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Made in fr
Longtime Dakkanaut






Things that do mortal wounds. Psyker powers.

"But the universe is a big place, and whatever happens, you will not be missed..." 
   
Made in no
Liche Priest Hierophant





Bergen

 Matt Swain wrote:
Things that do mortal wounds. Psyker powers.


Really? Say I get a malanthrope within 18 range, and nothing between it and the Terminators. It costs 95 points, know one power and can cast two.

It casts smite and psykick scream. On average will do 4 mortal wounds. That is one dead terminator and one wounded one.

Now you are within 18" witch actually sounds very unsafe VS the remaning weapons in that squad.

It does not sound very cost effective.

   
Made in us
Implacable Skitarii




I played a game last weekend with my all Armiger Imperial Knights list. I charged a trio of Warglaives into an 8 man Custodes Terminator blob.

The 3 Meltagun shots and 3d3 Melta lance shots only killed 1, but 18 attacks on the charge (using 1 CP for Pack Tactics to get extra attacks) rerolling misses, with Str 14, -3 AP, 3 damage wiped the unit with wounds to spare.
   
Made in us
Deathwing Terminator with Assault Cannon






Grav guns. AP -3, D2 against Sv+3 or better. It's almost like an overcharged plasmaguns but with 16% less chance to wound and 0% chance of blowing yourself up.
   
Made in us
Longtime Dakkanaut





Maybe the obvious is ...
a bunch of 10 terminators with a lot of thunderhammers, buffed up nicely for melee, could clean them right out with no trouble.


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Dukeofstuff wrote:
Maybe the obvious is ...
a bunch of 10 terminators with a lot of thunderhammers, buffed up nicely for melee, could clean them right out with no trouble.


This has been valid for each edition.
Nevertheless Termies haven't found their way too often into competitive lists.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

 Niiai wrote:
 Matt Swain wrote:
Things that do mortal wounds. Psyker powers.


Really? Say I get a malanthrope within 18 range, and nothing between it and the Terminators. It costs 95 points, know one power and can cast two.

It casts smite and psykick scream. On average will do 4 mortal wounds. That is one dead terminator and one wounded one.

Now you are within 18" witch actually sounds very unsafe VS the remaning weapons in that squad.

It does not sound very cost effective.


How about vs Magnus the Red (costs about the same as your terminators), and buffed up with other models like your terminators are. After 3 turns Magnus is all by himself and at around 9 wounds (regardless of who starts the fight and assuming you can fall back, shoot and charge)
   
Made in au
Regular Dakkanaut





 skchsan wrote:
Grav guns. AP -3, D2 against Sv+3 or better. It's almost like an overcharged plasmaguns but with 16% less chance to wound and 0% chance of blowing yourself up.


^ this. Grav cannons are seriously underrated. A devastator squad can pump out 12 shots (16 if using the cherub) plus whatever you put on the sergeant (e.g. combi melta or plasma) and, if you want to sustain their damage output, the bolter fire of the 5 other devastators armed with bolters. Such a squad, shooting grav 12 times, combi-plasma (not over charged) + bolters in rapid fire range does just under 7 points of actual damage.

   
Made in au
Battlewagon Driver with Charged Engine





For which faction? Every army would in theory have some weaponry that's decent if not great against Termies of some variety or another. Some have multiples of solid choices. Some ranged, some CQC.
   
 
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