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Made in us
Dakka Veteran





It would add a layer to the game but having armor classes would be awesome

Light armor / flak.
Power armor / crisis
Terminator armor / equivalent

And each would have some blanket bonus to it.

ie power armor ignores the first point of AP
Terminator armor ignores the first two points of AP

Something.


Automatically Appended Next Post:
But really power fists suck these days. I miss when terminators used to be able to rip a tank apart in one turn of hand to hand. It was amazing. How the mighty have fallen

This message was edited 1 time. Last update was at 2018/07/08 08:45:00


 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Ultimately, the problem with Terminators is that they are not worth 192 points.

You're not going to see 2+ WS/BS Terminators, because 2+'s are reserved for heroes (and that army of heroes know as the Adeptus Custodes).

You're not going to see a special bonus to their resilience because that will step on the rules for other especially resilient units (like Thousand Sons with their All is Dust Rule).

So the real question to ask is how many points are they actually worth? Certainly 192 (nearly the cost of 15 bare bone Tactical Marines or 10 Bolt Rifle Intercessors) is wrong. What should it really be? That's how you make them worthwile.
   
Made in us
Dakka Veteran





Terminators are a squad of heroes. And should be 2+/2+ A space marine with decades of combat experience at a minimum should easily have a superior skill level than a standard marine. Not to mention they have superior equipment
   
Made in gb
Mighty Vampire Count






UK

warpedpig wrote:
Terminators are a squad of heroes. And should be 2+/2+ A space marine with decades of combat experience at a minimum should easily have a superior skill level than a standard marine. Not to mention they have superior equipment


Marines all have decades of combat experience - they are not scouts for a short period. However not saying that Veterans shouldn't get it - most "veteran" units get a similar bonus.

Terminator armour is all about durability hence the 2+/5++ save.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in ch
The Dread Evil Lord Varlak





So we have quite a few solutions :
Unlikely:
-Min 3 squads
-A la carte weaponry
-Bs/ws 2
-Reduction of AP values.

Likely
-Pts change estimated around -4-10 per Terminator

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Mighty Vampire Count






UK

What about if the Armour was 1+ - it would still fail on a 1 but be more resiliant to -1AP/-2AP weapons saving them ona 2+ and 3+?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in de
Regular Dakkanaut




In the transition from 7th to 8th, the cost of a Terminator didn't change significantly.

IMO GW failed to realize that the reduction of melee attacks for most units paired with the change of vehicles using Toughness, Wounds and Saves instead of Armor and Hull Points made Terminators overcosted.

Another thing that I think makes the point cost too high is the invulnerable save. When AP was all or nothing, the invulnerable save was valuable against plasma and lascannons, but in 8th many armies don't have weapons with AP -4 and most of the weapons that have are antitank, so those will probably shoot at tanks first.

This means you rarely profit from the invulnerable save even though you pay some points for it.

   
Made in us
Decrepit Dakkanaut




 Mr Morden wrote:
warpedpig wrote:
Terminators are a squad of heroes. And should be 2+/2+ A space marine with decades of combat experience at a minimum should easily have a superior skill level than a standard marine. Not to mention they have superior equipment


Marines all have decades of combat experience - they are not scouts for a short period. However not saying that Veterans shouldn't get it - most "veteran" units get a similar bonus.

Terminator armour is all about durability hence the 2+/5++ save.

You have a point about Scouts, which is why people were annoyed with the iteration two editions ago giving them giving them WS3 and BS3 (so basically fighting and well as Guard Infantry).

The suits have durability, but the suits are mostly used for the shock strike and reserved only for the best of the best (with honors). WS/BS2+ isn't a lot to ask for and then we can see what other fixes each individual squad needs after that. We need to see what works with the best versions of Terminators right now, which is why other blanket fixes have been pretty silly.

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




Not Online!!! wrote:
So we have quite a few solutions :
Unlikely:
-Min 3 squads
-A la carte weaponry
-Bs/ws 2
-Reduction of AP values.

Likely
-Pts change estimated around -4-10 per Terminator

Or 3W and +1A over current.

This message was edited 1 time. Last update was at 2018/07/09 00:21:14


 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I'd say give them:

- Minimum unit size 3
- Grant 1+ rerollable armor (still fails on a 1)
- Grant +1 wound
- Any model can replace Storm Bolter with a Special or Heavy weapon.

It never ends well 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

warpedpig wrote:
Terminators are a squad of heroes. And should be 2+/2+ A space marine with decades of combat experience at a minimum should easily have a superior skill level than a standard marine. Not to mention they have superior equipment

Terminators are not heroes. They are Veterans, one and all. That's why they have +1 Attack and +1 Leadership over normal marines. The exact same stats as all the other veteran units, which is also the same stats as unit Sergeants, who are also "veterans" assigned to lead less experienced marines.

Add to that that there are numerous Space Marine characters who are not 2+/2+ and it seems a bit unreasonable to think this is the right solution to Terminator's lack of effectiveness.

