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![[Post New]](/s/i/i.gif) 2018/04/12 12:22:15
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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Terminators should have a 1+ save (a 1 still fails) and be able to fire twice each turn. This means ap 1 weapons are still saved on a 2+.
Plasma needs to be ap2 for the good of the game. All the reroll aura's make overcharging relatively painless.
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![[Post New]](/s/i/i.gif) 2018/04/12 12:50:01
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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koooaei wrote:jcd386 wrote:
Plasma wounds them on 2s now, so it is better than before.
It used to wound them on 2+ too. s7 vs t4 was 2+.
Oh yeah, good catch. I think my other points still stand though. Automatically Appended Next Post: DarthDiggler wrote:Terminators should have a 1+ save (a 1 still fails) and be able to fire twice each turn. This means ap 1 weapons are still saved on a 2+.
Plasma needs to be ap2 for the good of the game. All the reroll aura's make overcharging relatively painless.
This makes them too durable vs heavy bolters and so on IMO.
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This message was edited 1 time. Last update was at 2018/04/12 12:52:17
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![[Post New]](/s/i/i.gif) 2018/04/12 13:30:54
Subject: The 40k Terminator problem?
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Krazed Killa Kan
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A few other problems that directly impact terminators (as well as a lot of space Marine melee units).
1. Lack of an extra attack from charging makes their melee damage output stink. It's kind of a big deal when you get two melee attacks instead of 3. Assault marines are even worse with their 1 base and 1 chainsword or if you have a regular marine with a power sword getting 1 swing.
2. Power fists (and klaws) suck vs vehicles. Doing the math it on average will take 15 power fist swings to take down a T7, 4+ armor vehicle and that is without any sort of invuln or FNP type save. Against T7 3+ armor it's roughly 18+ swings. Think about 7th and seeing 9 power fist terminators punching rhino. That rhino would of been dead multiple times over and yet in this edition it would barely die (below average rolls it would still be standing). PK nobz use to single handedly (it does have a zogging PK on it) rip tanks a new one due to how they hit rear armor and most vehicles are AV10 in the back (it's almost like the game was designed for vehicles to get murdered in melee).
3. -1 to hit in melee with power fist is an insane penalty when you combine the other factors above. Use to be a PK/fist would splat infantry and rip vehicles a new one but now it only sorta splats infantry (if it can hit and space marines can't even wound on a 2+ vs T5 or T6). Against non Walker vehicles terminators are hitting less often, less likely to get through their defenses, and doing a smaller % of the vehicles total health per successful attack than before.
4. Close combat in general favors units with volume of attacks and for an army like space marines taking weapons other than chainswords means you don't get the +1 attack from the chainswords (unless you swap out a pistol so you get for example your base attacks worth of power weapon and then 1 chainswords attack). Compare Vanguard vets with power weapons in 7th and now in 8th. Vets would have 2 attacks base, 1 from charging, 1 from two "melee" weapons which could include the pistol. 4 attacks on the charge (not assuming any HoW from jump packs) with a maul, sword, or axe. In 8th it's two attacks with a power weapon and maybe 1 attack with a chainsword if you don't take a pistol. For terminators it's less of an issue because they usually have fists, 2x claws, or TH/SS but as said earlier the lack of a bonus attack means a fairly large drop in damage output.
I know the arguement about hitting on 3's (unless PF) vs most things now will be made but 1 less attack when charging is still a net loss and it's especially bad when your already hitting most vehicles on a 3+ before this (and also hitting a lot of fodder units on 3+ as well). Swinging first can be very powerful but it loses its power when you lack the raw damage output to mulch a unit quickly. Swinging first doesn't matter when trying to kill a non Walker vehicle so it's a net lose all around.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2018/04/12 14:57:02
Subject: The 40k Terminator problem?
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Decrepit Dakkanaut
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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.
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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) 2018/04/12 19:04:02
Subject: The 40k Terminator problem?
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!!Goffik Rocker!!
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Yeah, big choppas and autocannons have become around 60% better at killing termies. However, autocannons are pretty bad at most other things, so are not really that common and bigchoppas...well, if your termies are getting hit by orks in mellee, you're allready in enough trouble even before you factor in the BC.
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This message was edited 1 time. Last update was at 2018/04/12 19:05:31
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![[Post New]](/s/i/i.gif) 2018/04/12 19:38:39
Subject: The 40k Terminator problem?
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Decrepit Dakkanaut
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koooaei wrote:Yeah, big choppas and autocannons have become around 60% better at killing termies. However, autocannons are pretty bad at most other things, so are not really that common and bigchoppas...well, if your termies are getting hit by orks in mellee, you're allready in enough trouble even before you factor in the BC.
Autocannons are more niche than before, compared to how they used to be basically a TAC weapon.
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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) 2018/04/12 20:01:24
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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Slayer-Fan123 wrote: koooaei wrote:Yeah, big choppas and autocannons have become around 60% better at killing termies. However, autocannons are pretty bad at most other things, so are not really that common and bigchoppas...well, if your termies are getting hit by orks in mellee, you're allready in enough trouble even before you factor in the BC.
