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Made in us
Stone Bonkers Fabricator General





Beijing, China

 whembly wrote:
What about Termies + Abby in LR?

Decent combo?


too expensive, not really enough wounds for abby to use to shrugg off shooting.

Now abby in a landraider can be great, but I would put bezerkers, PM, or shooty chosen with him. Then use the huge PE bubble to put lots of other units around him to make use of his most useful trait.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in za
Fixture of Dakka




Temple Prime

Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output. As for weapons, Reaper Autocannons and combi-plas works out best for me. Heavy Flamers are kind of wasted on them and Reaper autocannons let them have some mobile long range punch. Always get power fists, you want power fists, you love power fists, you need power fists. Without power fists other TEQs or MCs will tear your squad a new one.

If you're deep striking into a mass of infantry, then you may want to use heavy flamers and maybe combi-flamers for maximum templatage. It's highly situational but it certainly does provide a satisfactory roast in dedication to the dark gods. Even MEQs don't like a crap ton of flamer templates being dropped on them due to their ability to force them to roll so many dice that many of them will die regardless of their fancy saves.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Mekboy Hammerin' Somethin'





Termi-cide squads are still viable. Take the Min Squad size and load up on melta, plasma, or flamers depending on what you want to take out. Now the enemy has an annoying unit with a 2+ save they have to deal with or it will create havoc in the back lines.
   
Made in gb
Tough Traitorous Guardsman






 gpfunk wrote:
Termi-cide squads are still viable. Take the Min Squad size and load up on melta, plasma, or flamers depending on what you want to take out. Now the enemy has an annoying unit with a 2+ save they have to deal with or it will create havoc in the back lines.


In most of my recent lists I've been using Termicide melta squads. 3-man 3 combi-meltas 112pts. All I expect them to do is pop one tank and then attract a disproportionate amount of fire. If they last till turn 3 I just throw them into combat with something to slow it down long enough for the rest of my army to do something.

That being said I really like the idea of larger squads I just haven't really found a viable way to do it yet. However Huron infiltrating 5 in a landraider does seem like something that's worth trying at least once, especially against the new Tau.
   
Made in us
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Beijing, China

 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output. As for weapons, Reaper Autocannons and combi-plas works out best for me. Heavy Flamers are kind of wasted on them and Reaper autocannons let them have some mobile long range punch. Always get power fists, you want power fists, you love power fists, you need power fists. Without power fists other TEQs or MCs will tear your squad a new one.

If you're deep striking into a mass of infantry, then you may want to use heavy flamers and maybe combi-flamers for maximum templatage. It's highly situational but it certainly does provide a satisfactory roast in dedication to the dark gods. Even MEQs don't like a crap ton of flamer templates being dropped on them due to their ability to force them to roll so many dice that many of them will die regardless of their fancy saves.


I dont know why you need powerfists. The other teq you are likely to see are TH/SS termites who will tear you up powerfist or not. MCs will be striking first and tearing you up as well. Sure you take 1 per squad, but most guys should be kept cheap with axes, lightning claws, and mauls. The power fists cost too much(making them cost as much as a C:SM tac terminte who has better shooting weapons and ATSKNF)

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in za
Fixture of Dakka




Temple Prime

 Exergy wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output. As for weapons, Reaper Autocannons and combi-plas works out best for me. Heavy Flamers are kind of wasted on them and Reaper autocannons let them have some mobile long range punch. Always get power fists, you want power fists, you love power fists, you need power fists. Without power fists other TEQs or MCs will tear your squad a new one.

If you're deep striking into a mass of infantry, then you may want to use heavy flamers and maybe combi-flamers for maximum templatage. It's highly situational but it certainly does provide a satisfactory roast in dedication to the dark gods. Even MEQs don't like a crap ton of flamer templates being dropped on them due to their ability to force them to roll so many dice that many of them will die regardless of their fancy saves.


