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Longtime Dakkanaut






Haven't seen much about this. Typically people run Chaos Terminators as Termicide units with combimeltas, give or take a chainfist. Given their cost though, what about a 10-man unit, barebones...

10 Chaos Terminators, 6 combi weapons, Mark of Tzeench (for the 4+ invul) and a chainfist costs 380 points, and puts out a ton of fire, can threaten vehicles, hoarde, and MEQs alike, won't get bogged down by walkers, and isn't particularly susceptible to blast templates as long as you space them properly. Puts out 27 power weapon and 3 chainfist attacks on the charge, 18/2 otherwise.

What do you think? Worth footslogging?

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Power-Hungry Cultist of Tzeentch





Pacific Northwest USA

That sounds really good actually. It's a bit more expensive than SM TH/SS but they benefit from the ability to take those combi-weapons and those chainfists are a nice addition. I would definitely be afraid to deal with one of these. A land raider might be a worthy investment. I wouldn't rely on deep-striking because of the large footprint 10 terminators make, but foot-slogging becomes more viable with MoT or MoN. I personally like to run Khorne terminators with a bloodfeeder daemon weapon-wielding terminator lord and use them as HQ/HS hunters.

Edit: By a bit more expensive I meant than the default 5 man squad I don't know how much 10 TH/SS would cost right now, I am not at home with codecies about.

This message was edited 1 time. Last update was at 2011/01/21 16:50:41


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Napoleonics Obsesser






Haha, I was considering this for Apoc...

10 dudes, x5 combimeltas, x5 guys with chainfists, x5 lightning claws, MOK


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Kathartes wrote:That sounds really good actually. It's a bit more expensive than SM TH/SS but they benefit from the ability to take those combi-weapons and those chainfists are a nice addition. I would definitely be afraid to deal with one of these. A land raider might be a worthy investment. I wouldn't rely on deep-striking because of the large footprint 10 terminators make, but foot-slogging becomes more viable with MoT or MoN. I personally like to run Khorne terminators with a bloodfeeder daemon weapon-wielding terminator lord and use them as HQ/HS hunters.

Edit: By a bit more expensive I meant than the default 5 man squad I don't know how much 10 TH/SS would cost right now, I am not at home with codecies about.


The unit I proposed is cheaper than a unit of 10 Assault Terminators by 20 points. You could make the points cost equal by adding in another chainfist and another combiweapon.

The only thing that sucks about this unit is that it's not Fearless. One lucky tank shocking or pinning attack and your uberunit gets hosed.

This message was edited 1 time. Last update was at 2011/01/21 16:53:36


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I would give it a shot. If anything does try to tank shock them it won't survive the assault phase. Being Marines they have a pretty great LD value so it's not like they will be fleeing at the drop of a hat. I think these guys definitely have a solid spot in a 1850-2000 point list. Even better in Apoc though, like Samus mentioned.

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Longtime Dakkanaut






Kathartes wrote:I would give it a shot. If anything does try to tank shock them it won't survive the assault phase. Being Marines they have a pretty great LD value so it's not like they will be fleeing at the drop of a hat. I think these guys definitely have a solid spot in a 1850-2000 point list. Even better in Apoc though, like Samus mentioned.


The main issue is that you're going to get tank shocked in a way that doesn't put a Chainfist in the vehicle's path. Then again, if you're running Combi-Meltas, as long as you spread them out on the periphery of the squad you should be G2G.

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Tilter at Windmills






Manchester, NH

Yup. Combis for tank-shock resistance help. I've been thinking about this unit and I'm torn between MoT for durability, or MoS + some LC guys for cheapness and to lay a bunch of PW wounds onto enemy hardcore assault units (TH/SS termies, Thunderwolves) before they get to swing.

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Oy, I keep forgetting that our terminators aren't fearless


IMO, more than like four combi meltas is OP. If you're not busting a tank with that many, then you're doing something wrong. I personally would value the twin linked bolter shots more, since you'll effectively score 75% of your hits, rather than being stuck with that non twin linked bolter after you pop that melta.

I don't really feel like the combis or the chainfists are even nessesary with such an uber killy unit. You don't really have time to go after tanks if your prime objective is to completely obliterate infantry (unless you're playing apoc and need to go after super heavies, in which case, take 10 chainfists ). Lightning claws seem to be the most useful upgrade, or maybe just bare-bones guys (power weapons are still great, despite being the standard option)

It seems like all marks would be of some benefit here. MOK for more attacks (10 more, actually), MON for incredibly survivability, MOT for the same thing, and MOS for an advantage against other marines (which seems to be the best thing to do, to be honest)

And lets not forget that you can take a second special weapon when your unit is at full strength, so double heavy flamers seems like a good idea ;D


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Manchester, NH

When you're investing this many points in a unit which can only move 6" and can't get a transport, I think you do need to give them upgrades which allow taking on any target. Since your opponent's going to be able to engage them with pretty much any unit of his choice.

