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Made in gb
Steady Space Marine Vet Sergeant




England

Short answer, no. Long answer, nope.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
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Tbf +1w would sort out all issues. They would be more durable against small arms and plasma, yet still die just as easily to a melta or lascannon blast to the face. Would also get to swing more powerfists in combat as there would be more left, plus power fists/claws would still put them down.

Oblitorators aren't too tough to take down and they habe a 2+/5++ t4 2w.
   
Made in ca
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Canada

Good points by many, I think they hit the nail on the head:
Too many models have taken their job they have to compete with.
Between Sternguard and Centurions they are out of the race for points vs. capability.
I agree removing unwieldy or making it a rule for terminator armor that it does not apply would seem appropriate (what, the armor is not augmented enough??).
Somehow making their ranged attack better would help but I think emphasis on survivability should be the other consideration.
I still think some means of increased protection from massed light arms fire is key (AP3 or worse can only wound on 6's?).

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Omnipotent Necron Overlord






 vipoid wrote:
When you say that Strike Squads were better, you seem to be neglecting the price drop GK terminators got.

GK termies lost a base 4+ invo from NFS, and 2+ CC invo from staff. They also lost Int 6 halberds. Their price drop was in line with what they lost. Miss those days though. It was REALLY fun to put 40 strike squad marines out there with razorbacks and 3 dakka dreds and just shoot em up. Can't do that anymore as all our guns lost +1 str. Relegating them to usless status when at +1 str they were just good enough an option to use. It's cool - they reduced dreadknight cost and buffed the heavy psycannon and now I just use those instead - I get a lot more complaints about the dreadknights.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Xenomancers wrote:
GK termies lost a base 4+ invo from NFS, and 2+ CC invo from staff. They also lost Int 6 halberds.


Whilst I get your point, you must have been playing Schrödinger's terminators if you had all 3 of those.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Omnipotent Necron Overlord






 vipoid wrote:
 Xenomancers wrote:
GK termies lost a base 4+ invo from NFS, and 2+ CC invo from staff. They also lost Int 6 halberds.


Whilst I get your point, you must have been playing Schrödinger's terminators if you had all 3 of those.

Well typically I did include many of those option in mixed units of terminators. Just standard with NFS ended up being the best because they were cheapest and had at initive high str power weapons with 4+ invo. They were pretty dang strong.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

With my nids, it was the Halberds I used to hate.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 BlaxicanX wrote:
 Vaktathi wrote:
In that case we're talking about as many dead marines as from 4 or 5 double-tapping plasma guns,and as many HP's on AV14 as 9 BS4 Lascannons, while still packing enough anti-horde firepower to average 11-12 IG/Ork/Eldar/Tau infantry a turn.
And? Pask in a Punisher does as much damage to MEQ as thirteen heavy bolters, and can mulch MC's and vehicles up to AV14 to boot.
And he's an HQ SC who's unit costs, at a minimum, 330pts before any upgrades (can't just take one tank), and while he *can* hurt up to AV14, averaging 0.74 HP's a turn with that main gun isn't going to make too many things particularly scared, that 5 Assault Cannon unit is easily going to exceed the firepower of his tank.


"It does as much damage as X weapon" is a terrible metric for gauging whether something is overpowered.
We're putting that firepower into context here. When you say "oh, well it only does X" and then "yeah, and you need huge amount of dedicated weapon Y or Z to get those same results", it shows you how many of other units you need to duplicate that.

It's not just about the raw firepower (which isn't unimpressive), but the versatility of being incredibly effective against *everything*.
Well, they aren't incredibly effective against everything- as the math shows- they're middling against everything.
Except they weren't, they were putting out as much, or more, firepower as many dedicated purpose units, particularly against AV14.

For significantly less points I can do much better against any one unit type- 100 point TFC's will do better against infantry and grav will do better against everything else.
TFC's are heavy support units that rely heavily on units being bunched up and take valuable FoC slots you'll often need for other tasks, but yes are very good. Grav is a little harder to quanity, since it effectively makes anything 2 HP's, but to get those 2 immobilized results, you need an average of 18 shots, and to get that many, you either need Centurions (at 250pts for 3 dudes to get that many shots), or 288pts minimum in Sternguard, or multiple units of other units like Bikers or Tacs.