I dont know why you need powerfists. The other teq you are likely to see are TH/SS termites who will tear you up powerfist or not. MCs will be striking first and tearing you up as well. Sure you take 1 per squad, but most guys should be kept cheap with axes, lightning claws, and mauls. The power fists cost too much(making them cost as much as a C:SM tac terminte who has better shooting weapons and ATSKNF)

Because if you don't take power fists, I will thank you and unleash a Trygon upon your delectable terminators and rip them to shreds. With powerfists, you have insurance that your return strike will obliterate multiwound, high armor save, or high toughness enemies. Throw wraithguards at termies without power fists and watch as the Termies get bogged down for the rest of the game. Power fists additionally give them punch (literally) against vehicles if they somehow get close. Claws, swords, axes, and mauls don't do that. Of course if you really want that vehicle dead, always look to the mighty Chainfist.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Been Around the Block




Shame there is nothing with the Daemon ruling that can join them. With the Grimoire you could make em 2/2+ then.
   
Made in dk
Unhealthy Competition With Other Legions





 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output.

Meh, a slight increase in toughness or a 4++ doesn’t really do it for me.

I much prefer giving my terms MoS and the excellent Icon of Excess for more survivability.
These two upgrades work well on a lightning claw wielding terminator squad. They’ll shred any marines before they even get the chance to soil themselves.

 amanita wrote:
So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?

 Moktor wrote:
No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again.
 
   
Made in za
Fixture of Dakka




Temple Prime

 Redcruisair wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output.

Meh, a slight increase in toughness or a 4++ doesn’t really do it for me.

I much prefer giving my terms MoS and the excellent Icon of Excess for more survivability.
These two upgrades work well on a lightning claw wielding terminator squad. They’ll shred any marines before they even get the chance to soil themselves.

1+ initiative is meaningless against armies like the Eldar or Tyranids who will be going first anyway and still rip you a new one. One additional attack is crap on a model not meant to be getting stuck in that often anyway. More survivability for a unit likely to get shot at by everything and their grandma though, is very much welcome.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in dk
Unhealthy Competition With Other Legions





 Kain wrote:
 Redcruisair wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output.

Meh, a slight increase in toughness or a 4++ doesn’t really do it for me.

I much prefer giving my terms MoS and the excellent Icon of Excess for more survivability.
These two upgrades work well on a lightning claw wielding terminator squad. They’ll shred any marines before they even get the chance to soil themselves.

1+ initiative is meaningless against armies like the Eldar or Tyranids who will be going first anyway and still rip you a new one. One additional attack is crap on a model not meant to be getting stuck in that often anyway. More survivability for a unit likely to get shot at by everything and their grandma though, is very much welcome.

True, but I just bloody hate rolling those 1 every now and then. The icon helps somewhat with this problem.

And as if I would risk using my terminators against slick Eldars and gross bugs. These baddies shows up in the game to do one thing and one thing only, killing marines and the likes with their low AP value weapons.

 amanita wrote:
So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?

 Moktor wrote:
No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again.
 
   
Made in za
Fixture of Dakka




Temple Prime

 Redcruisair wrote:
 Kain wrote:
 Redcruisair wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output.

Meh, a slight increase in toughness or a 4++ doesn’t really do it for me.

I much prefer giving my terms MoS and the excellent Icon of Excess for more survivability.
These two upgrades work well on a lightning claw wielding terminator squad. They’ll shred any marines before they even get the chance to soil themselves.

1+ initiative is meaningless against armies like the Eldar or Tyranids who will be going first anyway and still rip you a new one. One additional attack is crap on a model not meant to be getting stuck in that often anyway. More survivability for a unit likely to get shot at by everything and their grandma though, is very much welcome.

True, but I just bloody hate rolling those 1 every now and then. The icon helps somewhat with this problem.

And as if I would risk using my terminators against slick Eldars and gross bugs. These baddies shows up in the game to do one thing and one thing only, killing marines and the likes with their low AP value weapons.

Furthermore, Termies don't get grenades, so if you assault through cover your Icon was ultimately for nothing. Given that cover saves are freaking everywhere...

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Kain wrote:
 Exergy wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output. As for weapons, Reaper Autocannons and combi-plas works out best for me. Heavy Flamers are kind of wasted on them and Reaper autocannons let them have some mobile long range punch. Always get power fists, you want power fists, you love power fists, you need power fists. Without power fists other TEQs or MCs will tear your squad a new one.

