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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Hi Guys,

I need some help deciding whether or not to use terminators. This is my list;
Khan on Moondrakkan
Bike squad (10), 2 plas, PF, MM
Bike squad (10), 2 plas, PF, MM
Bike squad (10), 2 plas, PF, MM
Stormtalon
Stormtalon
Pred Auto,Las
Pred Auto,Las

If i was to use the terminators, i would take the preds out. That being said, do you think my list would do ok with terminators in?

Which terminators, Assault or Shooty?

Thanks for the help

   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

1. Yes, you should. Terminators are cool, and 2+ is like a Kenzo suit right now. Viewing the new vehicule rules, your predator will last a lot less than before.
2. That said, your list seems very coherent without them. If you use termis, I'd suggest TAC ones /w CML since you will remove a shooty entry from your list.

   
Made in au
PanOceaniac Hacking Specialist Sergeant




Lake Macquarie, NSW

Also, assault terminators need a way to get into combat reasonably quickly. They have 2 options: land raider or deep strike. A land raider will be an even bigger points investment, while deep striking means they'll be out in the open for a turn of shooting. And a 2+ save in 6ed is just as easy to fail as a 2+ save in 5ed.

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Made in ch
Boosting Space Marine Biker



The Halo Stars

With your list, I would recommend against it, at least at this points limit.

About 3000 
   
Made in cz
Death-Dealing Devastator





Your list is very offensive one, 30 bikes+stormtalons are good, and enemy will focus on them i think, so maybe shooty terminators instead of 1 predator will have time to get into right position on table to hold objective, etc.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd include 10 shooty Termies with 2 cyclones. They can provide fire support while advancing.

Former moderator 40kOnline

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Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Ok, cool, thanks for the help guys.

I'm going to take your advice and go with some Shooty Terminators. with the following loadout:
5 men
CML
Chain Fist
-235

I was thinking, i could reduce the size of 1 bike squad to 4 bikes and attack bike, leaving me with a point value of 225 for the squad. I would then have enough points to put 3 scout bikers into the list, with Locator Beacon, mines, Combi-Melta and Meltabombs.

Using the scouts, i can Scout forward first turn and get into a decent position allowing my termies to come in nicely.

Thoughts?

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Zambro wrote:Ok, cool, thanks for the help guys.

I'm going to take your advice and go with some Shooty Terminators. with the following loadout:
5 men
CML
Chain Fist
-235

I was thinking, i could reduce the size of 1 bike squad to 4 bikes and attack bike, leaving me with a point value of 225 for the squad. I would then have enough points to put 3 scout bikers into the list, with Locator Beacon, mines, Combi-Melta and Meltabombs.

Using the scouts, i can Scout forward first turn and get into a decent position allowing my termies to come in nicely.

Thoughts?

The locator beacon is not a teleport homer which would be required to let Termies arrive safely.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

wuestenfux wrote:
Zambro wrote:Ok, cool, thanks for the help guys.

I'm going to take your advice and go with some Shooty Terminators. with the following loadout:
5 men
CML
Chain Fist
-235

I was thinking, i could reduce the size of 1 bike squad to 4 bikes and attack bike, leaving me with a point value of 225 for the squad. I would then have enough points to put 3 scout bikers into the list, with Locator Beacon, mines, Combi-Melta and Meltabombs.

Using the scouts, i can Scout forward first turn and get into a decent position allowing my termies to come in nicely.

Thoughts?

The locator beacon is not a teleport homer which would be required to let Termies arrive safely.


Check page 67.

'Often carry a locator beacon, a signalling package containing a teleport homer...'

And it also reads; 'arrive via deep strike' which terminators do.

I believe it is legal for terminators to DS onto a locator beacon.

   
Made in gb
Ork-Hunting Inquisitorial Xenokiller





Zambro wrote:
The locator beacon is not a teleport homer which would be required to let Termies arrive safely.


Check page 67.

'Often carry a locator beacon, a signalling package containing a teleport homer...'

And it also reads; 'arrive via deep strike' which terminators do.

I believe it is legal for terminators to DS onto a locator beacon.

You can use it for terminators, but don't base it on the fluff alone, as the fluff are not the rules.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The Locator Beacon is the super Teliport Homer that works for all Deep Strikes, not just Teliports.

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Made in ca
Warp-Screaming Noise Marine




Canada!

What have your stormtalons got?

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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

I was thinking Skyhammer missiles on my stormtalons. If they are competing against units like vendetta's with tri lascannons, i want to remain as far away as possible. the 60" range of the skyhammer missiles makes that possible

   
Made in ch
Boosting Space Marine Biker



The Halo Stars

Zambro wrote:I was thinking Skyhammer missiles on my stormtalons. If they are competing against units like vendetta's with tri lascannons, i want to remain as far away as possible. the 60" range of the skyhammer missiles makes that possible


You have to move at least 18", and they get to move at least 18", so staying out of range of an enemy with a 48" range is not going to be easy.

About 3000 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

the answer is- yes, if you want to.

"Do terminators work in my army" I believe is what you are actually asking. Because "should I use terminators?" is like asking "should I wear blue or black pants?"

It doesn't matter, choose pink pants if You want it

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Shooty terminators are one of the few units that got straight-away better in 6th ed.

Cover is worse, but they never really used cover all that much anyways, and their stormbolters will actually get to use their Ap now. Termie champrions with power sword just got very beaty, especially in challenges, especially since they no longer care about power swords, while power axes attack at the same initiative as their power fists, rather than before. Vehicles also got easier to kill, especially with multishot weapons.

Plus, you can now overwatch with an assault cannon. How awesome is that?