I don't see how you could do that, considering the weapons all have different points costs...
Your sidestepping the point by referring to the minutiae here. Nobody is ever *not* going to take a ton of heavy weapons on that unit.




So? Your argument is that the unit will have an optimal configuration and unoptimal configurations like every other unit in the game?
The point is that you're effectively completely re-writing what the unit is supposed to be, turning it into another Heavy Support heavy weapons unit, and at that point you might as well just drop the powerfists and powerweapons and just make them a whole new unit.



What is a "centurion unit" in your context?



A heavily armored dedicated fire support unit?



elotar wrote:
1. Wraths (non-decurion) are not overpowered, they are at the normal level of power for HtH unit in the game to be playable. (others are 100+ ork mob with fnp, seer consil, beaststar... even the last ones are questionable)
I think you're about the only one in the world that thinks this. A T5, W2 unit with a 3++sv and 4 S6 Rending attacks on a charge ins absurdly good for what you pay. Most people were expecting them to get nerfed at T4, everyone was shocked to see GW actually buff them as they were *already* one of the best CC units in the game bordering on overpowered.



2. T5 fnp = T4 2W (approximately) But first is easier to implement as just rules of TDA.

3. Paladins (55 for 2W + BoP + force weapons) was really playable only in deathstar with wound shenanigans, +1 A banner, FNP, blessings and drago for tanking. Now they are overcosted as well.

4. TS/SS terminators aren't much more playable either - they are still wery vulnerable to small arms as well as absolutely pointless when they have nothing to charge.

5. More firepower is pointless - SM got centurions for it.
So...Wraiths are good and the normal power level...but every other heavy CC unit is bad. Methinks this would rather disprove your earlier statement.


 Xenomancers wrote:
 Vaktathi wrote:
 BlaxicanX wrote:
Making them BS/WS5 would have a neglible impact, as Deathwing Knights show us. Not being able to hit often enough isn't their problem- having garbage-tier ranged weaponry is their problem.

If upping their offensive capabilities is preferable to making them tougher, then the only way to realistically do that is to give them more access to decent weaponry.

Combine the assault/tactical tactical terminator profiles into one, just called "terminators", and make them 30ppm for the termie armor and storm-bolter/power weapn stock.

Then take a page out of the TWC playbook and remove the unit size requirements for what they can take- allow each model to take whatever they want.

A 5-man unit with 5 assault cannons would cost 250 points. That's fair for a unit that can be crippled if not outright killed by units that are half their cost in a single round of shooting. You want to take storm-shields on top of that so that you're 2+sv dudes with assault cannons also get a 3++? Go right ahead man. You're now paying 300 points for 5 t4 wounds but hey whatever dude. It works out mechanically.
Aside from the fact that 5 assault cannons would be a ludicrous amount of firepower that's effective against literally everything in the game, you'd be introducing a false sense of choice.

Effectively what you'd see is a bunch of small-minimum sized units loaded with heavy weapons, or something like 3 AC's and 2 Stormshields to tank wounds.

If you think thats ludacris firepower you aren't paying attention. Look at warwalkers...you can get 6 scatter lasers (a comparable weapon to the AC) 100 points less than that and for still less points you can get 6 starcannons which would wipe out a 5 man term squad in a single turn without a shadow of a doubt...and they are immune to small arms - have higher range - and are just as mobile have the same invo save.
War Walkers are AV10 HP2 Open Topped vehicles, and Scatterlasers lack Rending, which is pretty huge. Yes they can take Starcannons, but they've got half the shots and a third less range than the Scatterlasers.

LIkewise a unit of three War Walkers (with 6 Scatterlasers or 6 Starcannons), is not 100pts less than that (unless you're looking at the 3++sv unit, in which case, the durability difference is rather extreme), that's a 210pt unit of AV10 open-topped walkers before any other upgrades.

