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		<title><![CDATA[Latest posts for the thread "Some help about Terminators..."]]></title>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ I'm entering a tournament in 3 weeks, I have chosen to use <span class="glossaryitem" onmouseover='gp(119);'>SM</span> with Khan (Bike), bikes (2 times full squads), Pred (Shooty), Landspeeder typhoon and tactical marines (2 times 10 men+Rhino)... The one elite unit I have chosen is a squad of Terminators in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> Crusader... I use the Crusader over Redeemer on the off chance that I either end up on the wrong table edge, or require the extra range to shoot at targets further into the field... The question I need to answer is this, do I take them as Assault terminators 3LC and 2TH/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, or 5 Tactical terminators?...<br /> I often find that my <span class="glossaryitem" onmouseover='gp(87);'>LR</span> will end up busted as it enters play or people are aware that terminators will be outflanking in the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and thus move as far away from edges as possible... <br /> I have tested this list a couple of times and both types seem to work well...<br /> <br /> Tactical- <br /> &lt; Obviously the tactical terminator sarg is the only one in the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> terminator squad to benefit from the assault launchers... <br /> &gt; Ability to not only fire before charging but just using them as well out of the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> transport (say <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, or just outflanking without the <span class="glossaryitem" onmouseover='gp(87);'>LR</span>)... <br /> &gt; If they flee, for whatever reason, then at least they can fire as they retreat (Which is a long march if they Outflank, but still firing at 24&quot<img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">...<br /> &lt; Low on regular Int attacks (Which is a bummer when they decide to join up with Khan)...<br /> <br /> Assault-<br /> &lt; Haven't used them much...<br /> &gt; Awesome amount of mixed Int <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks, rerolls to wound, stunned targets and vehicles...<br /> &gt; Great when khan joins unit for a charge into combat...<br /> &lt; No ranged weapons, which sucks when they flee, or are left out of enemy move/charge range... <br /> &gt; 3+ invuns for <span class="glossaryitem" onmouseover='gp(221);'>SS</span> (Is better than the 5+, But I do only have 2 in the squad, and only have these saves when allocating the first 2 <span class="glossaryitem" onmouseover='gp(486);'>PW</span> or AP1/2 wounds to the squad)...<br /> &gt; <span class="glossaryitem" onmouseover='gp(80);'>LC</span>'s take full advantage of the assault launchers...]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 08:39:39]]> GMT</pubDate>
				<author><![CDATA[ major_payne]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ Assault Termies every time. 3xTH/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> minimum. Tactical Termies are often wiped out by low-<span class="glossaryitem" onmouseover='gp(6);'>Ap</span> fire before they contribute much to the game. ]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 08:55:58]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ neither.  5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> or don't bother with them.  Some people will disagree of course.  <br /> <br /> Here is my reasoning.  Vanilla <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are I4.  A speed that scary power weapon toting units that you actually need to worry about are well above.  If there is a I4 or lower unit actually scary for your unit, don't charge it.<br /> <br /> Termies laugh at anything without <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>.  But power weapon units mostly will bounce off of thunder shields.  Then get thoroughly squished by the hammers.  The hammers are also good against vehicles, especially useful to avoid dread tarpitting that <span class="glossaryitem" onmouseover='gp(80);'>LC</span> units will fall into.<br /> <br /> More shields means your guys last longer against <span class="glossaryitem" onmouseover='gp(6);'>AP</span> fire and <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>.  More hammers means more chances to kill armor and/or squish multi wound models.<br /> <br /> <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> do a really good job killing things that marines can kill normally (though admittedly not as fast).  <span class="glossaryitem" onmouseover='gp(224);'>TH</span> kill things that marines struggle with in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  Support them with  a nullzone librarian and there isn't much they can't kill, and there isn't much that can easily kill them at equal points.<br /> <br /> One concern however I have with what your list is.  Its pretty much a couple of what is cool mixed together.  Like a picture of a <span class="glossaryitem" onmouseover='gp(143);'>WD</span> battle.  Also known as a casual list.  It might be fine where you are playing (or required, I occasionally hear horror stories about Comp in some places), but that list isn't going to survive a focused tourney list piloted by a competent player.]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 11:53:40]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ What point level are you playing at?<br /> <br /> I would go with Khan joining an Assault Termie squad (4 shields, 2 claws) in the <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>.  That makes for a pretty powerfull deathstar with the furious charge (brings your claws to I5 and S5).  The only issue with this is that you lose the ability to use bike squad as troops.<br /> <br /> If you wanna keep Khan on a bike then I would lose the termies and Land Raider alltogether and get a command squad on bikes with 4 shields, 2TH, 2 claws, 4 meltaguns and the apothecary.  Or throw in a libby on bike with null-zone (always usefull).<br /> <br /> I've done a Khan/Tigurius/assault termie squad in a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> before for a friendly game with good results; probably wouldn't be very competitive though.]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 15:57:28]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ Well 6th is out soon, is the tournament in 5th or 6th edition rules? ]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 15:59:53]]> GMT</pubDate>
