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Made in qa
Boosting Ultramarine Biker




I'm thinking of them as a bodyguard/ fire base for Ahriman but not sure on what load out/numbers they should be?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Ceann Fine wrote:
I'm thinking of them as a bodyguard/ fire base for Ahriman but not sure on what load out/numbers they should be?



I suppose you are thinking of trying to use his infiltrate ability.

I think a problem is that neither are fearless, you dont want to have these guys cut down, pinned, or feared.

Anyway

It's a midfield shooting unit. MoT because that is the only mark that Ahriman can join. Bunch of combi plas and a heavy flamer. A few single lightning claws, power axes, and power mauls. One chain fist if you want the anti tank. Leave the champ naked, as his upgrades are expensive. Keep them cheap, they wont do well in dedicated assault no matter how many you have or how many points you spend. They only need be nasty enough to deter non optimal assault units and perhaps wreck a shooty squad.

This message was edited 1 time. Last update was at 2014/04/22 16:15:45


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in pl
Warp-Screaming Noise Marine





Ahriman may join an unmarked unit as well. Still, even though MoT is rather expensive, it improves their invulnerable save to 4++, which is rather nice.

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Made in us
Stone Bonkers Fabricator General





Beijing, China

 SarisKhan wrote:
Ahriman may join an unmarked unit as well. Still, even though MoT is rather expensive, it improves their invulnerable save to 4++, which is rather nice.


That is true, you could go for unmarked.... I would in most cases buy the better invuln save now that cover isnt going to do them any good. Still the MOT doesnt help you against massed shots.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Regular Dakkanaut




SC

I only really see terminators serving 2 roles in the Chaos codex. Terminators really haven't aged well and 6th edition's massed fire playstyle makes them suffer even more. They really only excel as a bully unit, picking on another unit much weaker than the terminators.

A 3-man unit with combi meltas to deepstrike and blow something up. Or combi plasmas to melt a back field objective holder Marine squad.

Pop them in a Land Raider with a Dirge Caster, and Abaddon or some other IC geared up for CC and go bully some weak unit and hopefully slingshot into another CC.

 
   
Made in qa
Boosting Ultramarine Biker




Nah man the terminators aren't going to be infiltrating two blobs of cultists are infiltrating
   
Made in us
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Beijing, China

Ceann Fine wrote:
Nah man the terminators aren't going to be infiltrating two blobs of cultists are infiltrating


well then I wouldnt use termaintors, they don't have the range to walk up the board and provide anything in the way of firepower. . You could use Oblits, as they have more long range firepower.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
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OK

The only way to run Chaos Terminators IMO is no upgrades besides 5 pt combi-plasma. Run them cheap, with a mix of axes and mauls. You will probably need them in a land raider with a killy lord. The problem is at this point you are running a very expensive unit.



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Made in qa
Boosting Ultramarine Biker




Yeah I might throw him in with two oblits instead
   
Made in us
Sword-Wielding Bloodletter of Khorne





So, I had a great game against guard where I ran a squad of Termies with MoT, 3 Powerfists, and 4 combi meltas.
I deep struck on his far flank, melta'd a Leman Russ Battle Tank. He fired a infantry squad and a tank at the terminators and killed one. The rest of his army had to be used to deal with my other units, that were within assault range. The terminators ended up punch through 2 other tanks, wrecking a total of 3. Unit value paid back with interest.

The sucky part was that 1/5 died from concentrated fire, 3/5 died from the exploding tanks they murdered (looool), and the final one died from guard overwatch.

Bad luck, but it shows you what can go wrong easily. The problem with terminators is inconsistency that's generated by a low number of models. I'm still testing them to see if this flank DS + tank hunting is effective against other armies.
   
Made in us
Lesser Daemon of Chaos




crimson_caesar wrote:
So, I had a great game against guard where I ran a squad of Termies with MoT, 3 Powerfists, and 4 combi meltas.
I deep struck on his far flank, melta'd a Leman Russ Battle Tank. He fired a infantry squad and a tank at the terminators and killed one. The rest of his army had to be used to deal with my other units, that were within assault range. The terminators ended up punch through 2 other tanks, wrecking a total of 3. Unit value paid back with interest.

The sucky part was that 1/5 died from concentrated fire, 3/5 died from the exploding tanks they murdered (looool), and the final one died from guard overwatch.

Bad luck, but it shows you what can go wrong easily. The problem with terminators is inconsistency that's generated by a low number of models. I'm still testing them to see if this flank DS + tank hunting is effective against other armies.


I think the small deep striking combi squad is pretty well established. Using chaos termis for anything else is what's tough.
   
Made in us
Sword-Wielding Bloodletter of Khorne





Ah I see.

Another use of deep striking termies is having them escort a Black Legion sorcerer with the Yuranthos bomb. Give them an autocannon and you'll have massive amounts of firepower against an enemy unit.

So... DS and take out tanks, or DS and take out infantry. The second might be better because it affects many units on the field, potentially blinding them.
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

 Exergy wrote:
Ceann Fine wrote:
I'm thinking of them as a bodyguard/ fire base for Ahriman but not sure on what load out/numbers they should be?



I suppose you are thinking of trying to use his infiltrate ability.

I think a problem is that neither are fearless, you dont want to have these guys cut down, pinned, or feared.

Anyway

It's a midfield shooting unit. MoT because that is the only mark that Ahriman can join. Bunch of combi plas and a heavy flamer. A few single lightning claws, power axes, and power mauls. One chain fist if you want the anti tank. Leave the champ naked, as his upgrades are expensive. Keep them cheap, they wont do well in dedicated assault no matter how many you have or how many points you spend. They only need be nasty enough to deter non optimal assault units and perhaps wreck a shooty squad.


Ahriman is Fearless.
   
Made in us
Regular Dakkanaut




I run my terminators with MoN and sometimes typhus.

Give em all axes and some combi weapons and i take a heavy flamer or two also..

Theyve never made their points back but hey. They look pretty neat! Most of the games I win as CSM i win without many terminators. I know some GT winning lists included a small termicide squad (i think it was 3 terms?)
   
 
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