If you're deep striking into a mass of infantry, then you may want to use heavy flamers and maybe combi-flamers for maximum templatage. It's highly situational but it certainly does provide a satisfactory roast in dedication to the dark gods. Even MEQs don't like a crap ton of flamer templates being dropped on them due to their ability to force them to roll so many dice that many of them will die regardless of their fancy saves.


I dont know why you need powerfists. The other teq you are likely to see are TH/SS termites who will tear you up powerfist or not. MCs will be striking first and tearing you up as well. Sure you take 1 per squad, but most guys should be kept cheap with axes, lightning claws, and mauls. The power fists cost too much(making them cost as much as a C:SM tac terminte who has better shooting weapons and ATSKNF)

Because if you don't take power fists, I will thank you and unleash a Trygon upon your delectable terminators and rip them to shreds. With powerfists, you have insurance that your return strike will obliterate multiwound, high armor save, or high toughness enemies. Throw wraithguards at termies without power fists and watch as the Termies get bogged down for the rest of the game. Power fists additionally give them punch (literally) against vehicles if they somehow get close. Claws, swords, axes, and mauls don't do that. Of course if you really want that vehicle dead, always look to the mighty Chainfist.


again even if you have the powerfists on 5 guys(35 extra points) and you unleash a trygon, you are going to kill most of the terminators in the first real combat phase(terminator champ MUST challenge, Trygon MUST accept, terminator champ dies). The terminators will be left with 2 guys who can strike and half of their attacks will miss. Trygon takes a few wounds and again wins combat. Second real combat round tryon whipes the squad. Why take all powerfists when I could take only 1 will give you the same result. Have guys up front with mauls and lightning claws who put out a wound or two and then die, guy behind him with axe and powerfist put the same 1-2 wounds on the trygon before dying the next turn. Same result, 25 points saved. It also opens up the possiblity of engading lychguard/cronoverlords before they can strike. Punk meq with poweraxes/powerfists.

As for wraithguard, who takes wraithguard? Secondly, who cares if it takes a few turns to kill them, at least they cannot shoot anymore and they are doomed to lose fighting models with 2+ saves.


Maybe your meta is different than mine, but if it is Trygon or Wraithguard heavy I suggest the same strat. Plasma and then Plasma again. Helturkeys work well too.


Automatically Appended Next Post:
 Kain wrote:
 Redcruisair wrote:
 Kain wrote:
 Redcruisair wrote:
 Kain wrote:
Khorne and Slaanesh's marks do not synergize well with Termies at all. You want Tzeentch or Nurgle marks depending on whether your enemy is packing lots of good AP weapons or is going to try and kill you through dice output.

Meh, a slight increase in toughness or a 4++ doesn’t really do it for me.

I much prefer giving my terms MoS and the excellent Icon of Excess for more survivability.
These two upgrades work well on a lightning claw wielding terminator squad. They’ll shred any marines before they even get the chance to soil themselves.

1+ initiative is meaningless against armies like the Eldar or Tyranids who will be going first anyway and still rip you a new one. One additional attack is crap on a model not meant to be getting stuck in that often anyway. More survivability for a unit likely to get shot at by everything and their grandma though, is very much welcome.

True, but I just bloody hate rolling those 1 every now and then. The icon helps somewhat with this problem.

And as if I would risk using my terminators against slick Eldars and gross bugs. These baddies shows up in the game to do one thing and one thing only, killing marines and the likes with their low AP value weapons.

Furthermore, Termies don't get grenades, so if you assault through cover your Icon was ultimately for nothing. Given that cover saves are freaking everywhere...


The slanesh icon grants FNP, so I dont know how not having grenades hurts you having FNP
The Khorne icon grants FC and reroll assault distance, so again I dont know how not having grenades hurts that.
cover is everywhere, so take the heavy flamer and bbq those nasty little critters.

