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Longtime Dakkanaut






What do you guys think is some of the best wargear to suit up a 5x man footslogging unit? I'm thinking of 5x TH/SS but the extra attack and rerolls to assure more hits for LC's makes me want to do 3x TH/SS + 2x LC/LC. What do you guys think is the optimum wargear setup for a TAC list? (not tailoring towards any specific army)

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Purposeful Hammerhead Pilot




Murrieta, CA

All TH/SS will probably be better against most opponents. LC are only superior vs hordes, and even then not by enough. The new power weapon rules make Thundernators harder than ever to kill.

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Decrepit Dakkanaut





Vallejo, CA

Best loadout for 5 terminators is probably 3x storm bolter+power fist, 1x storm bolter power weapon, and 1x assault cannon+power fist. It gives you a decent amount of shooting in a shooty edition, without really sacrificing strength in close combat.

I'd only bother with THSS if you knew for a fact that there was a lot of close combat with powerfist-esque weapons, or with lightning claws if you KNOW you're going to be up against lots of units with 30+ models in a squad.

For everything else, storm bolters, power fists and an assault cannon for zest are going to be better.


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Sherman Oaks, CA

I play Deathwing so I can take any mix i want but it is a general consensus that all TH/SS with a cyclone are the best. However, I feel that cheap and cheerful regular terminators with storm bolters, an assault cannon or CML maybe is a good support unit and objective holder. Plus if/when you deep strike them they CAN do damage still, by focus firing and shooting into a squad etc. TH/SS stand there for a turn and will get focused like crazy. It really depends on how many you are running though.

I'd suggest 5 SB/PF supporting 5 TH/SS OR a blob or 10 with TH/SS. Depends what you use them for. Also, putting 5 close combat termies, in a land raider crusader, with a chaplain or HQ equivalent can be pretty devastating but a little risky as it's a deathstar unit.

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Longtime Dakkanaut






I dont have my Codex with me but I play Codex SM. I don't think I can take CMLs on TH/SS termies :| I wish I could..

This message was edited 1 time. Last update was at 2012/10/23 20:40:10


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Murrieta, CA

Cyclone Hammernators is only possible with DA. And possibly Space wolves (Though this is hardly a cost effective measure).

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Denver

syypher wrote:
What do you guys think is some of the best wargear to suit up a 5x man footslogging unit? I'm thinking of 5x TH/SS but the extra attack and rerolls to assure more hits for LC's makes me want to do 3x TH/SS + 2x LC/LC. What do you guys think is the optimum wargear setup for a TAC list? (not tailoring towards any specific army)


Foot Slogging will certainly need the 3++ from the Storm Shield. Lots 'o plasma be floatin' around these days....

In other words:

Terminator Gearing? TH/SS all around?


Yes.


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Sherman Oaks, CA

syypher wrote:
I dont have my Codex with me but I play Codex SM. I don't think I can take CMLs on TH/SS termies :| I wish I could..


Ah, it appears you are correct. Sorry I only play Deathwing so I am not restricted by your rules but yeah, a blob of 10 TH/SS terminators is usually quite good. Or i'd go with a squad of 5 ranged, and a squad of 5 TH/SS mix as stated before. IF they are slogging it, use the TH/SS as a meatshield and have the ranged models fire from behind.

If deepstriking, I'd suggest doing the same thing. In CC they can both support each other by charging in if one squad is getting swamped. Also, people will usually flee from 10 TH/SS terminators, or focus EVERYTHING at them. A bit of ranged support can help you deliver a bit of extra damage the turn you land, pop a transport maybe with the CML etc. Then let those hammers go huntin'

-VardenV2

This message was edited 1 time. Last update was at 2012/10/24 18:23:59





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IMO, this is just me, i always take TH/SS terms. No matter who you are facing when these bad boys enter the field they get attention because they bring the hurt and they bring it bad. If you really want to make them scary toss a term chaplain in there with them, the re-fail to hit with TH is brutal and even more dirty is to put them all in a LR. i just use the slandered LR but if you want super over kill use a crusader.