I love heavy flamers, and they're only 5pts, but they're tough to use in a footslogging unit.

I'd say you want at least two chainfists and a bunch of combis. Combi-meltas most important to open up tanks. You may want more than 4 both so that you improve your odds of getting a kill from more than 6" away, and so you can take multiple shots per game. Combi plasma can also be nice to pop light vehicles and soften up enemy terminators and monstrous creatures before the assault. I'm not usually a fan of Reapers, but a pair of them can really let this unit reach out & pop light enemy vehicles, giving the terminators a good way to contribute even when the enemy's avoiding them in the early turns.

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I was considering an army w/2 squads of 10 Tzeentch marked Termies but came to the conclusion that their lack of fearless meant it would never work. Imagine pulling that guard player and losing both units in 2 turns. Any other list I'd back them against but against IG w/a PBS it's an auto-lose against a competent opponent. If they were fearless I'd be all over 2 full squads though. They are sweet.

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Hulksmash wrote:I was considering an army w/2 squads of 10 Tzeentch marked Termies but came to the conclusion that their lack of fearless meant it would never work. Imagine pulling that guard player and losing both units in 2 turns. Any other list I'd back them against but against IG w/a PBS it's an auto-lose against a competent opponent. If they were fearless I'd be all over 2 full squads though. They are sweet.


This. I've had some sporadic luck with Tzeentch 7-man squads, even ran an army with 3 such squads for a short while, but the lack of Fearless eventually kills you when you watch 3+ terminators run off the board. My conclusion is that until they fix Chaos Terminators, small termicide units are the way to go.

 
   
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Make a right past the Eye of Teror...no a left...wait a right!

Until the cult termies are fixed, undivided with an Icon may help them to last longer against shooting and even some assaults. LD10 with a reroll seems the way to go.

 
   
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Oooh! I actually run a ten-man Chaos terminator blob regularly, and I have to say that I love it. I typically leave out the champion and equip five of them with combi weapons, with one of them using a reaper autocannon (mostly because I like the looks of it). I usually use either the mark of Nurgle or Tzeentch, depending on whether I want them to also hunt down infantry or vehicles/monstrous creatures. There's usually at least two powerfists in there, too. It's expensive as hell, but it's my favorite unit to field. I also typically put my Chaos Terminator sorcerer with Bolt of Change in there as well, but that's mostly because I'm a sorcerer fan boy.

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the problem is they lack fearless, and don't have and they shall know no fear. Which means this unit can be bogged down and overrun in combat. Also, a Psyker battle squad can simple make it run away.

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Give most of them LCs and the whole squad a MoK, and you'll be good to go.

Insanely expensive, but if cost is no issue...


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I miss the "old days" when you could run terminator honor guards (so to speak) for your lord and sorceror. Gave you two more units to go with your other three termionator units of ten. Two small tac units and you were good to go!!

Obviously not a game winner, but a fun "Chaos Deathwing" army to use. Anyone else run this?


Automatically Appended Next Post:
Cable wrote:I miss the "old days" when you could run terminator honor guards (so to speak) for your lord and sorceror. Gave you two more units to go with your other three termionator units of ten. Two small tac units and you were good to go!!

Obviously not a game winner, but a fun "Chaos Deathwing" army to use. Anyone else run this?



Damn, I also forgot about the "old tank hunter skill" for all my reaper autocannons and combi-meltas!!!!!

This message was edited 1 time. Last update was at 2011/01/23 16:47:57


 
   
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NuggzTheNinja wrote:The only thing that sucks about this unit is that it's not Fearless. One lucky tank shocking or pinning attack and your uberunit gets hosed.


TH/SS Terminators aren't typically Fearless either; in fact they tend to be Ld9, where this one is Ld10, although lack of ATSKNF is a bit rubbish. Nasty enough unit, though.

--- - - - - - - ---
2000pts 1500pts 2000pts

 
   
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I've been thinking of taking a 9-man unit with 5 Lightning Claws, 2 chainfists, 4 combi-meltas and an icon of Khorne. I'll attach a Sorcerer in Terminator armor to them with Lash of Submission. The idea is to have the sorcerer lash units within charge range of them so the Lightning claws can do their trick. The 2 chainfists are to fend off walkers in combat. The 4 combi-meltas are to open up vehicles that get to close.

The 9 Termies are 400pts and dish out 25 Lightning claws attacks, 8 power weapon and 8 chainfist attacks on the charge. I hope to use the Sorcerer and Lash to suck in some choice units to munch on.
   
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Actually, I'd think a sorcerer with gifts of chaos would be better. It's very possible to get tar-pitted by larger units, but if you turn the boss with bosspole or commissar into a writhing tentacle monster, they're not going to be able to stick around as long.


