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Made in gb
The Last Chancer Who Survived




United Kingdom

Speaking as someone with two SM frineds and a BT army of my own, Termies both do and do not work.

Lemme explain:

Hammernators in CC do very well against elite/heavy targets. They go smashy smashy, and on the charge are a right arse. However, getting them there is an issue. If you go on foot, someone has Grav or Plasma, or D or whatever. If you DS, they can, at best, assault on T3. Likely only on T4. After standing around in the open for a shooting phase.
If you use a LR, the LR gets popped T1 and costs a ton.

Now, if you are BT, you either used them in a low points game in a LR, or you brought two LR's. Whih means that you probably got some good use out of the hammernators. Otherwise they are just situational.

if we look at the shooty terminators, they only really work as a T2 DS against infantry units, if you give them a HF. Outside of that... They are good for Space Hulk, I guess?

The units themselves are sufficiently durable if you can avert the enemy fire, or just get stuck in really quickly, but both of this are either very luck-reliant, or very costly. And the damage output for a terminator unit that doesn't go straight into melee is very low.
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

Slayer-Fan123 wrote:
You're making them the same cost as Honour Guard though.

Seriously, they don't need a toughness boost. They need an offensive boost. Why this isn't getting into anyone's skulls is a mystery to me.


What's wrong with that? You can play honour guard with power weapons or terminators.
Besides I said that they should be able to carry two heavy weapons. The way I see it they cost too much and do to little. They also can die easily. That's the biggest problem. Unless combat is changed so they can deepstrike and charge your looking at a useless unit for at least a turn. If you bring a LR then your looking at a hell of a tax for a gimmick that is not as effective as it was in 5th.

In the current meta, a 2+ means that you have a 17% chance fail a regular shot and a 67% chance to fail anything AP2. Which there is a TON of now. Adding a wound makes a squad of five terminators feel like ten marines. More resilient and capable of dealing with threats

Anyone who is married knows that Khorne is really a woman. 
   
Made in us
Regular Dakkanaut




T5 2W, 2 heavy weapons per 5 and take them back to 40ppm. Solved.
   
Made in us
Fixture of Dakka





Denison, Iowa

Dantes_Baals wrote:
T5 2W, 2 heavy weapons per 5 and take them back to 40ppm. Solved.


Wow, lol that might be a little over the top. If that's your fix for Terminators I'd like to see your fix for Ogryn that are currently 45 points per model.


I'd be fine with having one in three models with a heavy weapon. I'm also in favor of being able to mix and match types of terminators. With my Dark Angels I've been putting Cyclone missile launchers on lightning claw terminators for a long time. Shoot heavily when you want, assault when you need to.

Does anyone remember back in 3rd edition when Terminator armor gave you an additional attack because it automatically came with Terminator Honors? Bring that back, so the Sargent has one more attack.
   
Made in ca
Commander of the Mysterious 2nd Legion





 cuda1179 wrote:
Dantes_Baals wrote:
T5 2W, 2 heavy weapons per 5 and take them back to 40ppm. Solved.


Wow, lol that might be a little over the top. If that's your fix for Terminators I'd like to see your fix for Ogryn that are currently 45 points per model.


I'd be fine with having one in three models with a heavy weapon. I'm also in favor of being able to mix and match types of terminators. With my Dark Angels I've been putting Cyclone missile launchers on lightning claw terminators for a long time. Shoot heavily when you want, assault when you need to.

Does anyone remember back in 3rd edition when Terminator armor gave you an additional attack because it automatically came with Terminator Honors? Bring that back, so the Sargent has one more attack.



logically if terminator honors gave you +1 attack that'd mean vanguard and sternguard vets should get +1 attack. not something I'm opposed to but..

Opinions are not facts please don't confuse the two 
   
Made in us
Fixture of Dakka





Denison, Iowa

Would a first-turn teleport option be of any help to them?

Also, what do you guys think about having more character upgrades for the unit? Perhaps an option making one guy an apothecary?


I'd like to point out Grey knights terminators. Back in the OLD Deamon Hunters codex (the first one) All the Characters could buy a psycannon as a replacement for their ranged weapon. If that were to come back it would definitely make GK terminators better (and all the other units too).
   
Made in us
Regular Dakkanaut




 cuda1179 wrote:
Dantes_Baals wrote:
T5 2W, 2 heavy weapons per 5 and take them back to 40ppm. Solved.


