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![[Post New]](/s/i/i.gif) 2014/12/17 17:37:42
Subject: How to build my Terminators
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Fresh-Faced New User
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I'm not certain if this is the right place for it, but here goes:
I'm a long time Fantasy player making the jump into 40k, and I've decided on Chaos Marines. I have purchased the attack force, an extra box of marines, and 4 noise marine sonic weapon packs.
As is evident, I want to go with the Slaanesh theme. My quandary is that I don't know exactly how to equip my terminators. I really love the idea of a bunch of guys with lightning claws tearing people up before they get a chance to strike, but I don't want to build a bunch of $50 models to have them absolutely suck. I will be working with limited bits (whatever comes in those sets), but I am not opposed to converting combi-meltas, etc.
If it matters, I'll also be running a terminator lord (for now). I figured that the Lord with a Burning Brand and LC + a squad of terminators with some mix of LC's, PF's, MoS, etc would absolutely wreck most infantry.
If I don't do LC's on my terminators, I'll very likely just build the raptors as Warp Talons because lightning claws are super cool.
Anyway, thanks in advance for the help. I hope to get these guys built up and murdering loyalists in no time.
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This message was edited 1 time. Last update was at 2014/12/17 17:39:17
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![[Post New]](/s/i/i.gif) 2014/12/17 18:03:10
Subject: How to build my Terminators
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Tunneling Trygon
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Lightning Claws are super cool and they super suck... Alright, exaggeration because Shred is amazing, but let's say you Deep Strike. There's a full turn of shooting that means that model can't Assault. They stand there staring at their pretty fingernails while they get shot. And if you don't Deep Strike, then they're crawling across the board getting shot and completely unable to shoot back. So the alternative is a Land Raider. Which is out because you want to include your Terminator Lord I bet, which means they need a transport with 12 capacity (because of Bulky).
Also, don't use Power Fists with Mark of Slannesh. A Power Fist takes you down to Initiative 1, while a MoS boosts your base. So it's spending points on making it an I% but dropping it to I1 because of the weapon choice. Same thing with a Power Axe. Lightning Claws are the only option other than that Power Sword standard to fully utilize the MoS.
I fully agree that Lightning Claws are awesome on a model, and Shred does help, but in the current edition and how much Assault units are punished, two Claws per model is a bad investment, and even worse when you're talking about a 31pt base model... That's a lot of hurt when one goes down to Overwatch or the time before they get in combat. So replacing the power sword with a Claw isn't a bad option, but keep the Bolters so the one or two that are going to die atleast help the cause. Maybe add a Heavy Flamer to keep with the 'up close and personal' vibe. You're still going to take some hits and waste points, but atleast you can shoot back when you land. Icon of Excess gives the added dice for Feel no Pain but that's a lot of points... Terminators just aren't that good for this reason...
Warp Talons shouldn't be a thought in your mind, under ANY circumstances. WAY too expensive for a model that has ZERO bonus to the Marine stat line and a Jump Pack. Raptors are better in every way and even then, not that great... Make sure you make use of Hammer of Wrath, increased Initiative and as many attacks as you can make...
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![[Post New]](/s/i/i.gif) 2014/12/17 21:17:11
Subject: Re:How to build my Terminators
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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I wouldn't take Slaanesh Terminators without a land raider. Repeating what was said above, do not take unwieldy weapons that reduce your initiative to 1. Since you're paying the pretty penny for a land raider, why not go all out and take something that is really, really scary?
873 Points:
Land Raider- Dozer Blade, Dirge Caster
Abaddon The Despoiler
Chaos Sorcerer- MoS, Aura of Dark Glory, ML 3, Spell Familiar
3 Chaos Terminators- MoS, Dual Lightning Claws, Icon of Excess
Disembark, cast sensory overload to debuff the squad you are charging with Blind, Concussion, and pinning, cast whatever other spells you have, then charge! Both of your HQs will get Feel No Pain to make them even better. Take biomancy for some crazy stuff as well. If you need to, split them up! Abaddon is the strongest close combat Independent Character in all of WH40K. The only people who can beat him more times than he beats them are certain Monstrous Creatures, who cannot join units (non-ICs)
If you want to make this cheaper, toss the sorcerer and take 4 terminators instead.
From what I've seen most good Slaanesh CSM lists are composed of some Noise Marines with sonic blasters behind an ADL with some long range heavy support like predators/forgefiends, and one counter-attack squad that excels at melee combat. This could be your counter-attack squad, killing anything that would want to charge your line rather than shoot it.
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/12/17 21:19:03
Subject: How to build my Terminators
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Unrelenting Rubric Terminator of Tzeentch
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Chaos termies can come in squads of 3 minimum, so he can just add 1 and his termie lord and be just fine if he wants to run around in a raider.
Consider grabbing the Murder Sword on your lord unless you really have to have the claws, and if so, then claw/fist is the way to go so you've got the option of shreding infantry or punching tanks. Remember that you MUST challenge where able, so being forced to try and take out the T5 2+ save guy with 4 wounds when you've got Str 4 AP3 weapons isn't going to work out very well for you.
Also consider that the Burning brand is probably not a great choice if you want to punch things as if you fire it, you'll likely put yourself out of charge range.
As mentioned, Warp talons are pretty terrible. Yes, they'll wreck marines in CC, doubly so with MoS, but getting them there without the opponent noticing you're running the rough equivalent of a combine havester at his chaff non 2+ armour is the tricky part. Any opponent who knows what I5 LC's do to marines is going to shoot you with enough shots to ensure that squad never comes within charge range. Pay the extra point for terminators and get +1 attacks and 2+ armour.
The general internet wisdom (oxymoron aside), is that termies are best used in 3 man squads all with combi meltas. Drop in, pop a tank and then eat fire that would otherwise be used on something more valuable. If they die, meh, 112 points in exchange for an enemy tank and a round of shooting is usually a good trade. If they live, then they can charge something shooty and at the very least, tie it up. Actually relying on termies to punch stuff is generally not the best plan ever.
As you've undoubtedly heard, 40k is all about the shooting, the exact opposite of Fantasy. It's not quite 2 dwarf gunlines facing each other (though some armies still try that), but it's somewhere between the new wood elves mobile harrassment and a dwarf gunline. Having entire armies hitting on 2's or 3's and ignoring armour saves from >24" away, sometimes even in your movement phase before you get to move, is a thing.
I'd suggest a game or 2 of proxying them until you've got a better feel unless you want some because you think they'd look rad. If that's the case, go ahead and grab some.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2014/12/17 23:27:08
Subject: How to build my Terminators
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Painlord Titan Princeps of Slaanesh
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Drill holes into the arms and arm pits. Glue paper clip through body but not the arms. Now you can swap arms. No need for magnets.
Would you be interested in buying my terminators? 100% fully interchangeable arms.
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