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Made in us
Fresh-Faced New User




Hello All,

I am an ORK Player and have never run a Marine. My son on the other hand has over 125 terminators and loves them. They are not resilient enough. My meganobz die easy, but at least have 2 wounds. I have watched time and again where a squad of storm shield termies die to non power weapon wielding HtH foes. NO AP whatsoever. I get the luck idea and all that about hitting a weak spot, but i cannot for the life of me figure out why a guy that is wearing a tank can get hurt by the butt of a gun as easily as a assault cannon? Is there a fix? Does there even need to be? 2=/3++ and 1 wound with no FNP seems like it is way too easily killed. you make them 2 wounds? Maybe T8 against non AP2/3 weapons? or T6 all the time? OR am I way off base?
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

Our house rule is this:

Space Marine Terminator Armour:
1+ Armour - this will protect the wearer from all but the most deadly of attacks (a roll of 1 is always a failure).

It's essentially the same, except that AP2 weapons cannot hurt it.


This message was edited 1 time. Last update was at 2016/04/22 14:38:13


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Made in us
Hardened Veteran Guardsman





United States

I think Terminators got it rough this edition just with all the mass amount of shooting and high AP items. Their big pull back in the day was a 5++. Things that had anything better were Chapter Masters or HQs and at best in most circumstances that was a 4++

I think one of the things that could help them out would be FnP. FnP is almost like the new invulnerable save.

Basement WarGamers (BWG)
 Walnuts wrote:
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Made in us
Librarian with Freaky Familiar






Yeah heavy armored units in general kinda got the shaft, what with all the AP.

The best way to play them from what I have seen is to see strike them right on top of the enemy, really abuse the Deathwing with the take the fight to the enemy. I mean a dee strike, move, shoot, on the turn you come into the board is really nice

To many unpainted models to count. 
   
Made in de
Junior Officer with Laspistol





Two wounds would go a long way to fixing them. Rules like "are T8 against attacks from X" are needlessly confusing and open a bunch of unseen loop holes. T6 is way too good for terminators, they don't need to be THAT resilient.

2 wounds and I'd be grabbing terminators more often.


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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

TDA giving +1 wound would help making it a viable choice against the bike + AA option on characters as well, especially for Chaos who lacks the latter.

It'd not go the whole way but it would help.


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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I've been thinking about modifiying armour saves and AP to a 2D6 system where you roll 2D6 and add them together. If you get equal or over your Sv value, you pass. AP acts as a negative modify.

So for Terminators, a 3+ (best save available) save would require rolling 3 or higher on 2D6. Say he rolled 4 and 3, for a total of 7, and the weapon he was hit with was a Lasgun (AP0). Total of 7, pass. A weapon of AP 6 would reduce this to a 1, thus a fail. a weapon of AP 4 would reduce it to 3, but would still be a pass.


I feel this could work but would require major editing for various things like AP values, where higher (6) becomes better than lower (1) In this scenario, the armour ave values would range from 3+ (Terminator Armour) to 11+ (Cultists) and allow for variation in between. Artificer armour, for example, could be a 4+ save and Ork armour could be 10+. Also, under this system, a double 1 is always a fail, regardless of modifiers or rerolls.

For the reworking of AP values, I suggest simply reversing current system

AP0/- = no modifier
AP1 = -1
AP2 = -2
AP3 = -3
AP4 = -4
AP5 = -5
AP6 = -6 (+1 to vehicle damage)
AP7 = -7 (+2 to vehicle damage)

Under this system

All weapons with AP6 become AP1
All weapons with AP5 become AP2
All weapons with AP4 become AP3
All weapons with AP3 become AP4
All weapons with AP2 become AP5
Some weapons with AP1 become AP6
Some weapons with AP1 or the Destroyer rule become AP7

This message was edited 1 time. Last update was at 2016/04/22 15:17:29


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Made in us
Decrepit Dakkanaut




The main issue is that they don't have the firepower for the cost, on top of Power Fists wanting to hit targets that Stormbolters can't even wound.

I've always proposed that they be S5, Tactical Terminators be able to take two heavy weapons in a 5 man squad, and LC Terminators be 30 a pop and upgrading them makes them 35-40.
Otherwise, I'd rather take Assault Centurions over both options.