They're not immune to small arms, except Lasguns, 20 bolters is going to put 1.48 HP's on a unit of WW's a turn, while they'll only kill 1.11 Terminators a turn, and in fact you'll need an average of 5 turns to kill the Terminators that way while only 4 will kill the War Walkers on average. The WW's also only have longer range if equipped with the Scatterlasers, in which case they lack Rending and aren't harming heavily armored infantry or heavy tanks much or at all, and with the Starcannons they still aren't hurting heavy tanks and have the same range as the Terminators and would have 12 shots to the Terminators 20.

This message was edited 1 time. Last update was at 2015/02/17 20:28:59


IRON WITHIN, IRON WITHOUT.

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The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Vaktathi, it's easy as hell to prove me wrong - name any other CC unit, which is weaker than the wraths and playable in present meta.
   
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elotar wrote:
Vaktathi, it's easy as hell to prove me wrong - name any other CC unit, which is weaker than the wraths and playable in present meta.


Jump pack DC, but they are not as good admittedly. But playable.
   
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On moon miranda.

elotar wrote:
Vaktathi, it's easy as hell to prove me wrong - name any other CC unit, which is weaker than the wraths and playable in present meta.
How are we defining this? Are we talking ultra top tier tournament worthy (in which case we can cut anything that *isn't* broken), or are we talking "playable" as in, they can have a use in an average pickup game?

If the latter, all manner of Bikers, Meganobz, TH/SS termi's (I still see these in like half the SM armies I see around), Death Company, Dreadknights, GKT's, all manner of MC's, etc

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Locked in the Tower of Amareo




GW gave Necrons something to stand up to Tau/Eldar firepower, and now the rest of us have to deal with it.
   
Made in ru
Been Around the Block




Martel732 wrote:
elotar wrote:
Vaktathi, it's easy as hell to prove me wrong - name any other CC unit, which is weaker than the wraths and playable in present meta.


Jump pack DC, but they are not as good admittedly. But playable.


Yea, 2 DC costs like wraith, got 2W with fnp and 3+, and 10 S5 attacks on the charge, with many options and possible bonuses from formations and blessings.

World of difference!

Or really not...




Automatically Appended Next Post:
 Vaktathi wrote:
Are we talking ultra top tier tournament worthy...


obviously...what the point of discussing unit effectiveness in pickup games?

This message was edited 2 times. Last update was at 2015/02/17 21:41:41


 
   
Made in us
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On moon miranda.

elotar wrote:
Martel732 wrote:
elotar wrote:
Vaktathi, it's easy as hell to prove me wrong - name any other CC unit, which is weaker than the wraths and playable in present meta.


Jump pack DC, but they are not as good admittedly. But playable.


Yea, 2 DC costs like wraith, got 2W with fnp and 3+, and 10 S5 attacks on the charge, with many options and possible bonuses from formations and blessings.

World of difference!

Or really not...

Their 3+ is not invulnerable, they are not T5, S5 on a charge is different than native S6 all the time, don't have Rending (they have to buy upgrade weapons), and jump packs are not as all-round useful as Beasts (that always get 12" move and fleet in the Assault phase), and the DC don't ignore the effects of terrain entirely the way Wraiths do. Also, if we're talking DC with Jump Packs, then we can toss Whip Coils onto each Wraith as well and still be 3pts under the cost of the two DC and get to fight at I5 *every* round (not just one in which you charge if the DC are using the BA force org)


elotar wrote:

obviously...what the point of discussing unit effectiveness in pickup games?
If we're only talking top tier tournament worthy, then most units in the game aren't "good", CC or no, and only the most powerful things count, which is largely the stuff that's completely out of balance sync with everything else. If you look at the thread up right now for what people are bringing to the LVO, there's a whole lot of copy-pasta of the same small handful of units.