Wow, lol that might be a little over the top. If that's your fix for Terminators I'd like to see your fix for Ogryn that are currently 45 points per model.


I'd be fine with having one in three models with a heavy weapon. I'm also in favor of being able to mix and match types of terminators. With my Dark Angels I've been putting Cyclone missile launchers on lightning claw terminators for a long time. Shoot heavily when you want, assault when you need to.

Does anyone remember back in 3rd edition when Terminator armor gave you an additional attack because it automatically came with Terminator Honors? Bring that back, so the Sargent has one more attack.


Seems reasonable to me. 1 heavy per 3 T5 2W at 45 a pop. They'd be pricey again, but they'd be worth it. I could probably be talked into picking up a box of tactical if they got those aforementioned updates
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

 cuda1179 wrote:
Dantes_Baals wrote:
T5 2W, 2 heavy weapons per 5 and take them back to 40ppm. Solved.


Wow, lol that might be a little over the top. If that's your fix for Terminators I'd like to see your fix for Ogryn that are currently 45 points per model.


I'd be fine with having one in three models with a heavy weapon. I'm also in favor of being able to mix and match types of terminators. With my Dark Angels I've been putting Cyclone missile launchers on lightning claw terminators for a long time. Shoot heavily when you want, assault when you need to.

Does anyone remember back in 3rd edition when Terminator armor gave you an additional attack because it automatically came with Terminator Honors? Bring that back, so the Sargent has one more attack.


The entire guard codex needs some love so that's a different story. Also it's not over the top as you would still need to purchase the upgrades. The change I suggested would improve the durability, efficiency, fluff and viability of bringing terminators. The problem isn't the loadouts. The problem is that they cost too much do very little and die too easily. Deep strike them and get 8 bolter shots + a heavy weapon then watch them die as they get shot by cultists. The best of the Space Marines chapter shot down by Cultists? Then you can't charge so you just kind of stand there. When they get into combat they hit last as well. Currently they cost too much for that.

Anyone who is married knows that Khorne is really a woman. 
   
Made in us
Thinking of Joining a Davinite Loge





Minnesota, USA

Honestly I've had more terminators fall to massed hits than High strength low AP firepower. But to be honest, yeah the standard terminators could use some more weapon options. Most of the time when I've run terminators it's been deathshroud or grave wardens, both of which are amazing. I find it hard to fit vanilla terminators into a list when those are options.

There is no Zuul, there is only war!

30k Death Guard W:8 L:5: D:1

Mechanicum W:4 L:2 D:1


 
   
Made in us
Longtime Dakkanaut




Terminators are simply fixed, give them a 2nd wound and bring them back up to 40ppm and boom fixed. Sorry add in 2 heavy weapons per 5 models as well. I never understood why SM elites were so pathetic.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Ferocious Black Templar Castellan






Sweden

The second wound really helps mitigate those times when you tell statistics to go feth itself and you roll something like on three saves. Sure, it's statistically unlikely in the extreme, but those few times that it happens you lose so much of the squad that it's almost silly.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

For a reason to take termie over artificer, it would help if Terminator armour conferred a 2+ re-rollable, where the re-roll only succeeds on a 5+.
   
Made in au
Grizzled Space Wolves Great Wolf





 AlmightyWalrus wrote:
The second wound really helps mitigate those times when you tell statistics to go feth itself and you roll something like on three saves. Sure, it's statistically unlikely in the extreme, but those few times that it happens you lose so much of the squad that it's almost silly.
That's a problem with any expensive model that relies on statistics to stay alive, which is basically all of them
   
Made in gb
Been Around the Block




 Selym wrote:
For a reason to take termie over artificer, it would help if Terminator armour conferred a 2+ re-rollable, where the re-roll only succeeds on a 5+.

It realy needs to be at least a 2+ reroll to 4+, with a 4++. Even then they'd need a points drop imo.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

That would be a bit much, I think.
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

 Selym wrote:
That would be a bit much, I think.


Nah. Even running them with the new veil of time power on assault termies, they still aren't especially competitive. 6 inch walking speed on a unit that wants to be in melee is a huge downside. They need absolutely abusive rules to make up for it if anyone is going to bother with them in a competitive game.

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Made in gb
The Last Chancer Who Survived




United Kingdom

Better assault rules would be better, this is more an issue with melee units in general than just termies.
   
 
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