Tamwulf wrote:About Sons of Horus Justarian: The extra attack they get is only if they have already attacked that round. It doesn't work for wargear that goes on initiative 1, like Power Fists and Thunder Hammers (or if the model has been concussed). It also means Justarian are just about the only Terminators you'll see that take a lot of Lightning Claws and Power Mauls. Bonus for Justarian: They can take a Multimelta.
To the
OP: Are you looking for the best rules that will suit a Terminator and Dreadnought army, or are you looking for a fluffy reason? With access to three different types of Terminators (Adominus, Tarturus, Cataphracti) and whatever special Terminator unit the Legion has (most of the Legions have some kind of special Terminator unit), you should be able to make just about whatever Terminator/Dreadnaught force you want. I think the Thousand Sons have the most visually striking looking special Terminator unit and a very unique appearing Contemptor Dread.
(Quick count, for the curious, I through to XX:
I: Dark Angels. No unique units yet. Legion rule provides minor buff to the basic Terminator unit if modeled with power swords (hit on 3+ v. WS4 units), the unique Calibanite War Blade is a free +1S to the Sergeant. Few/minor benefits.
II: (RECORDS EXPUNGED)
III: Emperor's Children. Legion rule makes you slightly faster and gives an Initiative edge when charging, avoid powerfists to take full advantage. Sonic Shriekers nets you a
WS edge (normal Terminators will hit WS4 folks on a 3+ and Phoenix Terminators will hit WS5 folks on a 3+), the Maku Skara lets you Outflank some Terminators that hit the table on a defined turn. Phoenix Terminators hit at S5/AP2/I6 on the charge and S4/AP3/I4 any other time, they're weak/overpriced unless you can get that charge. Bring Eidolon along too for +1" charge moves and an I6 thunderhammer.
IV: Iron Warriors. Legion rule and unique Rites don't offer Terminators much, their unique squad packs a Cyclone launcher on every model at a relatively reasonable price. Not a great place for an all-Terminator army, a fun place to drop a few Terminators to see what happens.
V: White Scars. Ninja Terminators of doom. If you go 6"+ you get +1 to cover saves and reroll failed to-wound rolls of 1, and Skilled Rider gives you Move Through Cover, so dust off your Tartaros suits and go sprinting. Not
good, but definitely
funny.
VI: Space Wolves. Minor edges, most of their buffs focus on melee power-armoured troops and explicitly don't help Terminators. Frost weapons and the Varagyr can do work but are also kind of overpriced.
VII: Imperial Fists. Now we're talking. The Legion rules may not give Terminators much and you may not have any unique Terminators, but you've got access to
Storm Shields, making you one of three Legions that can get a 3++ without the Atomantic Pavise, and since your Storm Shields are a flat 3++ rather than +1-to-
Inv-saves the way the Salamander and Thousand Son versions are you can put them on Tartaros or Indomitus models and get the same effect. You also have access to assault cannons, Deep Strike outside of the Orbital Assault Rite, and Stone Gauntlet to let your Terminators run around at T5, which means the Imperial Fists may have no unique Terminators but their generic Terminators are among the best around.
VIII: Night Lords. Avoid. Almost all the advantages of the Legion are incredibly good on Assault Marines and a waste of time on Terminators. You get teleportation transponders, one special character who acts as a teleport homer, and that's about it.
IX: Blood Angels. No unique units yet; assault cannons are nice to have and Encarmine Fury elevates stock power weapons to scary levels (take power axes and you're wounding T4 models on a 2+). The Rites don't really help, Day of Revelation is pretty much entirely geared towards jump infantry, and Day of Sorrows gives more to bigger units that are capable of sweeping.
X: Iron Hands. The Legion benefit is almost worth building a Terminator army just for the effective +1T; the unique Terminators take this a step further by adding FNP5+ and access to graviton guns to a special suit of Indomitus armour for 25pts (for the entire squad, the per-model cost is the same as normal Terminators).
XI: (RECORDS EXPUNGED)
XII: World Eaters. The Legion rules encourage getting charges off, the unique Rite pushes this a step further. The unique Terminators are just wild balls of doom; 2W and FNP6+ help them get into combat, two power axes lets you clean up when you get there. Not ideal given how little durability/ranged support they give normal Terminators, however.