There's a difference between a unit not being able to match that environment, and being actually bad. Rough Riders & Ogryn are truly bad and useless CC units. Just because say, Paladins or TH/SS termi's don't quite match Wraiths doesn't make them bad or in need of a buff however. By the same token, nobody is going to consider, say, a Fire Prism as an objectively bad unit, but because the Wave Serpent can fill much of its role without using HS slots, and the Wraightknight is so powerful, mobile and resilient, you're just not going to see them in things like LVO lists. That doesn't mean the Fire Prism needs a huge buff, it means some of the other units need some toning down.

This message was edited 4 times. Last update was at 2015/02/17 21:54:01


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

I would love to see Terminators get a rule akin to the Bullgryn's "Slab Shield" personally.
   
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Inside Yvraine

 Vaktathi wrote:
And he's an HQ SC
So?

who's unit costs, at a minimum, 330pts before any upgrades (can't just take one tank),
For these terminators to do equivalent damage to 13 plasma guns, they would end up costing 500 points. And then get removed from the table by a Riptide turn 2.

and while he *can* hurt up to AV14, averaging 0.74 HP's a turn with that main gun isn't going to make too many things particularly scared,
Neither is 5 dead space marines a turn.

that 5 Assault Cannon unit is easily going to exceed the firepower of his tank.
So?

We're putting that firepower into context here.
Your context is extremely arbitrary, and not very consistent. Case in point:

it shows you how many of other units you need to duplicate that.
How many heavy bolters would you need to match the damage of Punisher Pask?

Except they weren't, they were putting out as much, or more, firepower as many dedicated purpose units, particularly against AV14.
So? That doesn't make the results particularly effective, just more effective than those specific weapons. It's still pretty bad for 250 points.

TFC's are heavy support units that rely heavily on units being bunched up and take valuable FoC slots you'll often need for other tasks, but yes are very good. Grav is a little harder to quanity, since it effectively makes anything 2 HP's, but to get those 2 immobilized results, you need an average of 18 shots, and to get that many, you either need Centurions (at 250pts for 3 dudes to get that many shots), or 288pts minimum in Sternguard, or multiple units of other units like Bikers or Tacs.
Right, thus why 250 points for the damage they do is hardly game breaking.

Your sidestepping the point by referring to the minutiae here.
No, I'm directly addressing your concern Your point isn't a valid point because its a non issue. "The unit will have an optimal configuration that people will be compelled to take!" And?


The point is that you're effectively completely re-writing what the unit is supposed to be, turning it into another Heavy Support heavy weapons unit, and at that point you might as well just drop the powerfists and powerweapons and just make them a whole new unit.
I don't see how this is the case at all.



A heavily armored dedicated fire support unit?
So they're basically terminators?


We seem to be having a communication break-down here, because your argument looks to me like nothing more than a series of red herrings- statements that technically are true but are completely irrelevant. "250 points of terminators do as much damage as 4 plasma guns!" Okay. So? etc.

What am I missing?

This message was edited 2 times. Last update was at 2015/02/17 23:16:39


 
   
Made in gb
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In a chair, staring at a screen

BrianDavion wrote:
Da Stormlord wrote:
I've decided to start a GK army sometime in the near future. Looked at termie stats and I think they actually need a 3+ armour.


those are called strike squads.


No, I mean there to OP.

1500 pts
2000pts 
   
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West Michigan, deep in Whitebread, USA

The underlying problem that can't be fixed is that terminators have lost their job. Back in fourth edition they were solid becuase units like sternguard and centurions didn't exist. They were your mobile heavy weapons platform and put out more dakka per model at 24 inches than anything else in the book. But with every new edition marines got a new book, and with that new bling. But Ohh no, you can't take out the old stuff, but it can't be made as cool as the new stuff or the new stuff won't sell. Rince and repeat for 20 years and you have units like terminators and tactical squads that just can't keep up. And you end up with tbey current codex that has way too many cooks in the kitchen. 40k needs a knife, not an upgrade. Too many codexs just have too many units. Old Units that just fattened the book without actually doing anything.


I agree with you absolutely.



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in gb
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The dark behind the eyes.

