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Made in gb
Perfect Shot Black Templar Predator Pilot






I've just got my first squad of terminators and i'm not really sure how to use them. Help please
   
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Battlewagon Driver with Charged Engine





Depends on what kind they are. If they're assault termies, you can put them in a land raider and drive them up, unload and own them, or you can deep strike, but that can be risky because you cant assault during the turn you land so your opponent can shoot you.

For tactical termies, its kind of the same thing, but assault termies are generally better since you want to get into CC anyway usually.

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Mutated Chosen Chaos Marine





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TH/SS termies either put them in a land raider, or deepstrike them, but as Billagio said, they can't assault so try to deepstrike them close enough to the enemy to get into assault the next turn, and deep strike them behind LOS blocking terrain...

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they're tactical, there's five of them and they have the option between a hvy flamer and assault cannon i have no transports for them.
   
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Stephens City, VA

Either use the assault cannon, or get a cyclone missle launcher (codex allowing, etc)

This is a very shooty unit, however it will draw lots of fire and all in all isn't too terribly survivable

   
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Longtime Dakkanaut




What else do you have? Which codex?
Foot slogging next to dreads and razorbacks - all moving 6'' and shooting.

Teleport them down and start shooting.

In either case I would go for the cannon. The flamer is too specific though works well with the storm bolters.

In general they should aim to be hit hard and take the worst the enemy can bring saving other models. As such they are good to contest objectives.
Especially if you haven't assault termies these guys will be the best you have at cc. Certain units need to be killed with powerfists, let's give tervigons and nob bikers as examples.
   
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Frenzied Berserker Terminator




In your squads, doing the chainsword tango

MFletch wrote:
In general they should aim to be hit hard and take the worst the enemy can bring saving other models. As such they are good to contest objectives.


Y'know, If i bring some pipin' hot plasma then your terminators are probably not going to enjoy taking 5++ saves, and will probably get whittled down quite quickly?

Tac terms are good for 0-24" anti infantry shooting, but they really aren't there to take the worst the enemy has, since the worst is ap1/2 weapons and they will tear through the terminators at a third less of the speed they will tear through marines.

   
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Longtime Dakkanaut




Ap 1,2 weapons firing at your termies mean they are not shooting tanks hence why I stated they save other models.

plasma guns have to get within the 24''.

Your other point is a bit extreme. True, plasma guns are well designed for taking out termies, it may have escaped your notice that meltas are good against vehicles and some guns are really good at taking out troops. If you bring the complete range of weapons to deal with all enemies you will have a good balanced list well done for spotting that.
   
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Long-Range Black Templar Land Speeder Pilot




Indiana

Don't run shooting termies unless you play BT or DA, not enough firepower to be worth the points.

Mostly stick to TH/SS you're Codex(mix in some Lightning Claws if you're BT) put them in a landraider and drive it after heavy units: MCs, Vehicles,other MEQs and other Termies ect. Keep them away from swarms, and units like Wyches/DCA.

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- Tacticals and Devastators
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Homicidal Veteran Blood Angel Assault Marine





Sharjah

Since you already have them, I would strongly suggest you either find a way to convert them to TH/SS or acquire a Cyclone launcher.

Trust me, I've played against SM lists that field Tactical Terminators without Cyclones, and they end up being a massive waste of points, at least against mech armies like mine.

They probably still won't be great, but those 2 Krak Missiles per turn will at least contribute something.

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cheers guys
   
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Land Raider Pilot on Cruise Control





Denver

People seem to forget that Tac termies still have powerfists....

Granted they go last in assault (but so do TH's), they can still blow stuff to pieces then assault and kill stuff with the fists. Give a couple chainfists to them and now you have anti infantry and anti tank.

Put a Librarian with them and teleport them around. Include some CML's/AC's and you have a fairly solid anti-everything unit.

TH/SS Termies are always awesome, a 2+/3++ is a lot of hard to kill, heavy hitting bad asses -- but they aren't always "choose these ALL the time". They have more survivability, but they give up shooting (which some will point out isn't all that great anyway). -- but on a note of survivability, a 24" range can give you just a much survivability if used correctly.

It's just a matter of how you want to use them. As I mentioned above, you can easily make them much more effective by taking a Libby with them -- and the fact you don't have transport, means that the deep strike option will work well for you.

Yes, Tac termies seem to get a lot of flack and hate from people, but I use them on a fairly regular basis, and have yet to be disappointed. Just have to make sure you have a formula that takes what they have, and supplement it with something that multiplies their effectiveness.

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Indiana

They get eaten by anything remotely good at CC. There are much more efficient ways to get a bunch of s4 shots than using terminators.

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Twisted Trueborn with Blaster




goose creek, SC

In 4th edition tac termies were much better because a 5 man squad could have two assault cannons and rending was actually a d6 extra for a rend instead of d3. Now though that they have had a good chunk of their toys taken away or dialed down it's assault termies all the way. While the thunderhammer does go last it's the storm shield that puts it over the top. Now that they increased it's save to a 3+ TH termies are walking gods that can take a hit and strike back devastating everything.

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