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Made in us
Dakka Veteran






Which army has the best terminator army now in 6th. Wolf Guard? GKs? Blood Angels? Dark Angels? Chaos?

Any Terminator army generals out there want to chime in?

This message was edited 1 time. Last update was at 2013/01/14 19:47:53


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Made in us
Veteran Wolf Guard Squad Leader



DC Metro

I think it'd have to go to Dark Angels now. Being able to Deep Strike in a bunch of twin-linked plasmacannons, protected by shieldwalls of T5 Storm shield terminators is tough to compete with.

Paladins and normal GKTs won't stand up to DW, BA, or SM Terminators in combat since the GKTs tend not to have the AP2 weapons to crack the armor saves. Wolf Guard and CSM Terminators get lots of cheap firepower and easy AP2, but pay way too much for seriously close combat upgrades or flat out don't have the option for them.
   
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Victoria, B.C. Canada

It's certainly not Chaos.



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Blood-Raging Khorne Berserker





New Jersey

Certainly not, GK.

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Nasty Nob on Warbike with Klaw




Stephens City, VA

Dark Angels, before and after their new codex.

   
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Regular Dakkanaut




Well with Deathwing (DA Termies), when the Deathwing Assault half come on turn 1 and half come on turn 2.

And here that with Belial, IIRC, they don't scatter when DS'ing *AND* any blast weapons they use don't scatter for their first shooting attack.
   
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Dark Angels Librarian with Book of Secrets






jdjamesdean@mail.com wrote:
Dark Angels, before and after their new codex.


I concur...
   
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Dakka Veteran





Deathwing before and now more-so.
   
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Veteran Wolf Guard Squad Leader



DC Metro

FenixZero wrote:
Well with Deathwing (DA Termies), when the Deathwing Assault half come on turn 1 and half come on turn 2.

And here that with Belial, IIRC, they don't scatter when DS'ing *AND* any blast weapons they use don't scatter for their first shooting attack.


Only 1 of those 3 things is correct.

Deathwing Assault means they all arrive at the same time, either 1st turn or 2nd (and you don't have to tell your opponent which it is until it happens).

Belial's unit (if they all have the Inner Circle rule) don't scatter when they Deep Strike.

Vengeful Strike, the rule Deathwing squads, Deathwing Command Squads, and Characters in Terminator Armor get, makes their shooting attacks twin-linked on the turn they arrive.

   
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Boom! Leman Russ Commander




Northampton

I have played all three astartes terminator armies and DW are by far the best.
They are cheaper than the others which is more important than anything else.

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Fireknife Shas'el





DA - Better options than chaos, cheaper then Wolfguard, better options than Gk. We win

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Locked in the Tower of Amareo




The BA are not the answer to any of these questions in 6th. That is all.
   
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Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Deathwing are the only force that can take AP2 firepower, with the ability to come in on a guaranteed turn, with the option to ignore scatter, and with twin-linked firing on the turn they arrive. Oh, and they're all Fearless. They also match Space Wolves for the best versatility unit-by-unit, without paying over-the-odds for it.
Heck, you can even choose how Belial himself is armed for free.

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Death-Dealing Dark Angels Devastator




Plymouth, MN

Deathwing is and should always be the best Terminator Army. It has been part of their story since the beginning of the game. They have the most flexible choices and bring more than just terminators as part of their Terminator army with dreds and land raiders as part of the force.
   
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Twisted Trueborn with Blaster






 Super Ready wrote:
Deathwing are the only force that can take AP2 firepower, with the ability to come in on a guaranteed turn, with the option to ignore scatter, and with twin-linked firing on the turn they arrive. Oh, and they're all Fearless. They also match Space Wolves for the best versatility unit-by-unit, without paying over-the-odds for it.
Heck, you can even choose how Belial himself is armed for free.


Booyah. Plus Split Fire.

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Judgemental Grey Knight Justicar





New Zealand

DaddyWarcrimes wrote:
I think it'd have to go to Dark Angels now. Being able to Deep Strike in a bunch of twin-linked plasmacannons, protected by shieldwalls of T5 Storm shield terminators is tough to compete with.

Paladins and normal GKTs won't stand up to DW, BA, or SM Terminators in combat since the GKTs tend not to have the AP2 weapons to crack the armor saves. Wolf Guard and CSM Terminators get lots of cheap firepower and easy AP2, but pay way too much for seriously close combat upgrades or flat out don't have the option for them.


I agree it has to go to deathwing, however I disagree on your points about greyknights.

Paladins have WS5 and 2 wounds for only 15 more points than a normal termie, can upgrade to hammers for free, so AP2 right there. The only negative is no access to stormshields so not as resilient, although we do have warding staves for 2++.

Also taking 4 psycannons per 10 man unit, thats 16 shots with S7 rending, ok so its not a plasma cannon, but its still a very good gun.

Also Draigo...
   