Something I was thinking about recently, was that perhaps we should be looking at changing how 'mobile' units work in terms of defence.

My problem is that we seem to be ending up with mobile units that don't sacrifice any durability (and, in some cases, even gain durability over footslogging units).

I wonder if perhaps more armies should be like Orks - where a character can have a Warbike or Mega Armour. i.e. They can be fast or they can be durable, but not both. Allowing fast units to take 2+ armour saves and/or 3+ invulnerable saves - on top of the durability their bikes/mounts already provide - seems like a bad idea. And, note that this doesn't just apply to characters - 2-wound models with a 12"move really shouldn't have T5 and 3++ saves. My opinion is the same regarding MCs - in that we really shouldn't have incredibly durable MCs with 12" moves or JSJ. Same for skimmers - having them be more durable than most ground vehicles just seems wrong.

I guess I just think that we should be changing round a lot of durability. As it stands, we seem to have a lot of slow, (relatively) fragile footsloggers, and a lot of fast, durable units that can move 12+". It seems like we should be spreading those advantages out a bit.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 BlaxicanX wrote:
 Vaktathi wrote:
And he's an HQ SC
So?
To go along with the rest, he's unique (you can only have one), and fills a different FoC role. You can't take just him alone, you have to take him with at least one other tank, who will be much less effective, making the unit as a whole far more expensive and less effective than Pask alone.


For these terminators to do equivalent damage to 13 plasma guns, they would end up costing 500 points. And then get removed from the table by a Riptide turn 2.
Where is this 13 plasma gun relation coming from?

LIkewise, how are we assuming a Riptide is going to evaporate 500pts of Terminators in two turns? Are you bunching them all up in neat little pieplate circles and the Riptide failing to scatter at all? Even with a direct hit with a 5" blast hitting 5 terminators at a time and them only getting their 5++ invul (absolutely top optimal conditions for the Riptide), it's killing 2.77 Terminators a turn on average. With some unit spread and/or any sort of scatter and/or any cover 4+ or better, that kill output is going to drop drastically. Killing 10 in two turns would require significantly statistically out of the ordinary rolls. If it's just firing its multi-shot mode, it's averaging 0.833 dead terminators a turn.

Neither is 5 dead space marines a turn.
Depends on the marines in question, but again, you need 2 units worth of plasma weapons, usually ~200+ or so points in most cases, to get that sort of kill output from plasma guns, almost always on far less resilient units. The dreaded Wave Serpent is only killing ~2.1 marines a turn on average, more if it's including a Shuriken Cannon, and that puts it on par with the dreaded Riptide above, so 5 dead SM's a turn from one unit is pretty damn good.

5 Dead marines a turn is a pretty spectacularly high kill rate for a shooting unit.

BlaxicanX wrote:
Vaktathi wrote:that 5 Assault Cannon unit is easily going to exceed the firepower of his tank.
So?
You were the one making the comparison there, not me, if it's not a good matchup, why'd you make it?


Your context is extremely arbitrary, and not very consistent. Case in point:
Only if you detach it from the fact that to get such numbers of weapons requires significant investments in units to carry them.For example, when I point out you need 9 Lascannons to achieve the same average AV14 HP's as with those 5 Assault Cannons, the availability and cost of Lascannons should tell you that that's a pretty fearsome amount of firepower.

How many heavy bolters would you need to match the damage of Punisher Pask?
Against what type of target? Against Marines? Two minimum sized Devastator units with Heavy Bolters come pretty close for roughly the same cost as Pask's tank alone (but remember, you can't just take him alone, the second tank will be drastically less effective).

So? That doesn't make the results particularly effective, just more effective than those specific weapons. It's still pretty bad for 250 points.
It makes them about as effective as 2 units dedicated to one role, while being equally capable against almost *any* target as opposed to those other units which have to specialize.

5 Assault Cannons can be dropped anywhere and be highly effective against anything, be it lemming infantry, elite infantry, tanks, or MC's. They're about as good at engaging AV14 and 3+ or 2+sv heavy infantry as two Lascannon kitted Dev squads, while also being about as good at engaging muppet hordes compared to two Heavy Bolter kitted Dev Squads, and about as good at engaging Flyers within their range as a Flakk MIssile equipped Dev Squad.