They were good, if a bit tricky to use in 5th edition, while just getting straight-up better in 6th.


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Made in au
Death-Dealing Ultramarine Devastator




Brisbane Aust

Hi, I am thinking of using a 10 man termie squad as well but was thinking of using 2 assault cannons instead of cyclone launchers, would this be a viable way to run termies or are cyclone launchers more Killy?
I was thinking that assault cannons with their 4 shots may provide some aa and also provide some anti transport with side hits etc.
Also I was wondering with this set up would it be worth deep striking or should I walk them up the table?
I hope I haven't hijacked the thread but it seemed like the op has asked a question I was thinking as well

 
   
Made in cz
Death-Dealing Devastator





spiraleddie wrote:Hi, I am thinking of using a 10 man termie squad as well but was thinking of using 2 assault cannons instead of cyclone launchers, would this be a viable way to run termies or are cyclone launchers more Killy?
I was thinking that assault cannons with their 4 shots may provide some aa and also provide some anti transport with side hits etc.
Also I was wondering with this set up would it be worth deep striking or should I walk them up the table?
I hope I haven't hijacked the thread but it seemed like the op has asked a question I was thinking as well


IF you use CML, you still have fist+SB on your tac terminator.
   
Made in au
Death-Dealing Ultramarine Devastator




Brisbane Aust

Dont you loose stormbolter to the CML targeter?
Ok i just looked in the codex you are correct Udunai, I was thinking of the old metal ones from 4th(?) edition.
So any tips on how to run them? I know they are only 24" range so waling them up may take a turn for them to be in range but at lease you wont risk a deep strike mishap.

This message was edited 1 time. Last update was at 2012/07/11 09:41:53


 
   
Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

Yes you should.


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Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

spiraleddie wrote:Dont you loose stormbolter to the CML targeter?
Ok i just looked in the codex you are correct Udunai, I was thinking of the old metal ones from 4th(?) edition.
So any tips on how to run them? I know they are only 24" range so waling them up may take a turn for them to be in range but at lease you wont risk a deep strike mishap.


You can shoot CML + SB.
Bike squads + beacons. You can DS where you want. In front of the bikes would be a good idea : you force your opponent to assault the terminators, and the bikes can assault the turn after.

   
Made in us
Dakka Veteran






You can hover with the stormtalon so you don't need to move.
   
Made in gb
Regular Dakkanaut





I pretty much always run a full TAC termie squad with 2 ACs and 2 chain fists in games over 2k points.

I tend to just deploy them center field if I deploy first or parallel with a major objective, if I deploy second I stick them right in front of the enemies juciest unit.

I move them forward till they are at the edge of shooting range and keep them out of CC by backpedling whilst laying down fire if I feel they won't fare well in assault or get them into as rapidly as possible if there is an abundance of low AP fire in threat range.

Add marneus calgar(who is really worth his points now) with his AP2 storm bolter for a very killy but expensive unit or chuck lysander at the front for his ability to eat lascannon shots with his 3++ and EW(which makes the unit much more survivable). In games of ~3k I've used both calgar and lysander in a deathstar which anhihilated a full squad of paladins and draigo whilst drawing fire from an exorcist tank and storm raven.

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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

@Mike. Thats awesome I must try calgar and Lysander in the same unit at some point, but i wont be able to at 1750 points.

Thanks all for the advise so far.

Alot of people in this thread who have talked about their termies have said they have an Assault Cannon. I'm going to take Missiles. Should i go with missiles, or make a swap to assault cannon?

   
Made in us
Ork Boy Hangin' off a Trukk




For the scout bikes and beacon, I just played a game using that combo that you had said precisely, however I had a HF for the cheap points cost. Anyway, something to note is that The scout bike squad will most likely get mowed down 1st turn by a smart opponent, as it happened to me... 4+ cover didn't help my squad much. They can work, but you need to bubble wrap your melta bombs w/ alabative wounds as they cannot charge first turn anymore.
On a further note that rule practically destroyed me in this game because my opponent siezed the initiative after I had made infiltrate and scout moves, meaning he knew that my units would not be able to tarpit them at least until he had 2 rounds of shooting.
Take extra scout bikers in your squad, they will help.
Astartes GLs are awesome as well
   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Thanks for the insight, Potions. I had tried to come up with ways to avoid getting killed first turn, but 4+/+++ doesn't help too much.

And yeah, the AGL are awesome! Rapid fire S6 shots, or S3 blast if facing weaker enemies (Eldar, Tau etc.)

   
Made in us
Bounding Assault Marine




brooklyn, NY. USA

Zambro wrote:@Mike. Thats awesome I must try calgar and Lysander in the same unit at some point, but i wont be able to at 1750 points.

Thanks all for the advise so far.

Alot of people in this thread who have talked about their termies have said they have an Assault Cannon. I'm going to take Missiles. Should i go with missiles, or make a swap to assault cannon?


I always go CML over the Assault Cannon, between the missles and the SB you still get 4 shots, but the abiity to either go with a blast or str 8 Krak. The Krak missles are AP 3 so thats good if ur facing MEQ's, and are def worth the trade off of not habing rending. Plus the big bonus with the CML is that they hav a '48 range as opposed to 24. if you use the missles though, put them on the board to start siince they can pretty much hit the enemy from the go

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Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Ok, looks like i'll stick with the CML - Thanks Brother Sergeant

   
Made in us
Ork Boy Hangin' off a Trukk




Also a note on the AGL in 6th, the scout bikes mobility makes them great flankers for wound allocation.
There is nothing better then getting 6 wounds on the captain who is in the back of the squad. Even through look out sir, it is a very viable option, for all bikes in general
   
 
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