

But assault terminators can be sooo amazing its not even funny.

Yesterday at a tournament (game 1) I took down :

Canis Wolfborn
10 man bloodclaw pack with some armor ignoring weapons
10 man bloodclaw pack with some armor ignoring weapons and lukas the trickster
1 Rhino

without losing even half my squad ( 7[5x TH/SS, 2x LC] terms + 1 term chaplain)

However at game 2 and 3 my land raider got immobilized turn 1 and they killed :
Game 2,
A Large Boy squad
Warboss
Then they were wiped out by an amazing hi-str shock attack gun thingiemojingie.
(rolled a bounch of 1s n 2s for the saves)


Game 3,
Chaos Dreadnought
Chaos Vindicator
Then they footslogged slowly towards the next foe, but failed to reach them before the game ended.

However, other than maybe perhaps against the orks, I highly doubt the shooty terminators would do much better.




 
   
Made in th
Screeching Screamer of Tzeentch



Bangkok, Thailand

I run my assualt termies with TH and SS for all of them. They can survive a crap ton of AP1 or 2 shots.
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

i'd say the answer depends on which codex you're using. if you're strongly preferring the TH/SS, you're probably playing 5th edition vanilla marines as they don't pay extra for a blanket 3+ invul save. i'd agree that they're the most cost effective choice in that codex. for daemonhunters, BA, DA, and BT the storm shield is a 4+ invul in close combat only (and in some books only against ONE opponent!). in those cases, i'd rather have the option of shooting before charging as i need to take down one or two more enemy models before they attack since i won't be as survivable. for SW, it's about even. they actually pay what the TH/SS is worth unlike vanilla marines so it's a judgement call there.
   
Made in us
Fixture of Dakka



Chicago, Illinois

I always equip 1 LC per 2 Thunderhammers. It works rather well.

Ie

6 Terms ; 2 with LC , 2 w/ TH

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Automated Rubric Marine of Tzeentch






VA Beach

I always DS my termies, and they always have LCs, melta-gun combi-weapons, and one has a heavy flamer.

1 of 2 things happens.

1) they destroy everything
2) they draw fire


Let the galaxy burn.

 
   
Made in us
Storm Trooper with Maglight




Greenville, South Cacky-Lacky

Hollismason wrote:I always equip 1 LC per 2 Thunderhammers. It works rather well.

Ie

6 Terms ; 2 with LC , 2 w/ TH


Ya mean 2 with LC, 4 w/TH, right?

Alles klar, eh, Kommissar? 
   
Made in gb
Fresh-Faced Inquisitorial Acolyte





I love using my WG as almost bodyguards for my main HQ, as they're incredibly good, and fairly cheap.

EX

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Lord Vandires reply: "I can't die, I'm too busy to die"


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Made in us
Longtime Dakkanaut






Los Angeles, CA

Gridge wrote:For the most part I've ran with assault terminators (usually a mix of LC and TH/SS), but one problem I've had on more than one occasion is when their transport is popped and they are forced to footslog. What I'm wondering is rather or not people are finding shooty terms more useful even though they are less effective in CC (and more expensive if you plan on giving them some upgrades).


This is one of those things that is very specific to your meta-game.

A lot of the responses you are going to get are basically going to say, 'You can't afford to not have a 3+ invulnerable'. And according to their experience with large blast ap2 or plasma/melta, they'd be correct.

But look at THSS this way. Every time that unit takes no saves or takes their 2+ saves, then shooty terminators are better. if in your games you find yourself making a ton of 2+ save attempts or no save attempts, then you really ought to try out the shooty ones.

In my recent tournament attendance I have not seen a single shooty terminator unit however, so my expectation is that assault terms either needs their 3++ save, or their increased CC ability is more needed than more shooting.