So they're as good at some jobs as two units kitted for such purposes and still pretty capable as a single dedicated unit at a niche role, while being able to do all of these at once.

Right, thus why 250 points for the damage they do is hardly game breaking.
And again, missing the point that they're able to do *all* of these things without having to specialize like these other units.

Your sidestepping the point by referring to the minutiae here.
No, I'm directly addressing your concern Your point isn't a valid point because its a non issue. "The unit will have an optimal configuration that people will be compelled to take!" And?
I'll explain it again, you're creating something that might as well be an entirely different unit (because nobody is *not* going to load up on all those weapons options) in terms of functionality from what it's always been by giving the unit these options, and that new unit is able to do the job of multiple other units that already exist.


The point is that you're effectively completely re-writing what the unit is supposed to be, turning it into another Heavy Support heavy weapons unit, and at that point you might as well just drop the powerfists and powerweapons and just make them a whole new unit.
I don't see how this is the case at all. If you're going to make the unit able to take a huge number of heavy weapons, people are never *not* going to take that huge number of heavy weapons, ergo, it's now a heavy weapons spam unit, as opposed to a beefier equivalent of a Tactical Squad the way Terminators have traditionally operated.

So they're basically terminators?
Terminators are not a fire support unit.


We seem to be having a communication break-down here, because your argument looks to me like nothing more than a series of red herrings- statements that technically are true but are completely irrelevant. "250 points of terminators do as much damage as 4 plasma guns!" Okay. So? etc

I'll TL;DR it.

The firepower of this unit matches that of specialist units, often multiple specialist units, in their specialist roles, against almost every type of target. It's a jack of all trades and master of all, and as an Elites instead of Heavy Support, can be taken *in addition* to those specialist units. You've essentially created a new Obliterator unit, that's largely better at doing what Obliterators do aside from short range melta. That's not what Terminators have ever been portrayed as or intended to be.

Now, if the Assault Cannon weren't so versatile, this issue might not be as bad, 5 Heavy Flamers I would agree isn't all that scary. But, gun for gun, an Assault Cannon is a more effective armor killer than a Lascannon, a *drastically* more effective muppet mower than a Heavy Bolter, almost as good as a double-tapping Plasma Gun against MC's and heavy infantry (and drastically better at 12-24", or if Cover is involved), Better at engaging 3+sv FMC's than Flakk missiles and almost as good at engaging other flyers and FMC's to boot. And thus you've got a unit with gobs of firepower that's relatively highly effective against almost every type of target, with the *only* drawback being that it doesn't have quite the range of many of these other weapons.

But, either way, you're essentially, you're creating a "Terminator Devastator" unit, and retconning them from a heavier version of a tactical squad with their primary killing power coming from power fists, into a heavier version of a devastator squad and now being a largely dedicated heavy weapons unit.

EDIT: I would also point out I'm not trying to argue any of this from a "well I don't want anyone to have better toys" standpoint or anything of the like, I have more than a fair few Terminator models and units myself. I just think the problems aren't necessarily with Terminators in and of themselves, but rather with what they're being compared to and see issues with what people are trying to make them into.

This message was edited 1 time. Last update was at 2015/02/18 00:48:26


IRON WITHIN, IRON WITHOUT.

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The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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 AegisGrimm wrote:
The underlying problem that can't be fixed is that terminators have lost their job. Back in fourth edition they were solid becuase units like sternguard and centurions didn't exist. They were your mobile heavy weapons platform and put out more dakka per model at 24 inches than anything else in the book. But with every new edition marines got a new book, and with that new bling. But Ohh no, you can't take out the old stuff, but it can't be made as cool as the new stuff or the new stuff won't sell. Rince and repeat for 20 years and you have units like terminators and tactical squads that just can't keep up. And you end up with tbey current codex that has way too many cooks in the kitchen. 40k needs a knife, not an upgrade. Too many codexs just have too many units. Old Units that just fattened the book without actually doing anything.


