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Made in nl
Khorne Veteran Marine with Chain-Axe





Amsterdam

Hello everybody,

Iám working on a nurgle list atm and iám trying to fit 5 terminators in there. But iám wondering are they worth their high point costs? Has anybody had good results with them or should i spend my points on something else instead?

I would like to field them because i like the look and rules they have. I would use them to focus on hard targets using meltas/powerfists and maybe put Typhus with them. But iám not sure about the tactics is it to risky to deepstrike them or maybe use a Dimensional Key on Daemon Prince and make sure they Deepstrike save that way.

please help me any comments are welcome.

Greetings Demic

This message was edited 1 time. Last update was at 2012/12/19 15:31:22


Chaos was the law of nature; Order was the dream of man.

: 6000
: 2000  
   
Made in ca
Member of the Malleus






From what I have seen against the large amount of CSM players I see (about 60% given I am in a large campaign atm), the most common (and effective) CSM termy use has been the suicide drop.

They run them in cheap 3 man squads, give them a combi weapon (I dont run tanks so the plasma variant is scary to me) and maybe 1 pf in a squad leaving the other two with a LC or something else.

They deepstrike, pop a transport or shoot up a meq and then your forced to either focus fire them (allowing other elements to advance) or have them charge you.

They work best with lists that force hard target prioritization.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I am just starting a chaos army too and I was told they are really good with mark of slaneesh

 
   
Made in us
Nurgle Predator Driver with an Infestation





Buffalo, NY

I run my squad of 6 with MoT for the 4+ invul
I try to deepstrike them in as close as possible. Shoot with Heavy Flamer and 2x combi-flamers. Then 2 combi-meltas depending on where they land.
Champ has dual lightning claw

This message was edited 1 time. Last update was at 2012/12/19 17:50:15


 
   
Made in us
Haemonculi Flesh Apprentice






Exalbaru wrote:
I am just starting a chaos army too and I was told they are really good with mark of slaneesh


Its like hazal said, depends on your list. I wouldn't sink points using marks on Termicide squads but if you want to put a combat squad in a LR I would definitely go with MoN or MoS. Either provide more durability either through toughness of initiative.


Automatically Appended Next Post:
 Solomongrundy wrote:
I run my squad of 6 with MoT for the 4+ invul
I try to deepstrike them in as close as possible. Shoot with Heavy Flamer and 2x combi-flamers. Then 2 combi-meltas depending on where they land.
Champ has dual lightning claw


Poor mans insanely expensive (ironic) haminator squad ha ha, but very fun.

This message was edited 1 time. Last update was at 2012/12/19 17:52:30


   
Made in us
Regular Dakkanaut




USA

I've been running a squad of 5 with a reaper autocannon, several combi-melta/flamers, etc, along with a mastery level 3 sorcerer in terminator armor. It's been an amazingly effective unit so far.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

I use them with the champ having axe plus bought sword, two axe plus combi-melta guys, a chainfist/heavy flamer and one dual lightning claw.

I used to use them for deep strike, and mixed and matched with some other termies I have, but since the change to deepstriking off icons, my 5 termies just park in a landraider now, if adding an HQ, I just remove the chainfist/flamer guy.

It's not really worth it to drop them in now.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in nl
Khorne Veteran Marine with Chain-Axe





Amsterdam

Thank you for all the comments.

i do own a landraider but points wise in a 2000 list i don't really like to add it.

I think i will try it out this saturday 4 termies + Typhus in a landraider with MoN and 3x combi-melta's and some PowerFists.

Any thoughts on the use of the Dimensional Key to ensure no scatter with Deepstrike tactics?

This message was edited 3 times. Last update was at 2012/12/19 18:15:26


Chaos was the law of nature; Order was the dream of man.

: 6000
: 2000  
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

It's basically impossible to make the key work.

You roll for reserves on turn two and onward, and the odds of getting a first turn assault with the holder of the key is next to impossible unless someone drop pods in your face.

It's a poorly designed artifact.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in ca
Member of the Malleus






The key is hog-wash imo, since your need to unlock it. With the greater odds of reserves coming in earlier, its more than likely it wont be used when you need it.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Longtime Dakkanaut






Yeah I ran termies in the old edition with either hflamer and combi melta cheap squads or 8 man khorne squads with all combi and again a hflamer. The icons really helped the termies have options. With the key sucking most of the time you have to danger drop in order to make use of deep strike combi melta. This in turn automatically makes any such squad a risky investment, meaning you have to keep them cheep or risk massive damage to a failed drop.

Foot termies are not the answer, as they are too short ranged with combi and reapers are too inefficient. This leaves Huron or arihman to get infiltrate, but you are still stuck with d3 units, thus only one termie unit with no character support. While 2 termies infiltrating would make them worth it, with only one you have no support, letting the enemy just outmaneuver them.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

DevianID wrote:

This leaves Huron or arihman to get infiltrate, but you are still stuck with d3 units, thus only one termie unit with no character support.


you join the character to the unit and then give the character infiltrate. the whole unit can then infiltrate.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Painlord Titan Princeps of Slaanesh





And how do you give the character infilitrate? Master of Deception lets you select d3 units to have infiltrate.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Filch wrote:
And how do you give the character infilitrate? Master of Deception lets you select d3 units to have infiltrate.


IC's are units and once they have it they it the squad they are with have it as well.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Lurking Gaunt





I run a unit of five unmarked terminators, champ with a power sword, two with power axes, and two with power fists. The entire unit has combi-plasma.

I usually just infiltrate it forward and then slog towards the enemy, allowing it to serve as a fire magnet for a turn before charging into combat. It also serves as a nice anti-terminator unit.
   
Made in us
Longtime Dakkanaut






Exagy, you join characters during deployment, but infiltrators deploy after units without infiltrate. Thus a character with infiltrate can not infiltrate with a squad without infiltrate already. You can outflank, which still lets your character pass on his special rule, but you can not start the squad past their deployment zone, as they must be deployed before your character is allowed to deploy.

This message was edited 1 time. Last update was at 2012/12/21 06:31:07


 
   
Made in us
Regular Dakkanaut




USA

 juraigamer wrote:
It's basically impossible to make the key work.

You roll for reserves on turn two and onward, and the odds of getting a first turn assault with the holder of the key is next to impossible unless someone drop pods in your face.

It's a poorly designed artifact.


As others have said, it is difficult to take advantage of the no scatter effect of the key; however, don't forget the other benefit. Against horde armies, the dangerous terrain bubble around the wielder of the key can be a real pain.
   
 
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