IMHO, the best solutions are proper point values along with a speciality Stratagem to allow you to get a nice "shock and awe" action on them at some point in the game.
   
Made in us
Terrifying Rhinox Rider





And that’s not just veteran space marines, it’s veteran dark eldar, the trueborn and blood brides, it’s veteran Sisters, the celestians, it’s veteran tau, the shas’ui who command fire warrior squads are the same rank as basic crisis pilots and they don’t get skill bonuses they get +1 a and +1 Ld. Imperial guard sergeants also have +1 Ld and A, and the guard veteran squad, unlike every other veteran squad already named, are not a specially recruited unit they are remnants of destroyed platoons andncinoanies, or at least they explicitly were that when they first got their +1 bs with no +1 A.

The first companies don’t recruit for skill.
   
Made in us
Decrepit Dakkanaut




 alextroy wrote:
warpedpig wrote:
Terminators are a squad of heroes. And should be 2+/2+ A space marine with decades of combat experience at a minimum should easily have a superior skill level than a standard marine. Not to mention they have superior equipment

Terminators are not heroes. They are Veterans, one and all. That's why they have +1 Attack and +1 Leadership over normal marines. The exact same stats as all the other veteran units, which is also the same stats as unit Sergeants, who are also "veterans" assigned to lead less experienced marines.

Add to that that there are numerous Space Marine characters who are not 2+/2+ and it seems a bit unreasonable to think this is the right solution to Terminator's lack of effectiveness.

IMHO, the best solutions are proper point values along with a speciality Stratagem to allow you to get a nice "shock and awe" action on them at some point in the game.

I'd argue that Librarians and Chaplains in Terminator being granted the WS/BS2+ as well if my fix is agreed on (it doesn't give a lot of incentive to run Terminator HQ, but it is a bonus), but neither of those guys are actually Veterans in the same sense, as they clearly branched off in a different path. Librarians especially so.

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 ca
Fresh-Faced New User




They die a little too easily to specialized weapons.
Improving their save to +1 would help them slightly against all weapons.
Alternately, giving them a special rule that means they take only half damage (rounded down to a minimum of 1) would make them a little bit tougher against specialized weapons.
   
Made in us
Decrepit Dakkanaut




Tylendal wrote:
They die a little too easily to specialized weapons.
Improving their save to +1 would help them slightly against all weapons.
Alternately, giving them a special rule that means they take only half damage (rounded down to a minimum of 1) would make them a little bit tougher against specialized weapons.

Why would you make them more durable to weapons that were designed to kill them? That makes no sense.

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
Dakka Veteran





They need dual assault cannons at lower cost. Or atleast 2 heavy bolter pistols...

They also need fnp6+ at least. And a strategem to redeploy 9" away from enemies after any turn they already arrived on table to act as teleportation.

In the Grimdark future of DerpHammer40k, there are only dank memes! 
   
Made in ca
Fresh-Faced New User




Slayer-Fan123 wrote:
Tylendal wrote:
They die a little too easily to specialized weapons.
Improving their save to +1 would help them slightly against all weapons.
Alternately, giving them a special rule that means they take only half damage (rounded down to a minimum of 1) would make them a little bit tougher against specialized weapons.

Why would you make them more durable to weapons that were designed to kill them? That makes no sense.

Because as it is right now, weapons designed to kill Terminators are too good at their job. Anti-terminator weapons should be fairly effective against terminators, yeah, but right now, they basically just evaporate them.
   
Made in us
Longtime Dakkanaut




Tylendal wrote:
Slayer-Fan123 wrote:
Tylendal wrote:
They die a little too easily to specialized weapons.
Improving their save to +1 would help them slightly against all weapons.
Alternately, giving them a special rule that means they take only half damage (rounded down to a minimum of 1) would make them a little bit tougher against specialized weapons.

Why would you make them more durable to weapons that were designed to kill them? That makes no sense.

Because as it is right now, weapons designed to kill Terminators are too good at their job. Anti-terminator weapons should be fairly effective against terminators, yeah, but right now, they basically just evaporate them.

Agreed plasma guns kill termies with just one shot, with only a 5+ save protecting them. If terminators had 3W they would become 100% more resistant to plasma while becoming only 50% more resistant to small arms fire as a consequence. Giving them an additional +1A would also go a long way towards upping their damage output too. That way you don't have to reduce their points. The only other way to balance terminators is reduce their points cost, and I personally would like to see marines get BETTER as opposed to CHEAPER.

Marines are supposed to be the most "elite" army, behind custodes and GK.

This message was edited 2 times. Last update was at 2018/07/09 07:51:55


 
   
Made in us
Locked in the Tower of Amareo




Gotta go horde-like to be any good in 8th. Elites are dead.
   
Made in gb
Been Around the Block





A few simple ideas based on what others have said too

- Increase BS/WS to 2+. These are supposed to be veterans so why not the skillset to match.