Autocannons are more niche than before, compared to how they used to be basically a TAC weapon.
I disagree. Autocannons are almost more tac now than before, imo.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:12:45
Subject: The 40k Terminator problem?
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Decrepit Dakkanaut
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Martel732 wrote:Slayer-Fan123 wrote: koooaei wrote:Yeah, big choppas and autocannons have become around 60% better at killing termies. However, autocannons are pretty bad at most other things, so are not really that common and bigchoppas...well, if your termies are getting hit by orks in mellee, you're allready in enough trouble even before you factor in the BC.
Autocannons are more niche than before, compared to how they used to be basically a TAC weapon.
I disagree. Autocannons are almost more tac now than before, imo.
How are you figuring that?
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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) 2018/04/12 20:17:53
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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I love how they mulch bikes and primaris for one thing.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:20:10
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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48" range is $$$
-1 AP is $$$$$
2 damage is $$$$ (except against filthy waveserpents)
What's not to like?
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![[Post New]](/s/i/i.gif) 2018/04/12 20:23:40
Subject: The 40k Terminator problem?
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Decrepit Dakkanaut
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Martel732 wrote:48" range is $$$
-1 AP is $$$$$
2 damage is $$$$ (except against filthy waveserpents)
What's not to like?
I think people have a hard time swallowing S7.
Autocannons are good vs T3 - a little worse than HBs. T4 makes it harder to even out. But then they're much better vs T7 yet worse than S8+.
Pretty much the definition of TAC.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:28:00
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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S7 is much better than people think. You don't need to wound marines on 2's. There aren't enough of them. T4 is not relevant to my battle plans, as most T4 units SUCK BALLS. Wouding marines on 3's at 48" and oneshotting primars and terminators is fine with me.
S7 chews up marines tanks, demon princes, tau vehicles, drukhari vehicles, eldar vehicles that aren't wave serpent, most greater demons, etc. It sucks vs the IG. I don't know what to do about that. I just don't.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:28:16
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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They are pretty useful vs necrons and dark eldar too.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:32:45
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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The more invulnerable saves there are, the better and better autocannons get. Flyrants? Here's 20 autocannons: where is 4++ now? I've faced 22 autocannons vs IG this edition. It was not a good time.
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This message was edited 1 time. Last update was at 2018/04/12 20:33:21
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![[Post New]](/s/i/i.gif) 2018/04/12 20:35:31
Subject: The 40k Terminator problem?
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Decrepit Dakkanaut
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Martel732 wrote:The more invulnerable saves there are, the better and better autocannons get. Flyrants? Here's 20 autocannons: where is 4++ now? I've faced 22 autocannons vs IG this edition. It was not a good time.
Bingo. It's part of why I love the Predator AC. Only -1, but then 3 damage on 2D3 shots...WHAP WHAP WHAP! That's hugely more stable than a lascannon.
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![[Post New]](/s/i/i.gif) 2018/04/12 20:36:57
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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I love the pred AC, but I hate the pred. Feth you marines!
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![[Post New]](/s/i/i.gif) 2018/04/12 21:20:49
Subject: The 40k Terminator problem?
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Autocannons are alongside Heavy Bolters the bane of my Adeptus Custodes.
I shrug Plasma, Meltas or Lasscannons, but autocannons... ouch, they hurt. And don't get me started in Predator Autocannons nearby a Roboute Guilliman.
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This message was edited 2 times. Last update was at 2018/04/12 21:24:14
Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2018/04/12 21:24:03
Subject: The 40k Terminator problem?
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Omnipotent Necron Overlord
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Autocannons are fantastic - 1 Ap the the sweet spot - lots of things have 3+ saves and 4++. Just enough AP to bring them to invo - then every failed save is 2 wounds. It's one reason I like playing with intercessors - to bad autocannons wreck them.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2018/04/12 21:38:23
Subject: The 40k Terminator problem?
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Battlefortress Driver with Krusha Wheel
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I stopped reading my own thread 5 pages back... erm, can someone update me?
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![[Post New]](/s/i/i.gif) 2018/04/12 22:17:26
Subject: The 40k Terminator problem?
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Horrific Hive Tyrant
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lolman1c wrote:I stopped reading my own thread 5 pages back... erm, can someone update me?
Terminators are underpowered. A lot of that is likely due to a plasma stuffed meta. Maybe they'd be fine with less plasma about, but maybe not.
Basically the same as the first few pages
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![[Post New]](/s/i/i.gif) 2018/04/13 09:16:13
Subject: The 40k Terminator problem?
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Sneaky Lictor
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Yeah I'm in the Autocannons are actually pretty solid camp for there relative cheap points cost.
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A Song of Ice and Fire - House Greyjoy.
AoS - Maggotkin of Nurgle, Ossiarch Bonereapers & Seraphon.
Bloodbowl - Lizardmen.
Horus Heresy - World Eaters.
Marvel Crisis Protocol - Avengers, Brotherhood of Mutants & Cabal.