This message was edited 1 time. Last update was at 2013/04/26 17:45:55


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Regular Dakkanaut





On Marks:

Putting the Mark of Khorne on your terminators isn't the worst thing ever -- you solve one of the biggest problems that all terminators have, which is their low number of attacks compared to the points you spend for them. If you're playing a unit that you know are going to get a charge (LR squad) then a Khorne mark is a good way to increase their killing power without bloating their points too much. I did this once, with a foot lord with the Axe (and them in a LR), and cut my way through a Deathwing list.

I used to be very in favor of MoN on Terminators, but I'm finding it less and less worth it. Yes it makes them better against small arms fire, usually the method of choice for beating up terminators, but with the amount of plasma going around these days, I've usually not come off impressed with the +1T. MoN also has no effect against things like other terminators.

I haven't tried out MoT much, but I can see it being funny if you know you're facing a lot of AP2 weapons. It's still a really expensive mark, so it's still only potentially worth it.

I have never tried MoS. A 10 man squad with the FnP banner and few unwieldy weapons could be pretty funny though.
   
Made in dk
Unhealthy Competition With Other Legions





I’m curius Exergy. How well has the combi-plasma weapons worked out for you?

 amanita wrote:
So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?

 Moktor wrote:
No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again.
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Redcruisair wrote:
I’m curius Exergy. How well has the combi-plasma weapons worked out for you?


its boom or bust. Sometimes you find your opponent has no obvious targets, or he does but you scatter out of rapid fire range(or miss with too many shots). Other times you drop in and absolutely cripple the enemy's most expensive unit, and then leave him with an annoying block of teq in his backfield. Think sternguard but only 1 shooting turn, more random(no drop pod), cheaper, but also after they drop they are harder to kill and dangerous in assault.

I modeled up some guys I think look really cool with custom combi plasmas so I use them fairly often now.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
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Only useful if you are attempting to max out cost effectiveness. This normally occours in lower point games. Case and point:

Lord 65
Lord 65

3 terminators combi melta 105
3 terminators combi plas 105
3 terminators combi plas 105

5 CSM 75
5 CSM melta bomb 80
5 CSM melta bomb CCW flamer 85
5 CSM melta bomb CCW flamer 85

5 Havocs AC 115
5 Havocs AC 115


Puts a lot of bodies out there that most 1000 point lists cant deal with. Especially with the smaller squads. Terminators are useful there because of the small point cost for squads that normally require plasma or other weapons that would overkill the squad. 105 points for 3 combi plas or melta is a pretty good deal when they are resistant to assault and could very well survive a shooting round. The larger you make the squad, the higher the target priority they get. Min squad size w combi, deepstrike, and assault the next turn to tie up a tactical or devi squad

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
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I think Termicide is a very viable option still. At 105 pts you still get to knock one vehicle of choice off the board.

That said, I run 5 terminators often as an HQ ret. 1 AC, 2x Chainfist (combis if I have points). That's it. My whole army footslogs, and it actually benefits the terminators a lot. Many opponents see walking terminators as a "problem for tomorrow" and ignore them for turns 1-3 in favor of more immediate targets. By then they are in the mid-field (with the rest of my army). They are still near full strength and do a lot to help the short range game. The extra power weapons can be moved to support my PMs with bigger CC threats. Like the rest of a walking army, they benefit a little from their slower speed as they get put off for other things. They also are near 3x PM squads + Oblits + whatever else I'm packing, making them hard to isolate with mass attacks. I always thought they were great support to the "walking blob."
   
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Hell Hole Washington

@Thariinye-You have made great points sir.

This is an awesome thread. I would love to see it added to the tactics compendium.

I use Termis now and again and usually as a bodyguard for typhus. Having read this thread i may just try feilding them as a termicide squad and see how that measures up.

Pestilence Provides.  
   
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Warp-Screaming Noise Marine




England

A good combo huron with termies infiltrate them in with a beatstick lord 6 or 7 with MoS and the icon combi plas your starting at 18inch away 12 if you can grab some cover
   
Made in gb
Tough Traitorous Guardsman






Crimson-King2120 wrote:
A good combo huron with termies infiltrate them in with a beatstick lord 6 or 7 with MoS and the icon combi plas your starting at 18inch away 12 if you can grab some cover


The main problem with this is that it takes two of his D3 infiltrates to do this. I would love to see the infiltrate rule FAQed so that this was more of a viable strategy, at the moment I don't like building a list on the assumption that I'll roll at least 2 on Huron's D3.
   