- Decrease base points cost from 26 to 22 or maybe 20. Deathwing knights are currently 50 points! They need to be 35-40 at least.

- Special rule where they ignore AP-1 attacks.

- +1 Wound.

- More weapon options. Deathwatch Terminators are currently the most versatile as 3 can have heavy weapons in squads of 3 as well as all of them having power swords instead of fists.
   
Made in it
Longtime Dakkanaut





Keep the present point cost but give them:

+1 A
Remove 5++ and give them a 4+ roll on any damage received to reduce damage by 1 (minimum 1)

This way you make them much scarier in the fight, and make them a bit less reliably taken down by D2 and Dd3 weapons. Still properly countered by D3+ and multiple high rend single damage shots.
   
Made in es
Fresh-Faced New User




How about increase the cost of plasma weapons...
   
Made in ch
The Dread Evil Lord Varlak





Spoletta wrote:
Keep the present point cost but give them:

+1 A
Remove 5++ and give them a 4+ roll on any damage received to reduce damage by 1 (minimum 1)

This way you make them much scarier in the fight, and make them a bit less reliably taken down by D2 and Dd3 weapons. Still properly countered by D3+ and multiple high rend single damage shots.


First off: Movement of 5--> slow---> not good for melee. +1 attack is not good enough ergo
Secondly: That would make Terminators even worse. If anything give them a 4+ invuln save and call it a day, which is a really bad solution imo.
Thirdly: Meleethreat that allready get's shot out of town and still can't manage to get enough melee attacks for their points is no meleethreat.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Longtime Dakkanaut




Martel732 wrote:
Gotta go horde-like to be any good in 8th. Elites are dead.

I see no reason why elite armies couldn't work if pointed appropriately. They would still need chaff screens like every army does, but you can still have a space marine army with cheaper chaff units... like say 9 point scouts with 1W?
   
Made in ch
The Dread Evil Lord Varlak





w1zard wrote:
Martel732 wrote:
Gotta go horde-like to be any good in 8th. Elites are dead.

I see no reason why elite armies couldn't work if pointed appropriately. They would still need chaff screens like every army does, but you can still have a space marine army with cheaper chaff units... like say 9 point scouts with 1W?


Also there are Eldar and Dark Eldar, which do well enough now, don't they?

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Mighty Vampire Count






UK

Not Online!!! wrote:
w1zard wrote:
Martel732 wrote:
Gotta go horde-like to be any good in 8th. Elites are dead.

I see no reason why elite armies couldn't work if pointed appropriately. They would still need chaff screens like every army does, but you can still have a space marine army with cheaper chaff units... like say 9 point scouts with 1W?


Also there are Eldar and Dark Eldar, which do well enough now, don't they?


I thought Custodes were doing ok?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Omnipotent Necron Overlord






Slayer-Fan123 wrote:
Tylendal wrote:
They die a little too easily to specialized weapons.
Improving their save to +1 would help them slightly against all weapons.
Alternately, giving them a special rule that means they take only half damage (rounded down to a minimum of 1) would make them a little bit tougher against specialized weapons.

Why would you make them more durable to weapons that were designed to kill them? That makes no sense.

Terminators should be resilient to everything. They pay enough points to need to reduce all incoming damage significantly.

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
Mighty Vampire Count






UK

So armour 1+ Terminators - would that make enough difference?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Omnipotent Necron Overlord






 Mr Morden wrote:
So armour 1+ Terminators - would that make enough difference?

At their current price point? That would basically give them 4+ saves against plasma in the open. Seems pretty reasonable. After that - Probably give them +1 attack base and give them a rule like (Always hits on 3's).

Also - QOL fixes like 2/5 assault for heavy weapons. Sargent ability to take storm sheild. That kind of stuff.

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 us
Powerful Phoenix Lord





Dallas area, TX

My only issue with 1+ armour is that it really makes their Invul save situational. I like it, but it creates another problem.

I do like the "always hits on 3+" for WS and BS. I like that better than WS/BS2+. Along with an extra melee attack.
---------------

This is what I am currently thinking:

All Terminator equivalents get +1 wound (really all Marine equivalents too) as this will reflect their resilience to small arms fire, as well as balancing for Plasma. Also give them a minimum of 3 melee attacks, Sgts get 4.
Receive a rule like "Stable platform: units with this rule always hit on 3+ regardless of modifiers"
Give Leader equivalents like Sergeants WS/BS2+

Finally, I would make the minimum unit size 3, but you wouldn't get access to the special weapon unless you take 5, but you can take 2 per 5.
So you can take 3, but you'll want 5 in most cases to get 2 Reaper launchers, or Typhoon Missile Launchers or Assault cannons, etc.
Chaos Termies might still do only 3 as they can take all Combi-weapons.

The main thing is that by giving them a rule to "always hit on 3+" you give them back a "niche" that few other units can do. Especially in the meta of -1 to hit army traits

-

This message was edited 4 times. Last update was at 2018/07/09 14:48:11


   
 
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