I agree with you absolutely.


Terminators didn't lose their job; they can't DO their job anymore.
   
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Martel732 wrote:
 AegisGrimm wrote:
The underlying problem that can't be fixed is that terminators have lost their job. Back in fourth edition they were solid becuase units like sternguard and centurions didn't exist. They were your mobile heavy weapons platform and put out more dakka per model at 24 inches than anything else in the book. But with every new edition marines got a new book, and with that new bling. But Ohh no, you can't take out the old stuff, but it can't be made as cool as the new stuff or the new stuff won't sell. Rince and repeat for 20 years and you have units like terminators and tactical squads that just can't keep up. And you end up with tbey current codex that has way too many cooks in the kitchen. 40k needs a knife, not an upgrade. Too many codexs just have too many units. Old Units that just fattened the book without actually doing anything.


I agree with you absolutely.


Terminators didn't lose their job; they can't DO their job anymore.

They barely did their job in 4th when I played that edition. The adding of Sternguard didn't change anything, and Centurions never made Terminators worse.

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.
 
   
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Strike Cruiser Vladislav Volkov

It'd be interesting to see Centurions and Terminators combined into a single choice.

   
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Slayer-Fan123 wrote:
Martel732 wrote:
 AegisGrimm wrote:
The underlying problem that can't be fixed is that terminators have lost their job. Back in fourth edition they were solid becuase units like sternguard and centurions didn't exist. They were your mobile heavy weapons platform and put out more dakka per model at 24 inches than anything else in the book. But with every new edition marines got a new book, and with that new bling. But Ohh no, you can't take out the old stuff, but it can't be made as cool as the new stuff or the new stuff won't sell. Rince and repeat for 20 years and you have units like terminators and tactical squads that just can't keep up. And you end up with tbey current codex that has way too many cooks in the kitchen. 40k needs a knife, not an upgrade. Too many codexs just have too many units. Old Units that just fattened the book without actually doing anything.


I agree with you absolutely.


Terminators didn't lose their job; they can't DO their job anymore.

They barely did their job in 4th when I played that edition. The adding of Sternguard didn't change anything, and Centurions never made Terminators worse.


Clearly you never played against an Imperial Fist army with 5-6 units of five man terminators with assault cannons. Extremely effective when fire was concentrated, and durable back in the day.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
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I skipped 4th, but can tell you that terminators were bad in 3rd and 5th.
   
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The dark behind the eyes.

I thought TH/SS terminators were used a lot in 5th?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


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"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


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 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
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 vipoid wrote:
I thought TH/SS terminators were used a lot in 5th?


They were, but they still really weren't good. Moving vehicles were only hit on a "6", and so mech owned them. Loyalist terminators haven't really been good in 2nd, 3rd, 5th, 6th, or 7th. That's not a good track record and I'm not sure what these other posters are remembering.
   
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 vipoid wrote:
I thought TH/SS terminators were used a lot in 5th?

They were used. New LRR came out that edition and storm sheilds got 3++ and effected shooting attacks (not sure if there were aways 3++ I think maybe they were just 4++ in CC before then.) They did great against my crimson fists.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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 Xenomancers wrote:
 vipoid wrote:
I thought TH/SS terminators were used a lot in 5th?

They were used. New LRR came out that edition and storm sheilds got 3++ and effected shooting attacks (not sure if there were aways 3++ I think maybe they were just 4++ in CC before then.) They did great against my crimson fists.
}

There was a metric ton of melta in 5th, as that was the only way to get vehicles off the table. That was very, very bad for terminators.
   
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Martel732 wrote:
GW gave Necrons something to stand up to Tau/Eldar firepower, and now the rest of us have to deal with it.


'Never attribute to malice that which is adequately explained by stupidity.'

I strongly doubt the GW guy who did the wraith stats ever went that far as to actually think how said units would perform in actual games.

And not everything needs to be about Tau


   
 
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