XIII: Ultramarines. Weird. The Legion rules encourage a flexible
MSU game plan and they offer guns more than they offer melee units; generally their buffs are weaker and broader than most Legions', so focused army builds don't get much out of it. Always remember that Fulmentarii are a trap; you
can spend 700pts on ten BS5 Cyclone launchers that impose a -1 to enemy cover saves, and have Night Vision and Tank Hunters, but then you will find out that you spent 700pts on ten single-Wound T4 Indomitus models and they can and will vanish the instant your opponent sees them.
XIV: Death Guard. The Legion benefit doesn't help generic Terminators much, where the Death Guard excel on the Terminator front is in their unique units. Grave Wardens are the cost of normal Terminators (+25pts to base squad cost), but they have powerfists baked into their unit cost and massively superior guns (they trade their combi-bolters for two-shot
grenade launchers), and the Deathshrouds are roughly 5pts/model more than normal Terminators for two Wounds and AP2 attacks at I3. Neither one is subtle or flexible but they will chew up most things you park in front of them.
XV: Thousand Sons. Covered in detail in an earlier post. Verdict: Yes.
XVI: Sons of Horus. Legion rule is moderately useful for a Terminator force, Justaerin had their price updated in the red book to where they're actually a useful Terminators-+1 unit (they were horribly overpriced at launch). Teleport strikes aren't as easy for you as they are for the Imperial Fists with their Teleportation Transponders; Horus helps a lot with army flexibility by giving reliable arrival to one unit, Outflank to the rest, and Justaerin as Troops independent of your Rite.
XVII: Word Bearers. No wargear that helps Terminators much and the Legion rule only helps Tartaros (reroll 1s to sweep on units that can't sweep...). No unique Terminator unit, their 40mm-based choppy melee fancy unit is the Gal Vorbak, who are proto-Possessed and do roughly the same thing Terminators do most of the time.
XVIII: Salamanders. Legion rules aren't massively helpful, though S6 heavy flamers are always a good thing to have; the big things the Sallies provide are Dragonscale (+1 to existing
Inv (so a 3++ on Cataphractii)), which isn't as flexible as the Vigil shields on the Imperial Fists but is a good bit cheaper (5pts on any model rather than 10pts on Cataphractii and 15pts on other models). The unique unit (Firedrakes) make for a
ridiculously expensive deathstar (625pts for ten models with hammers/shields and no built-in way of delivering them to a fight), but unlike the Fulmentarii (above) they'll take an endless stream of firepower and come out the other side swinging, so it might actually be worth taking that many. Bring along a Primus Medicae for FNP5+ and the best duelist Praetor around with a 3++, Eternal Warrior, and a thunderhammer (or Vulkan; a Firedrake deathstar is very much a 'go big or go home' place to be) to eat challenges. Less interesting once you get past the first Terminator unit and ask what's happening with the second, though; two units of Firedrakes is almost certainly overkill and they don't give generic Terminators much past the storm shields.
XIX: Raven Guard. Resolutely 'eh?'. The only thing their unique rules offer Terminators is getting to run around with Raven's Talons, and instead of spending 55pts/model on Terminators you could grab Dark Furies at 30pts/model (25pt squad tax) for the same loadout and a jump pack.
XX: Alpha Legion. Fun personified, mostly because the notoriously short-ranged and hard to deliver Terminators
love getting to Infiltrate. Add in Rewards of Treason from the Rite to steal unique Terminators from someone else (can you say "Infiltrating Firedrakes"?) and Insidious Mastermind to do bizarre and funny things (get a unit of your regular opponent's unique Terminators without telling him about it just so you can shenanigans them into play on their turn!). The unique Lernean Terminators are basically a normal Terminator squad +1, you're forced to take the volkite chargers on everyone, so in practice you're really just getting Stubborn and WS5 for an extra 25pt squad tax.
In summary: Emperor's Children, Imperial Fists, Iron Hands, and Thousand Sons are good at Terminator armies, most of the rest can make it work, Raven Guard, Night Lords, and Dark Angels are actually just bad at it.)