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How would you kit out your termicide
Combi melta - Power axe on all 3 termies
Combi plasma - Power axe on all 3 termies
Combi flamer - Power axe on all 3 termies
Combi melta - Power fist on all 3 termies
Combi plasma - Power fist on all 3 termies
Combi flamer - Power fist on all 3 termies
Combi melta - Chain fist on all 3 termies
Combi plasma - Chain fist on all 3 termies
Combi flamer - Chain fist on all 3 termies
None of the above

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Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Hi guys!
How do you guys kit out your terminators?

I'm adding a termicide to my DG chaos warband and would like some pointers on how to kit them out.

So far i'm leaning towards Deep striking 3 termies with combi melta and power axe.

In my scenario they are relentless, so combi plasma might also be an option?

Any comments are appreciated.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

There is no reason not to take the free AP2 power axe on DG termies. The powerfist is stupidly overcosted in their outdated dex.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Decrepit Dakkanaut




Plasma and Axe. Doesn't require a totally accurate Deep Strike like Melta and better against more elite infantry targets. Melta is still good but I prefer a ratio of more Plasma. 2:1 works for me.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in lu
Rampaging Khorne Dreadnought






Agreed on plasma and axe, more so considering they are iniative 3. But what do you mean by "In my scenario they are relentless? Terminators are always relentless due to their armour.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 Roknar wrote:
Agreed on plasma and axe, more so considering they are iniative 3. But what do you mean by "In my scenario they are relentless? Terminators are always relentless due to their armour.

Just me being a noob i guess Didn't know terminator armour made them relentless.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Personally I find the variability of CSM termites to be an advantage. You dont have to have all 3 kitted the same.

Power axes are great on termites, and they ignore the -1 init for nurgle so get comparatively better, but if you go with 3 you have no anti armor.
Powerfist/chainfists are expensive, having 3 all with them makes them too expensive.

But 2 power axes and 1 chainfist means you can now wreck any vehicle in the game(if your melta shots bounce) They might not survive till the second turn, but if they do you can use the other 2 termites as bullet catchers so the chainfist survives.

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
Hellacious Havoc





I'd buy a "hidden" fist on a regular guy in addition to the combi-weapons.
   
Made in us
Decrepit Dakkanaut




You should only buy the hidden Power/Chain Fist if you're doing a 4 man suicide squad.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Rough Rider with Boomstick




USA

Slayer-Fan123 wrote:
You should only buy the hidden Power/Chain Fist if you're doing a 4 man suicide squad.


Yeah 3 termies are likely to get wiped in one turn, with 4 the chainfist guy might survive to charge the next turn.
   
Made in nz
Longtime Dakkanaut





New Zealand

Plasma and axe is good against infantry and light vehicles.

But if they'll be hunting vehicles, I'd go all melta, one each of axe, fist and chainfist.
   
Made in us
Decrepit Dakkanaut




If you're really expecting to go into melee with a vehicle, you'd want mauls. Axe is more generalist. And of course they're too slow at I3 to make use of Lances and Swords.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Axes still let them threaten virtually all infantry while still having a chance to glance/pen most rear armour (and even cause Explodes! on the very rare occassion) while mauls are really only for trash mob clearance that you could have done with bolters or praying for a hail mary against AV12, at which point you should have spent the 12 points on a chainfist.

Either melta/plas and then Maybe a chainfist if you want them to look scary or you face a lot of drop pods or AV12+ vehicles. I'm usually dissapointed with a 3 man squad of melta as at least 1 either fails to hit or fails to pen, meaning that you need to be able to get the job done in CC (or with bolters against rear armour).

Having said that, being DG, those 3 termies are T5/5+++ and probably rr1's on fnp from a vectorium so they're a touch harder to remove than normal.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Ragin' Ork Dreadnought




For Death Guard, you absolutely want the axe. For anything Slaanesh, you never want the axe.

I also like to include a single Chainfist, for the extra smashy power when you really need it. Doubling out characters and popping vehicles is absolutely worth it, though in volume you get diminishing returns.

Don't go combi-flamer. If you want to spam flamers, there are cheaper ways to do it. I like Plasma the best, but Melta is also pretty good.
   
 
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