CaptainStabby wrote:
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Made in us
Locked in the Tower of Amareo




Move to a d10, and leave terminators 2+. Make ap 2 give a save at -2 and make ap 1 and 0 rare and low rof.
   
Made in no
Committed Chaos Cult Marine






30k has fixed them somewhat - 2+/4++ for Cataphracti and some have 2 wounds. If you're talking about the normal guys with S3/4 and no AP, it just sounds like bad luck or that the Terminators themselves can't kill their opponents. Maybe try dropping a Librarian in there and hope for Invisibility?

The main issue is the abundance of high/D S combined with AP GW have introduced, like Stormsurges and Knights. Knights can't be taken in sub-2000 point games in 30k either.
   
Made in us
Pious Palatine




Run them as a 1st company task force in a medusa strike force, with an ic they immediately get 3+ fnp


 
   
Made in fi
Longtime Dakkanaut




Seriously Terminators didn't cut it against Orks even in the 5th, unless they were Assault termies charging from a Land Raider. Masses of Boyz can just dish so many attacks that Termies are overwhelmed.

Current Rapid Fire rules also nerf the Termies somewhat. Units like Tactical marines and Fire Warriors now can move and shoot to their maximum range, meaning that all-Assault weapon units like Termies have their advantage reduced.

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Made in cn
Been Around the Block




It blows my mind that they aren't toughness 5. Just can't understand it at all. Even toughness 6 would seem ok to me.
   
Made in us
Fixture of Dakka





Denison, Iowa

I'd say their resiliency is about right. Just drop the points down to a reasonable level.
   
Made in gb
Been Around the Block




Termintors need a points drop and a 4++.

And have the shooty/assault options merged.
   
Made in de
Junior Officer with Laspistol





I disagree with the points drop. They're meant to be the elite of the elite. You shouldn't be able to take a ton of them. Keep the points value, but buff them. 2 wounds would be just great. T5 would be pretty good too.

I could live with T5 W2 too. Might need a slight points increase in that case though.


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Made in ca
Trustworthy Shas'vre




As is, a Terminator is about twice as hard to kill as a Marine . . . but a Marine isn't all that hard to kill nowadays either.

Check out the Cataphracti sub-variant for an interesting change in Terminator surviability.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

When I was playing around with veil of time* the other day, I had it on a set of 5 assault termies (3 hammernators 2 claws.) I noticed that they were actually decently durable, but still not super thanks to their lack of mobility. They ended up all dead but managed to shrug off at least enough damage that I felt like I got my points worth out of them.

*using ITC rule of rerollable 2+ becomes a 4+ on the reroll.

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Made in es
Pulsating Possessed Chaos Marine





2 Wounds is the way to go. It would make them more resilent against massed AP- fire, which is ok, slighly more resilent against plasma, which is ok, but not more resilent against melta/lascannons, which wouldn't be ok. Because no matter what you're wearing, a direct lascannon shot to the face should mean trouble.

The issue however, more than the Terminators themselves, is the ridiculous arms race that 40k has endured since late 5th edition. Terminators just feel like relics from a bygone era, troops designed for a game of a different scale and scope. With things like Centurions or Superthunder McWolf Cavalry running around, Terminators look feel really old and outdated.

 Deadshot wrote:
I've been thinking about modifiying armour saves and AP to a 2D6 system where you roll 2D6 and add them together. If you get equal or over your Sv value, you pass. AP acts as a negative modify.

(...)


That's hardly new, and it's similar to how some armors (like Terminator or Bloodthirster armors) worked on 2nd edition.

Progress is like a herd of pigs: everybody is interested in the produced benefits, but nobody wants to deal with all the resulting gak.

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Korinov wrote:
2 Wounds is the way to go. It would make them more resilent against massed AP- fire, which is ok, slighly more resilent against plasma, which is ok, but not more resilent against melta/lascannons, which wouldn't be ok. Because no matter what you're wearing, a direct lascannon shot to the face should mean trouble.

The issue however, more than the Terminators themselves, is the ridiculous arms race that 40k has endured since late 5th edition. Terminators just feel like relics from a bygone era, troops designed for a game of a different scale and scope. With things like Centurions or Superthunder McWolf Cavalry running around, Terminators look feel really old and outdated.