Middle Earth Strategy Battle game - Rivendell & The Easterlings.
The Ninth Age - Beast Herds & Highborn Elves.
Warhammer 40k - Tyranids.
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![[Post New]](/s/i/i.gif) 2018/04/13 09:22:20
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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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.
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This message was edited 1 time. Last update was at 2018/04/13 09:22:28
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/04/13 10:52:10
Subject: The 40k Terminator problem?
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Calculating Commissar
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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.
This is entirely relevant because people are proposing fixes to Terminators that improve their durability against non-plasma more than plasma. Pointing out they only need a durability buff vs plasma, and not other weapons in general, is therefore useful.
Of course, plasma needs a nerf/points cost increase, but a bit of a boost by Terminators against plasma would be good too.
Terminators also need a damage boost to make them dangerous, otherwise they'll just be tough but ignorable.
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ChargerIIC wrote:If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is. |
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![[Post New]](/s/i/i.gif) 2018/04/13 13:14:49
Subject: The 40k Terminator problem?
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!!Goffik Rocker!!
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tneva82 wrote:
Overall they lost durability because GW flooded the game with plasma.
Actually, they've gained durability because grav is no longer as relevant. Termies vs plasma are bad. Termies vs grav were abysmal. And grav was everywhere.
So, in this regard, they have gained durability somewhat. Plazma IS the problem like grav used to be.
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![[Post New]](/s/i/i.gif) 2018/04/13 13:20:51
Subject: The 40k Terminator problem?
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Fixture of Dakka
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I sitll think the core problem is that they buffed Plas to S8 D2, giving the IoM the Tau/CWE Plasma profile as an option, then *buffed* that to S7.
If, instead, they kept the Safe Plas tech at the same stats, even while giving it to the IOM, without buffing the overcharge, we'd see a lot less Plas. And Melta Guns would actually have more to differentiate them.
Granted, other things may have needed to change too, in other armies, to balance it. Automatically Appended Next Post: (and that version of the PG would still be effective.)
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This message was edited 1 time. Last update was at 2018/04/13 13:21:30
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![[Post New]](/s/i/i.gif) 2018/04/13 13:35:55
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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Bharring wrote:I sitll think the core problem is that they buffed Plas to S8 D2, giving the IoM the Tau/ CWE Plasma profile as an option, then *buffed* that to S7.
If, instead, they kept the Safe Plas tech at the same stats, even while giving it to the IOM, without buffing the overcharge, we'd see a lot less Plas. And Melta Guns would actually have more to differentiate them.
Granted, other things may have needed to change too, in other armies, to balance it.
Automatically Appended Next Post:
(and that version of the PG would still be effective.)
Tau would like some of the S7 plasama love, still living in the S6 1d no overcharge plasma world.
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![[Post New]](/s/i/i.gif) 2018/04/13 13:37:53
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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Bharring wrote:I sitll think the core problem is that they buffed Plas to S8 D2, giving the IoM the Tau/ CWE Plasma profile as an option, then *buffed* that to S7.
If, instead, they kept the Safe Plas tech at the same stats, even while giving it to the IOM, without buffing the overcharge, we'd see a lot less Plas. And Melta Guns would actually have more to differentiate them.
Granted, other things may have needed to change too, in other armies, to balance it.
Automatically Appended Next Post:
(and that version of the PG would still be effective.)
Meltaguns would still be crap. Quit trying to stick IoM with all the crap weapons. Melta could differentiate itself by doubling strength inside melta range, so it might actually wound a T8 target from time to time. Hellblasters already suck at S7/S8 as anti-tank option because of range problems.
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This message was edited 2 times. Last update was at 2018/04/13 13:39:56
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![[Post New]](/s/i/i.gif) 2018/04/13 13:48:12
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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Hellblasters as a concept don't make sence, that's not a reason to keep plasma over powered and under costed.
They also have an assualt rapid fire and heavy versions, but with the same profile they don't tailer to a target type and end up being meh at everything.
Assualt S6 1D no over heating
Rapid fire
Normal s6 1D no over heat
OverCharge S7 2D over heat
Heavy
Normal S7 1D no over heat
Over charge S8 D2 damage overheat
Plasma Cannons
Normal S7 1D no over heat
Overcharge S8 d3 damage overheat
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![[Post New]](/s/i/i.gif) 2018/04/13 13:50:58
Subject: The 40k Terminator problem?
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Locked in the Tower of Amareo
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I don't know. Plasma for marines seems about right. Flamers, grav and melta all seem overcosted.
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![[Post New]](/s/i/i.gif) 2018/04/13 13:56:47
Subject: The 40k Terminator problem?
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Longtime Dakkanaut
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Martel732 wrote:I don't know. Plasma for marines seems about right. Flamers, grav and melta all seem overcosted.
Thats mainly because marines are overpaying for the chump carrying said plasma weapon, put them on almost any other platform and they shine, melta grav and flamers are overcosted. But untill plasma is brought into line its still going to be plasma special weapon spam galore.
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