Made in us
Dakka Veteran




My favorite way of running terminator armor is with a Nurgle Sorceror inside, with a big ole blob of cultists around him. Force weapons are extremely nasty at taking out squad leaders, and it makes the sorc a real pain in the neck to get rid of. Nurgle's rot is a poisoned nova attack, so if you position the sorc right you can do some nasty damage before you even charge into melee, as well as throwing other crazy psychic powers around. Just make sure you take at least mastery level 2. I go for the gusto and take level 3 AND A spell familiar, so I have LOTS of options.
   
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England

Even if you only get 1 you can give it to the lord who in turn gives it to the squad plus the lord is fearless meaning those termies aint gonna run
   
Made in us
Been Around the Block




I run typhus and since the Daemon Nerf I refuse to run Epidemius and am going all CSM. I was thinking of a Terminator unit to stick Typhus in. If Terminators are not as good as some of you say, what do you suggest I put Typhus in then?

 5deadly wrote:
Well besides all the Kids not getting there way… it seems like a good codex… as a matter of fact it’s the best codex for 6th edition so far. (we’ll see who… you know?)
so…. I guess the rumors part of this is over now… Kinda feel like I waking up on the floor of a kinda cool house party where I messed with an Kinda Ok looking Chick… but now my balls itch…
 
   
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Warp-Screaming Noise Marine




England

Plague zombies
   
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Khorne Rhino Driver with Destroyer





The only use I see for termies is a suicide unit. Take a squad of 3 all with combi melta. DS them in and pop tanks. They generally earn their points back and also leave your opponent with a 2+ Armor unit in his deployment zone, this takes his focus off the rest of your army.

I call them the EMO 3

Yes they are attempting suicide
Yes they are doing it for attention
And no I will not miss them when they're gone

Hahaha

BLOOD FOR THE BLOOD GOD  
   
Made in us
Fresh-Faced New User





I run my terminators like I run my defiler, to control how my opponent plays against me.
I use 5 with two combimelta and a chainfist if against marines Votlw against Xenos MoK.
Basically i hold them in reserve, and my enemy is force to take into account that O S&$T hey any moment terminators can come and wreck my favorite toy, and always try to hype them before a battle two make sure your opponent doesn't forget they are out there.
With this i can force my enemy to close gaps in they might leave open in fear i could DS the squad into, or conserve powerful wpns knowing they have to take out TeQs.
I will agree i don't always get my 196 points back but I have only rarely felt they didn't contribute to my victory.
   
Made in us
Regular Dakkanaut




SC

A low number of attacks with 2+ armor = great tarpit.. Find something without power axes / fists / klaws and charge them. I had a squad of 5 tie up a loyalist Terminator squad with a Runepriest for 5 turns.

They're biggest boon is the ability to take combi weapons. Give them a role as TEQ hunters or tank busters, deep strike them in nearby and blow something up. Termicide at its finest.

And never underestimate the psychological impact of you rocking a few 2+ saves somewhere in your army. If the dice are on your side they can survive a very long time.

 
   
Made in nz
Sinister Chaos Marine





Crimson-King2120 wrote:
Even if you only get 1 you can give it to the lord who in turn gives it to the squad plus the lord is fearless meaning those termies aint gonna run


This only works for outflanking.

 
   
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Boise, Idaho

I have a squad of 5 termies with a Mark of Nurgle, Icon of Despair, VotLW, x1 combi-melta, x1 reaper autocannon, x1lightning claw, x2 chainfist, x3 powerfist, and x3combi-bolters. They cause all sorts of hell for my opponent when I deep strike them and they can soak up quite a bit a damage, but I'm looking for a more viable strategy with them. any suggestions? I think a Land Raider is out of the question due to the high points cost.



"Nothing is unpossible with Chaos." 
   
Made in au
Furious Raptor




Melbourne Australia

There are no other ways to carry terminators other than landraider lol.

FOR THE DARK GODS
Word Bearers 6000 Points
 
   
 
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