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![[Post New]](/s/i/i.gif) 2011/10/06 01:18:05
Subject: Terminators Tactics
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Fresh-Faced New User
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I have decided not to order the dread, and instead get a regular terminator squad, what is some tricks and tips for them?
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![[Post New]](/s/i/i.gif) 2011/10/06 01:18:45
Subject: Terminators Tactics
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Fully-charged Electropriest
Richmond, VA (We are legion)
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TH+SS. Hit things to death. Pretty simple.
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DQ:90S--G-M----B--I+Pw40k94+ID+++A/sWD380R+T(I)DM
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![[Post New]](/s/i/i.gif) 2011/10/06 01:18:49
Subject: Re:Terminators Tactics
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Fresh-Faced New User
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I'm planning to get it over the weekend, so i have some time to think about it
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![[Post New]](/s/i/i.gif) 2011/10/06 01:24:48
Subject: Terminators Tactics
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Twisted Trueborn with Blaster
goose creek, SC
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Tac termies aren't as viable as they used to be now that they can only get the one assualt cannon in a 5 man unit. You will get way more bang for your buck with TH+SS termies nowadays. the reason being their almighty SS which gives them a 3+ invul vs the 5+ that any other termi has and they crush anything to a pulp that they hit. Once you get those they will need a ride and that would be either a land raider crusader or a redeemer depending on your preference and the types of armies you usually play against.
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Deathbringers 5500
"we are the defenders of humanity, we are the bringers of death."
Waaaghallans 4000
"We dont fight fer food, or fer teef, or guns, or cos we's told ta fight. We fight cos we woz born ta fight. And win."
Kabal of the Bleeding Shadows 1500
"Fear not the darkness. Fear that which the darkness hides."
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination
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![[Post New]](/s/i/i.gif) 2011/10/06 01:39:21
Subject: Terminators Tactics
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Willing Inquisitorial Excruciator
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ı suggest getting a close combat termınator squad and a termınator squad from aobr. That way you can have 10 close combat termınators
for game perspective regular terminators are not the best for anything since there are better units for shooting like sternguard, and better units for assault vanguard or close combat terminators.
and it is always fun to get 2 boxes of units from one box and cheap units from the starter set
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![[Post New]](/s/i/i.gif) 2011/10/06 03:52:44
Subject: Terminators Tactics
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Decrepit Dakkanaut
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Assault Termies are great, but IMO only if you also stick them in a LR.
If you deploy them at the beginning, they will have to walk all the way across the table. They will draw fire, which will keep the enemy from shooting at other parts of your army, but you can still loose your fancy CC unit before it ever gets an opportunity to make the points back.
If you deep strike them you have a unit in that is a sitting duck for 1 turn since they cannot assault on the turn they deep strike.
The only way to protect assault termies (unless you play BA or GK) is in a LR, drive them to the enemy, and assault out of the thing.
This just made your Termies a lot more expensive (both points and $).
If you include the LR in point cost, you can field a 10 man Tactical squat for a similar point cost than a 5 man assault terminator squat. So keep that in mind.
You can also deep strike the Tactical Terminators and fire all your weapons.
Different equipment also allows you to play fancy wound allocation games with the squat. Got a 5 man unit with 1 Sgt, 1 Powerfist, 1 Chainfist, 1 assault cannon, and 1 missle launcher? Now each model is unique and you can assign wounds based on what threat you have on the table. Facing high armor, let the Termies with the assault cannon and the sgt die first, and try to take out armor with missle launcers, power fists and chain fists.
Tacital Terminators also allow you to let the enemy bring the fight to you. 5 Tactical Termies vs. 5 Assault Termies are gonna fire a lot of bullets at the CC version before they ever get into combat. And once you are in combat vs. the CC version you still have 4 power fists and a 2+/5++.
I don't agree that CC are better, since they require dedicated support to make sure they can do what they need to do. They just fill different roles.
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![[Post New]](/s/i/i.gif) 2011/10/06 11:00:50
Subject: Re:Terminators Tactics
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Longtime Dakkanaut
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I would bring assault termies as you'll need a cc threat sometimes. They go in landraiders. They can be a walking meat shield though it needs to be done right. The particular mixture of LC and TH/SS depends on the list.
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![[Post New]](/s/i/i.gif) 2011/10/06 12:42:36
Subject: Terminators Tactics
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Q. Who do you kill off first, LC terms, or the TH/SS?
Do the SS only get kept to protect the squad while slogging in?
If against vehicles, let the LCs die first?
When getting close to their target, peel the TH/SS off and let the LCs go for it?
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This message was edited 1 time. Last update was at 2011/10/06 12:42:54
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![[Post New]](/s/i/i.gif) 2011/10/06 13:15:16
Subject: Terminators Tactics
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Perfect Shot Dark Angels Predator Pilot
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Depends on your target and the enemies army. If your targets are going to be infantry, you might want to keep the LC around for when you get stuck in. If its MC's or vehicles or power weapon weilding dudes (GKs), keep the SS's for high str attacks and better saves.
It will also depend on what you are taking casualties from. If you get him by 3 plasma shots, you will want to take the 3++ save of the SS rather than the 5++ on a LC termy. That means if you fail, a SS goes. Since most armies will try to put AP2 shots into your termies, it's better to try and save the SS's for those, rather than risk them on a bolter round.
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This message was edited 1 time. Last update was at 2011/10/06 13:15:47
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![[Post New]](/s/i/i.gif) 2011/10/06 18:12:05
Subject: Terminators Tactics
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Fresh-Faced New User
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I am a big fan of the Tactical Terminators. I run a 10 man squad with assault cannon, cyclone missle, and 2 chainfists. It has stood against 9 necron reapers and a Lord in CC. I also used them to kite a full squad of Orc Nobs around shooting at them until they had managable numbers to assault and finnish off. They have more versatility than assault marines and can shoot after deep striking. =)
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![[Post New]](/s/i/i.gif) 2011/10/06 18:30:00
Subject: Terminators Tactics
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Bounding Assault Marine
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Yeah, I run 10 with 2 CLM. It's an enourmous point sink but 5 terminators in cover are hard to shake lose, and 5 terminators assaulting anything that doesn't have power weapons needs to be looked out for. Chainfists make quick work of dreads and AV.
They are not as good as THSS are at close combat, not as tough either vs power weapons or AP 2. But their threat range is anywhere from 30-52 inches.
They are tactical, not specialists, but they are definitally elite and can really put a damper on the enemy's plans.
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![[Post New]](/s/i/i.gif) 2011/10/06 18:32:54
Subject: Terminators Tactics
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Speedy Swiftclaw Biker
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If you're running Space Wolves, don't field TH/SS Termies, they're simply too expensive. The exception to this is Arjac Rockfist, who is totally worth it.
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![[Post New]](/s/i/i.gif) 2011/10/06 19:46:11
Subject: Re:Terminators Tactics
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Tactical Terminators are a good unit, they just take some finesse to use properly.
Take the Clyclone Missile launchers and form a firing position. These are shooty terminators, the Power Fists are just for show.
The Clyclone will allow you to pummel vehicles and infantry from afar and the Stormbolters can help against infantry.
Assault Terminators are very good and better in some more situations, but that doesn't make Tactical Terminators bad.
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This message was edited 1 time. Last update was at 2011/10/06 19:46:24
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/10/06 20:22:31
Subject: Re:Terminators Tactics
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Hellish Haemonculus
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I stick a unit of Assault Terminators in a Land Raider Crusader with the Melta/Extra Armor options. Put Vulkan in there with them and go to town.
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