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Made in ca
Librarian with Freaky Familiar






 techsoldaten wrote:
 Backspacehacker wrote:
wait second ed terminators.....wenrnt they the ones that had a save of 3+ on 2d6 not like roll 2d6 and hope one was a 3+. as in, roll 2d6 add them and thats your save.


Yeah... I would rather see them justify their cost then get better transport options.

The saving throw is what matters, there's too much AP negative shooting right now. Rolling 2d6 for every save would slow down the game, maybe rerolls to all failed saves? Not counting invulnerable?


How about we make this even easier, keep their point cost the same give them a new rule and change it based on terminator pattern

Tataros\indomonus pattern: Ignore rend of -1, -2
Cataphractii: ignore rend of -1,-2,-3

To many unpainted models to count. 
   
Made in us
Daemonic Dreadnought





Eye of Terror

 Backspacehacker wrote:
 techsoldaten wrote:
 Backspacehacker wrote:
wait second ed terminators.....wenrnt they the ones that had a save of 3+ on 2d6 not like roll 2d6 and hope one was a 3+. as in, roll 2d6 add them and thats your save.


Yeah... I would rather see them justify their cost then get better transport options.

The saving throw is what matters, there's too much AP negative shooting right now. Rolling 2d6 for every save would slow down the game, maybe rerolls to all failed saves? Not counting invulnerable?


How about we make this even easier, keep their point cost the same give them a new rule and change it based on terminator pattern

Tataros\indomonus pattern: Ignore rend of -1, -2
Cataphractii: ignore rend of -1,-2,-3


That could work, but I think it would make them more expensive.

   
Made in ca
Librarian with Freaky Familiar






 techsoldaten wrote:
 Backspacehacker wrote:
 techsoldaten wrote:
 Backspacehacker wrote:
wait second ed terminators.....wenrnt they the ones that had a save of 3+ on 2d6 not like roll 2d6 and hope one was a 3+. as in, roll 2d6 add them and thats your save.


Yeah... I would rather see them justify their cost then get better transport options.

The saving throw is what matters, there's too much AP negative shooting right now. Rolling 2d6 for every save would slow down the game, maybe rerolls to all failed saves? Not counting invulnerable?


How about we make this even easier, keep their point cost the same give them a new rule and change it based on terminator pattern

Tataros\indomonus pattern: Ignore rend of -1, -2
Cataphractii: ignore rend of -1,-2,-3


That could work, but I think it would make them more expensive.


I mean they are already like 225 points for 5 so sure make them 250 for 5, then they can actually do what they were meant to do, which is be shock troopers that soak up small arms fire.

To many unpainted models to count. 
   
Made in us
Locked in the Tower of Amareo




Rolling 2D6 slowed down nothing in 2nd. It just didn't help or matter much. Krak missiles were -6.
   
Made in us
Decrepit Dakkanaut




 Backspacehacker wrote:
 techsoldaten wrote:
 Backspacehacker wrote:
 techsoldaten wrote:
 Backspacehacker wrote:
wait second ed terminators.....wenrnt they the ones that had a save of 3+ on 2d6 not like roll 2d6 and hope one was a 3+. as in, roll 2d6 add them and thats your save.


Yeah... I would rather see them justify their cost then get better transport options.

The saving throw is what matters, there's too much AP negative shooting right now. Rolling 2d6 for every save would slow down the game, maybe rerolls to all failed saves? Not counting invulnerable?


How about we make this even easier, keep their point cost the same give them a new rule and change it based on terminator pattern

Tataros\indomonus pattern: Ignore rend of -1, -2
Cataphractii: ignore rend of -1,-2,-3


That could work, but I think it would make them more expensive.


I mean they are already like 225 points for 5 so sure make them 250 for 5, then they can actually do what they were meant to do, which is be shock troopers that soak up small arms fire.

They already DO soak up small arms fire. This is the most durable they've been for the cost in a long time. Outside very specific weapons, they're more durable all around.

So once again it isn't durability that's the problem. It's the offense they lack.

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.
 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I wonder if some kind of "brace" stratagem might be worthwhile.

1 CP to increase their toughness by 1, and their armor to a 3+ 2d6 for the phase.

Then give them WS/BS 2+, and +1 attack in melee.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

I think that they shouldn't suffer the -1 for moving and shooting,for starters.
And, they needn't have the unwieldly pfist penalty.
Make these changes,
let them ride in rhinos as described, and keep the points the same.