Roll up onto a enemy unit use assault frags then assault with 5 thunder hammers and 1 chaplain and re-roll your misses, you end up taking out a large chunk of what ever you wanted to hit.

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Vallejo, CA

The problem with THSS termies, though, is that they don't punch any harder in regular termies, and they're not any more durable against things that make them take armor saves. And you lose not only your guns (especially bad in this edition), but you also lose your ability to take gun upgrades (doubly so).

Being more shooty is going to help you everywhere always, while storm shields are only going to be useful maybe once or twice a game, and only against certain units.


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I do agree with ailaros on the point of shooting being stronger in this edition, but like i said assault terms are good for "HEY look at me over here pay attention to me not those guys going around you me me!" they end up being a unit that your enemy needs to deal with right away or they will run a muck

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All hammers are fine... if you like going at I1. I always mix in a lightning claw or two in, and a cyclone, of course.
   
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Cincinnati, Ohio

I want a mix of powerful, high strength hits(TH/SS), while being properly balanced by quicker, and more frequent attacks that still are powerful(LCs). Im probably going to fun 2 LCs and 3 TH/SS.

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Beijing, China

In most units where you can only choose TH/SS or LC i think 1 LC + the rest TH/SS is the best way. This way you will still get 3 attacks to try and down that powerfist/klaw but otherwise have the most of the best the SSs

If you can mix in cyclones or assault cannons do so.

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Murrieta, CA

The idea behind taking TH/SS isn't that they hit harder in CC, it is that they are resistant to things people use to kill terminators. Plasma is far less effective when I get to roll a 3+ save vs rolling a 5+. They also can take harder things in CC. Hammernators will bend mephiston over, tac termies will not. That said, the changes to power weapons in 6th edition no longer make the choice between hammernators and tac termies as automatic.

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Beijing, China

 Thaylen wrote:
The idea behind taking TH/SS isn't that they hit harder in CC, it is that they are resistant to things people use to kill terminators. Plasma is far less effective when I get to roll a 3+ save vs rolling a 5+. They also can take harder things in CC. Hammernators will bend mephiston over, tac termies will not. That said, the changes to power weapons in 6th edition no longer make the choice between hammernators and tac termies as automatic.


actually they both bend mephy over just as easily. perhaps the shooty variety even better as they can perhaps knock a wound off with shooting if they get lucky with assault cannons.

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Made in nz
Longtime Dakkanaut





New Zealand

I'm dubious about a Foot Slogging unit with zero shooting - it's likely to spend a lot of the game running after opponents instead of actually doing damage. I'd have thought the more generic storm bolter and PF termies (plus a CML or ass cannon) would be more useful in the Foot Slogging role.
   
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 Exergy wrote:
 Thaylen wrote:
The idea behind taking TH/SS isn't that they hit harder in CC, it is that they are resistant to things people use to kill terminators. Plasma is far less effective when I get to roll a 3+ save vs rolling a 5+. They also can take harder things in CC. Hammernators will bend mephiston over, tac termies will not. That said, the changes to power weapons in 6th edition no longer make the choice between hammernators and tac termies as automatic.


actually they both bend mephy over just as easily. perhaps the shooty variety even better as they can perhaps knock a wound off with shooting if they get lucky with assault cannons.


Yeah Mephy is no longer termie bane and is therefore a bad example. Also if you take footslogging tactical terms everyone and their brother will shoot you with heavy and special weapons if you take stormshield you simply have a better chance of survival. Personally i would take 2 th/ss 3 LC it maximizes wound potential while offering survivability

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DC Metro

 Clang wrote:
I'm dubious about a Foot Slogging unit with zero shooting - it's likely to spend a lot of the game running after opponents instead of actually doing damage. I'd have thought the more generic storm bolter and PF termies (plus a CML or ass cannon) would be more useful in the Foot Slogging role.


You don't need to do damage to win. You need your scoring units in the right place at the end of the game to win. If jamming 10 Storm Shields in your opponent's face lets you move your Tactical squads to where they need to be, the lack of shooting from the assault terminators is meaningless.
   
 
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