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Made in us
Rampaging Chaos Russ Driver





Im about to test out a 10 man squad with 2 cyclones and lysander here pretty soon. Assault terminators are cool, but they are a one trick pony. If I see your raider with them, my eldar can pop the thing and then run and hide the rest of the game.


http://www.youtube.com/watch?v=HBeivizzsPc 
   
Made in us
Stealthy Warhound Titan Princeps






well, if you throw lysander into the squad, your 10 man squad is just as durable against most weapons as a TH/SS squad... spread out so a blast only hits 1 guy, and take all saves on lysander. he's there to catch lascannons!
   
Made in us
Lethal Lhamean






Venice, Florida

Shep wrote:This is one of those things that is very specific to your meta-game.

A lot of the responses you are going to get are basically going to say, 'You can't afford to not have a 3+ invulnerable'. And according to their experience with large blast ap2 or plasma/melta, they'd be correct.

But look at THSS this way. Every time that unit takes no saves or takes their 2+ saves, then shooty terminators are better. if in your games you find yourself making a ton of 2+ save attempts or no save attempts, then you really ought to try out the shooty ones.

In my recent tournament attendance I have not seen a single shooty terminator unit however, so my expectation is that assault terms either needs their 3++ save, or their increased CC ability is more needed than more shooting.

I am going to quote the above in order to prove the veracity of the thoughts presented therein.

As a DE player I very much have more issues with the shooty Termies then the stabby Termies. I am certain there are lots of armies (okay, most) that feel the other way around (I know my Orks are not fond of Lightning Claws. Not fond. At. All.) But by that awareness alone it proves the real question does start to become one of the meta in your area and what sort of armies you're facing and what sort you're playing. If you're playing Deathwing I would advise to stay shooty. 5th Vanilla seems to heavily favor the excellent value they have in the Assault Termies, and overall for them I feel that is probably the better value.

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Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in au
Utilizing Careful Highlighting





Australia

How about storm scouts, teleport beacon and a squad of both.

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Ohio

I've never really seen Assault Terminators do much. I've watched them get wiped out by Khorne Berserkers. I myself have taken them out by flying around them with Tau Crisis Suits. Assault terminators are simply too slow in a mechanized game. You need some ranged firepower or to use extensive tactics to funnel the enemy into them.

My Grey Knight terminators run into the same problem even with 24" stormbolters. A Psycannon in each squad has helped tremendously. This could just be a side effect of me switching from Tau to DH however and always staying at long ranges and blasting away at the enemy.

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Made in us
Lethal Lhamean






Venice, Florida

rogueeyes wrote:I've never really seen Assault Terminators do much.

You've always managed to destroy the Landraider before they disgorge into your lines? Well, as Tau I suppose that's not unreasonable though I think your opponents might need to work on refining their LR cover methods. For Orks they are quite a problem since there is no easy solution to pop the Landraider without basing it - and once you base it the Termies are just going to stomp on whoever you based it with.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Ohio

Thor665 wrote:
rogueeyes wrote:I've never really seen Assault Terminators do much.

You've always managed to destroy the Landraider before they disgorge into your lines? Well, as Tau I suppose that's not unreasonable though I think your opponents might need to work on refining their LR cover methods. For Orks they are quite a problem since there is no easy solution to pop the Landraider without basing it - and once you base it the Termies are just going to stomp on whoever you based it with.


With 4 twinlinked railguns in a typical list there's usually not much of a problem from Land Raiders unless there's 3 of them.

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Made in us
Lethal Lhamean






Venice, Florida

::shrug:: I run DE, 20 Dark Lances are probably even better at popping LRs then 4 twin-linked railguns. Though I did note as Tau it's not totally unsurprising. That said I still think your opponents might be giving away the shots to you too easily. Even if all 4 hit - 2 should glance or pen and 1 should be cover saved, leaving one glance or pen. ((Edit though I forgot to note the AP1 might help with messing up the LRs after that fact))

If your opponent got first turn he should be able to get a Landraider into your lines as long as the rest of his army is doing something other then sitting back and watching.

That's not to say they have - but I think it might be more their fault then the fault of Assault Termies in a Landraider.

This message was edited 1 time. Last update was at 2009/11/10 18:44:29


Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
 
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