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Veteran Wolf Guard Squad Leader



DC Metro

When was the last time you saw a paladin unit that weren't mostly wielding halberds? I agree that they can wreck face with hammers, and if I were to play GKs, all my Terminators would have hammers, but that's highly unusual. A conventional paladin squad are going to lack for AP2 weapons.
   
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Grisly Ghost Ark Driver





There is very little reason not to include a hammer or two amongst your paladins; simply forsaking their effect vs vehicles and 2+ armor in favour of +2 initiative on everything is a tactical error.
   
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Daemonic Dreadnought






GK termies are still competitive, both Draegowing paladins and standard terminies. Adapting to 6th ed is a simple matter of swapping out halberds for hammers. Plasma siphons are much better in 6th than 5th, and xenos grenade caddies are still downright vicious. Multiwound T5 T6 MC and units (TMC, ogyrns, grotesques, chaos spawn exc) are much more common in the 6th ed meta. S10 hammers with rad grenades insta gib all of them. With the game being more objective based Thawn is better than ever. Add a vendetta, a couple of IG infantry squads with LC, and a unit of meltacide stormies and it's a well balanced army that's primarily troops units.

Loganwing is still a solid choice. Long fangs are still dirt cheap. The new black for logan wing is dirt cheap termies with a power axe and combi plasma.

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Veteran Wolf Guard Squad Leader



DC Metro

Two hammers will get you 2 kills. Most of the rest of the halberds will bounce off the DW, and every single one of their power fists will cost you a paladin.
   
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Grisly Ghost Ark Driver





Paladins also have a couple actions a piece, especially if they charged and/or have a banner in the squad.

I'd say they are still competitive, they just don't have the ranged power of a bunch of plasma cannons.

Also Mordrak and his coterie of stealth-knights (along with a inquisitor in TDA is how I usually do it) is still alive and kicking butt, as of the last time i fielded him recently. That 'come in on the first turn + no scatter' thing is really nice.
   
Made in gb
Purposeful Hammerhead Pilot





London

Draigowing for sure. Paladins with 4 Psycannons per 10 and a mix of halberds, hammers, and a few warding staves. Psybolt ammo and throw in a couple of DK's with personal teleporters/great swords/incinerator because after all DK's are just bigger, faster, stronger terminators


Automatically Appended Next Post:
 tuiman wrote:
Also Draigo...


What he said ^^^

This message was edited 2 times. Last update was at 2013/01/15 16:52:30


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Daemonic Dreadnought






Incomplete list 1609 points. Sample of the bast I'm talking about.

2 Xenos grenade caddies with psychic level 1 for prescience, rad, psychotrope, power armor, plasma siphon

2 full squads of GK termies each with psybolt hammers and 2 psycannons. One has thawn.

IG

CCS with AC
PCS with AC
2 infantry squads with LC
1 Vendetta

Everything but the 2 xenos, ccs, and vendetta is troops.

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Judgemental Grey Knight Justicar





New Zealand

 Neorealist wrote:
Paladins also have a couple actions a piece, especially if they charged and/or have a banner in the squad.

I'd say they are still competitive, they just don't have the ranged power of a bunch of plasma cannons.

Also Mordrak and his coterie of stealth-knights (along with a inquisitor in TDA is how I usually do it) is still alive and kicking butt, as of the last time i fielded him recently. That 'come in on the first turn + no scatter' thing is really nice.


Plasma cannons are nice, but we gk have psycannons.

The problem is we are comparing in a vacuum, and any gk player would not let their paladins get in combat with a full strength th/ss type of unit.

Typical 10 man load out for me is 4 mc psycannons, 3 hammers, 2 warding staves, rest swords. No halberds becasue I find the +1 invun better than +2 infinitive in 6th.


Two hammers will get you 2 kills. Most of the rest of the halberds will bounce off the DW, and every single one of their power fists will cost you a paladin.


So my hammer guys with 2 attacks each, 3 on the charge will only kill 2 guys out of 6 attacks, but every single powerfist will kill a paladin? Dont think so, and remember paladins have WS5 not 4 and can take a mixture of 2++ and hammers for added protection.

The trick of the pladin death star is to whittle your opoonent down over a couple of turns of shooting, 16 Strength 7 rending shots and 12 Strength 5 stormbolter shots is a good firebase, especially as making the psycanons mc = 5 psycannons. Having 2 wounds means that while Im shooting you, I can take less damage in return with allocation shenanigans compared to all the other termie armies. Then I go for the assault. Swords give the 4+ invun and staves for a 2+, positioned at the front to take the worst of damage, Draigo will be in the squad to make it even better. Yes the swords and staves would be lucky to kill anything in termie armour, however with 3 hammers thats 9 AP2 attacks on the charge with WS5, and a wall of 2++ 4++ in front to take the AP2 from the enemy.

As I said comparing in a vacuum.

As a gk player I would never charge into a dedicated cc unit like deathwing without using dakka first, a draigowing army, in the right hands can be unstopable, I think deathwing are more point and click.

However based on that I still agree deathwing make the best army, followed by Draigowing and then Loganwing

   
 
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