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Manchester, NH

Cable wrote:I miss the "old days" when you could run terminator honor guards (so to speak) for your lord and sorceror. Gave you two more units to go with your other three termionator units of ten. Two small tac units and you were good to go!!

Obviously not a game winner, but a fun "Chaos Deathwing" army to use. Anyone else run this?


There were a few people on Dakka who ran this, back in the day. Janthkin (who still posts) was one. Remember you could take daemons as your compulsory troops back then. I remember a Lustwing list which came out to six squads of six models- a mix of terminators and daemonettes, all deep striking.

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Violent Space Marine Dedicated to Khorne





Make a right past the Eye of Teror...no a left...wait a right!

Mannahnin wrote:
Cable wrote:I miss the "old days" when you could run terminator honor guards (so to speak) for your lord and sorceror. Gave you two more units to go with your other three termionator units of ten. Two small tac units and you were good to go!!

Obviously not a game winner, but a fun "Chaos Deathwing" army to use. Anyone else run this?


There were a few people on Dakka who ran this, back in the day. Janthkin (who still posts) was one. Remember you could take daemons as your compulsory troops back then. I remember a Lustwing list which came out to six squads of six models- a mix of terminators and daemonettes, all deep striking.


I completely forgot about that!! My idea was to run almost all terminators with two minimum troops of chaos marines. Now you would have to have a unit of terminators with an icon on the table to start or possibly loose generic demons coming from reserve on turn two. Miss those cult demons!

 
   
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Alaska

Actually, I'd think a sorcerer with gifts of chaos would be better. It's very possible to get tar-pitted by larger units, but if you turn the boss with bosspole or commissar into a writhing tentacle monster, they're not going to be able to stick around as long.


Oooh, that's a good idea. I'll have to give that a shot.

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"Feel the Emperor's judgement, Azrael!"
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Shelegelah wrote:
Actually, I'd think a sorcerer with gifts of chaos would be better. It's very possible to get tar-pitted by larger units, but if you turn the boss with bosspole or commissar into a writhing tentacle monster, they're not going to be able to stick around as long.


Oooh, that's a good idea. I'll have to give that a shot.


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The lash Sorc does not need to be in the unit and can sit safely away from combat somewhere else, just staying relativly close to the termies.

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I bought the bits, back in the day, to do a Dustwing list for my Thousand Sons army. Sadly, that option's gone along with Thousand Sons Terminators...

Valete,

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cygnnus wrote:I bought the bits, back in the day, to do a Dustwing list for my Thousand Sons army. Sadly, that option's gone along with Thousand Sons Terminators...

Valete,

JohnS


I miss the days of the -wing armies.

Dustwing
Lustwing
Bloodwing
Plaguewing

And their loyalist brothers

Lysanderwing
Deathwing (that started it all)

Although the loyalist -wings are making a comeback, and orks can still run "Da Deffwing".

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That sounds like an awesome combo.

 
   
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I feel its a safe bet they'll bring back some unit nastier then ever .. Thousand Sons Terminators will be base 2+/4++ but when taking a (cripplingly expensive) storm shield they have 2+/2++
   
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Alaska

Yeah, you raise a good point. I can't wait for the next Chaos codex (whenever that may be) because with the current trend it should be pretty amazing.

But I hope they don't give them storm shields, honestly. Too loyalist for me.

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"Feel the Emperor's judgement, Azrael!"
"Oooh, yes! Purge me! Purge me!" -Cheese Elemental

'In the eye of Terror, it's still the '80's. And that's a good thing.' -Necroagogo 
   
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NuggzTheNinja wrote:Haven't seen much about this. Typically people run Chaos Terminators as Termicide units with combimeltas, give or take a chainfist. Given their cost though, what about a 10-man unit, barebones...

10 Chaos Terminators, 6 combi weapons, Mark of Tzeench (for the 4+ invul) and a chainfist costs 380 points, and puts out a ton of fire, can threaten vehicles, hoarde, and MEQs alike, won't get bogged down by walkers, and isn't particularly susceptible to blast templates as long as you space them properly. Puts out 27 power weapon and 3 chainfist attacks on the charge, 18/2 otherwise.

What do you think? Worth footslogging?
I think that the Mark of Tzeench is the best mark to give them. With a LD of 10, I don't think tank shock is their biggest threat -- I think that the increase in LC and PG that we will see is a bigger one. The ability to increase the survival rate from 1/3 to 1/2 is huge when hit by a LC.

Give it a shot and see how it goes. 6 combi-meltas will give them good vehicle-killing power. Just shoot 3 at each vehicle that you want to destroy.

I do have one question, why not spend 5 points and grab a heavy flamer? Thats good horde killing options.

   
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I wonder if we'll ever get true chaos terminators, and cult terminators, back?

Anyone else think it's funny that if Abaddon goes to battle with his terminator bodyguard that he ALWAYS has in EVERY fluff story, he loses fearlessness and can be chased off the board with them?

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