Aben Zin wrote:I ran some vanilla terminators the other day - five man with 2 chainfists and an assault cannon. Overall I was pleased with their increase in firepower- stormbolters throwing out quite a bit of dakka now- but somewhat disappointed in their melee abilities. Managed to get a charge off on a Hell Drake (boy have those guys changed!) and thought "well that's toast now", but the -1 to hit with power fists and somewhat lacklustre 2 damage on the Chainfists was underwhelming. In the end it flew away with and was finally taken down by a scout with a sniper rifle- from the unit it had charged in the first place!
In general I’m still getting over the shock of the drop in numbers of attacks. Without the extra one for charging, and the 2
CC weapon/pistol bonus on a lot of units, there are just a heck of a lot fewer swings coming out of even dedicated
CC units. For semi-dedicated units like
Tac TDA, it shows. Sure, they get 2A base, but hitting on 4+s with the fists hurts. Then you have the changes in the to wound chart, which makes it less likely to be wounding on a 2+, and you are putting out a lot less crumping.
Sticking a character with some sort of re-roll near them can help a lot with this.
I’ve had some good experience with my terminators. Both tactical (5 man, one AsC, one chainfist) and a squad of CTDA all with twin
LCs. (normally with a captain or chaplain nearby with both)
The tactical terminators actually feel like they are doing their job. Put out a decent amount of dakka, and have the
CC potential to take out stubborn problems.
The lightning claw chapheracts are a fun little blender unit. They still get the extra attack, so toss a respectable number of dice. With a
HQ buff, the number goes up. The ability to wound anything, with a re-roll to wound makes them a threat to everything. 2+/4++ 2W is pretty rugged. Sure, they are slow walking, but charge the same distance as everyone else.