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Made in it
Contagious Dreadnought of Nurgle





Finally, you are playing hyper-elite models in an Edition where people seem to be spamming either hordes or aircraft. You lack the firepower to stop the tide; even if every shot hit and killed, every turn, without casualties, you might not be able to remove a full mob.

i can grant a 8-10 scarab occult termy unit REMOVE a full mob, if properly supported by things like preiscence, between fire power and charge you can have decent chances to take out two of them.

I'd be interested to know if any Chaos players out there are having any success with a Termi Heavy list.

i played 10 scarab occult termies supported by Magnus and they did pretty well, what they target ,witjh preiscence on and re roll 1 thanks to Magnus, is usually removed from play, they shine aganisyt light/medium armored units like IG/orks/marines, they of couse have some difficult remove heavy targets like some veichles cause they have not plasma/melta or PF, btw if you need some all around firepower they are a good choice, chaos termies are more reliable agaisnt though targets depend what you really need in your specific army list

This message was edited 2 times. Last update was at 2017/07/04 13:04:58


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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 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.

   
Made in us
Longtime Dakkanaut




Benbonney wrote:
A lot of these replies are very good and are making confident in sticking with 100% terminator force


Personally I wouldn't recommend it unless you play thousand sons. With how objectives work, elite armies will end up losing unless they can clear hordes really well. Most terminators cannot do that efficiently thanks to mediocre anti infantry shooting and a 20 point anti tank/MC/heavy infantry melee weapon bringing up their price. Lightning claws are another fairly solid option but have the ever present "reliable charge out of deepstrike" issue. I'm not sure how cost efficient it is, but crusaders and reedemers filled with Lightning claw terminators (or even terminators with heavy flamers) might be a good counter measure. Still, bit of an uphill battle currently.
   
Made in pl
Fresh-Faced New User





I agree. Playing literally 100% terminator army would be much harder. Especially in mealstorm games. Imo mostly due to 5" move, as you want to deepstrike near your enemy insread objectives. You need some quick and relatively resilient support. Landspeeders are great for my Deathwing.
   
Made in gb
Regular Dakkanaut





Scarab occults. I could make a 'competitive' list with them I would think. Just support them and they are incredible.
   
Made in us
Furious Fire Dragon





How are Terminators?

My 10 Iron Warrior Terminators (combi-bolters and lightning claws, with an Icon of Khorne, supported by a CSM Sorcerer in terminator armor and a CSM Lord with a jump pack) DESTROY. YMMV, of course.

You know what else destroys stuff? TH/SS Terminators supported by a Chaplain.

Terminators might not be "competitive" (where "competitive" = more efficient per point than other units), but they are good. You'll easily find a place for them in your lists.
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries



In between Blackpool & Preston

Necro.....
Played my first full terminator army yesterday (actually was 23 paladins 1 apothecary and voldus)
I was facing guard blobs with a few sentinels and tanks and a vendetta etc.
So biggest problem was not enough attacks to kill the blobs but with voldus and a small unit of 3 paladins cutting through the battlefield my opponent was slowly losing momentum. I grabbed the relic turn 3 and my opponent shot me with 72 shots from conscripts then charged me in a last ditch effort to stop me running away with the relic, I lost 1 man ( which my apothecary brought back next turn) and I started charging other blob squads just to protect my 3 paladins from losing the relic.
In the end I won and I had cut a very nasty path. I learnt how nasty hammerhand is now, and voldus died after taking out about 500 points of guard

Repent! 
   
 
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