 Deadshot wrote:
I've been thinking about modifiying armour saves and AP to a 2D6 system where you roll 2D6 and add them together. If you get equal or over your Sv value, you pass. AP acts as a negative modify.

(...)


That's hardly new, and it's similar to how some armors (like Terminator or Bloodthirster armors) worked on 2nd edition.


Oh, I'm sorry, did I say it was new? I know where its from, that's where I got the idea from, as it seems popular.

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Made in us
Decrepit Dakkanaut




Except we don't need Terminators to be more resilient. I don't know why anyone is proposing that as a fix.

The issue is that they do no damage. Make them as durable as you want, but that just leads to them getting ignored entirely instead of ignored until an easy kill point is needed.

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
Longtime Dakkanaut





Gulf Breeze Florida

Termies are still playing 4th ed.

Back when if you had a Rapid Fire Weapon and you moved, unless you had Relentless, you could only fire up to 12 inches.

Now with the power to move and shoot at max range, and being able to doubletap at half range, Ontop of the arms race of AP2ness, a stormbolter doesn't sound too hot.

I'd be fine giving them two wounds, because I feel more elite troops like Termies, Chosen, Nobs, Sternguard ect SHOULD be a bit meatier, but terminators also need some more bite.

Even if it was just letting them take more of their heavy weapons. Just anything to make them do more than tickle whatever they're attacking.


 
   
Made in es
Pulsating Possessed Chaos Marine





 Deadshot wrote:
Oh, I'm sorry, did I say it was new? I know where its from, that's where I got the idea from, as it seems popular.


I would be all for armor modification if the dice system was switched to D10. D6 is IMO too limited for armor modification to work, and the best example you can have is WHFB, where S5-S6 make 90% of armor combinations redundant (it's also true that rules designers at GW have never had a clue about how armor works IRL).

Progress is like a herd of pigs: everybody is interested in the produced benefits, but nobody wants to deal with all the resulting gak.

GW customers deserve every bit of outrageous princing they get. 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

They need an extra wound.

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Made in us
Locked in the Tower of Amareo




 Korinov wrote:
 Deadshot wrote:
Oh, I'm sorry, did I say it was new? I know where its from, that's where I got the idea from, as it seems popular.


I would be all for armor modification if the dice system was switched to D10. D6 is IMO too limited for armor modification to work, and the best example you can have is WHFB, where S5-S6 make 90% of armor combinations redundant (it's also true that rules designers at GW have never had a clue about how armor works IRL).


As I stated, my idea was that if the AP matched the armor, there would be a save penalty. Perhaps halving the save would be better than flat -2 so that the system worked for all armor values.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Except we don't need Terminators to be more resilient. I don't know why anyone is proposing that as a fix.

The issue is that they do no damage. Make them as durable as you want, but that just leads to them getting ignored entirely instead of ignored until an easy kill point is needed.


This is also a problem.

This message was edited 1 time. Last update was at 2016/04/23 17:18:43


 
   
Made in jo
Infiltrating Broodlord





Rapid City, SD

Dear god he has 125 terminators?!!!!

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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 kronk wrote:
They need an extra wound.


Yes. If you forgive the mental image, Terminators are just too easy to kronk at the moment.

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Made in ca
Secretive Dark Angels Veteran




Canada

you would need to do a lot to make terminators good again

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

Reduce points to 125 points and allow for 2 special weapon upgrades. Buff to 2 wounds. There now you have units that are resilient and versatile at a reasonable cost. This should be a golden rule terminator armor boost you by 1w.
This way D weapons are still viable, you still die to 8+ strength weapons or mass fire (not as much but there is the luck/unlucky element), and are durable.

With the following changes who of you would field them? I know I would.

P. S Xenos should also get some love to make it so they have a viable counter.

Anyone who is married knows that Khorne is really a woman. 
   
Made in us
Decrepit Dakkanaut




You're making them the same cost as Honour Guard though.

Seriously, they don't need a toughness boost. They need an offensive boost. Why this isn't getting into anyone's skulls is a mystery to 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.
 
   
 
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