BTW, units are not only costed for their effectiveness, Also they are costed for their availability to the army, to reinforce army flavor, to reflect rarity of units, stuff like that is why CSM termies are more expensive I think....

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

iGuy91 wrote:I wonder if some kind of "brace" stratagem might be worthwhile.

1 CP to increase their toughness by 1, and their armor to a 3+ 2d6 for the phase.

Then give them WS/BS 2+, and +1 attack in melee.


Do NOT give them a 3+ on 2d6. That rolling would be a massive pain given the amount of dice you can throw at them. Otherwise I have no real objections, pending playtesting.

jeff white wrote:I think that they shouldn't suffer the -1 for moving and shooting,for starters.
And, they needn't have the unwieldly pfist penalty.
Make these changes,
let them ride in rhinos as described, and keep the points the same.

BTW, units are not only costed for their effectiveness, Also they are costed for their availability to the army, to reinforce army flavor, to reflect rarity of units, stuff like that is why CSM termies are more expensive I think....


Except points are not attached to the fluff. If a unit is worth X points, I don't care if it's the single most common unit in the fluff or one-of-a-kind, it's worth X points.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 JNAProductions wrote:
iGuy91 wrote:I wonder if some kind of "brace" stratagem might be worthwhile.

1 CP to increase their toughness by 1, and their armor to a 3+ 2d6 for the phase.

Then give them WS/BS 2+, and +1 attack in melee.


Do NOT give them a 3+ on 2d6. That rolling would be a massive pain given the amount of dice you can throw at them. Otherwise I have no real objections, pending playtesting.

jeff white wrote:I think that they shouldn't suffer the -1 for moving and shooting,for starters.
And, they needn't have the unwieldly pfist penalty.
Make these changes,
let them ride in rhinos as described, and keep the points the same.

BTW, units are not only costed for their effectiveness, Also they are costed for their availability to the army, to reinforce army flavor, to reflect rarity of units, stuff like that is why CSM termies are more expensive I think....


Except points are not attached to the fluff. If a unit is worth X points, I don't care if it's the single most common unit in the fluff or one-of-a-kind, it's worth X points.



How about 1 CP to increase them to t5, and then make their armor ignore rend for the phase, instead of rolling multiple dice.

So to recap
WS/BS 2+
+1 Melee Attack

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Norn Queen






Make them roll a D12 instead of a D6 for their saves!

In all seriousness though, they should get a rule lowering all damage by 1 to counter the fact Plasma deletes them in addition to T5, with no points increase.

This message was edited 1 time. Last update was at 2018/05/03 20:13:44


 
   
Made in dk
Regular Dakkanaut




 iGuy91 wrote:
I wonder if some kind of "brace" stratagem might be worthwhile.

1 CP to increase their toughness by 1, and their armor to a 3+ 2d6 for the phase.

Then give them WS/BS 2+, and +1 attack in melee.


Unit specific stratagems are an excellent idea! Activatable abilities
Edit: in general


Automatically Appended Next Post:
 BaconCatBug wrote:
Make them roll a D12 instead of a D6 for their saves!

In all seriousness though, they should get a rule lowering all damage by 1 to counter the fact Plasma deletes them in addition to T5, with no points increase.


I second this.

This message was edited 2 times. Last update was at 2018/05/03 21:26:07


 
   
Made in gb
Incorporating Wet-Blending




U.k

Northern85Star wrote:
Andykp wrote:
They weren't bad right out of the box, in 1st edition they were awesome and cost a quarter of your army for a squad, that were the only deep striking units and the only 2+ save infantry around (back then power armour was only 4+). Absolute beasts with great new weapons. U have reminded me of that so maybe they should go to the top of the pile for infantry based armour again. +1t, 2+ and can't be modified or something crazy, but it should cost you loads. I remover taking terminators was a commitment due to high points cost.

So either it is the be all and end all of armour or you accept it has been superseded by more advanced armour in the last 1000 years the game has been around. IMO.

My problem with them now Is they are shorter than a primaris marine. Can't field them as they look silly next to one.


Use normal marines as proxies for primaris. Either go all primaris or all space marine list. Dont feed the GW scam like a tool.


I've gone all primaris. Can't even look at old marines now, never had a problem before but now they look so wrong.
   
 
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