				<author><![CDATA[ KrimsunBaron]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ <blockquote><div><cite>notabot187 wrote:</cite>neither.  5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> or don't bother with them.  Some people will disagree of course.  <br /> <br /> Here is my reasoning.  Vanilla <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are I4.  A speed that scary power weapon toting units that you actually need to worry about are well above.  If there is a I4 or lower unit actually scary for your unit, don't charge it.<br /> <br /> Termies laugh at anything without <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>.  But power weapon units mostly will bounce off of thunder shields.  Then get thoroughly squished by the hammers.  The hammers are also good against vehicles, especially useful to avoid dread tarpitting that <span class="glossaryitem" onmouseover='gp(80);'>LC</span> units will fall into.<br /> <br /> More shields means your guys last longer against <span class="glossaryitem" onmouseover='gp(6);'>AP</span> fire and <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>.  More hammers means more chances to kill armor and/or squish multi wound models.<br /> <br /> <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> do a really good job killing things that marines can kill normally (though admittedly not as fast).  <span class="glossaryitem" onmouseover='gp(224);'>TH</span> kill things that marines struggle with in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.  Support them with  a nullzone librarian and there isn't much they can't kill, and there isn't much that can easily kill them at equal points.<br /> <br /> One concern however I have with what your list is.  Its pretty much a couple of what is cool mixed together.  Like a picture of a <span class="glossaryitem" onmouseover='gp(143);'>WD</span> battle.  Also known as a casual list.  It might be fine where you are playing (or required, I occasionally hear horror stories about Comp in some places), but that list isn't going to survive a focused tourney list piloted by a competent player.</div></blockquote><br /> <br /> This, the good man has said everything]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 20:58:46]]> GMT</pubDate>
				<author><![CDATA[ spartiatis]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ <blockquote><div><cite>notabot187 wrote:</cite>Termies laugh at anything without <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>.</div></blockquote><br /> Not... exactly. High quantity of attacks easily bypasses 2+. It's why Orks aren't really bothered by vanilla or <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies. <span class="glossaryitem" onmouseover='gp(80);'>LC</span>'s, on the other hand, will cause them to err, due to the <span class="glossaryitem" onmouseover='gp(80);'>LC</span>'s hitting before them, and re-rolling failed to-wounds. Trukkboyz would avoid them, where Trukkboyz could be tempted to intercept any other type of Terminator. The same could easily be said for Tyranids.<br /> <br /> Basically - <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> for less hordy armies... of which is the majority of the game, I believe. So go with that I guess <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 25 Jun 2012 21:58:05]]> GMT</pubDate>
				<author><![CDATA[ Kharrak]]></author>
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				<title>Re:Some help about Terminators...</title>
				<description><![CDATA[ Since you're playing nilla marines, I would suggest mostly <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> as the internet wisdom seems to suggest. As a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> player, I tend to run 3 hammers and 2 claws, but take into consideration that my claws always have furious charge/preferred enemy. I would say keep at least 1 claw to help with a mob of orks or something like that.]]></description>
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				<pubDate><![CDATA[Tue, 26 Jun 2012 19:16:56]]> GMT</pubDate>
				<author><![CDATA[ BTNeophyte]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ 5 Thunder Hammers.<br /> <br /> Simple reasons. Hordes will kill your terminators regardless of lightning claws. You don't attack hordes with your assault terminators. You attack enemy elites with your assault terminators and those won't really be phased by lightning claws.<br /> <br /> Use things armed with bolters to kill hordes. Use hammernators to smash those things that ignore your bolters. It's called synergy. ]]></description>
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				<pubDate><![CDATA[Wed, 27 Jun 2012 07:11:02]]> GMT</pubDate>
				<author><![CDATA[ Freman Bloodglaive]]></author>
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				<title>Some help about Terminators...</title>
				<description><![CDATA[ Thanks for the replies, Its going to be 5th ed. as the 6th ed. rules have only been released, the points are 1850, its 5 games over 2 days, 45 people have signed up for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, 3 of 5 are troops based objectives...<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> In my last practise game I went Tactical and my opponent was using <span class="glossaryitem" onmouseover='gp(15);'>BT</span> with the <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> combo. 3 of his died in a single round of shooting to boltpistols, the rest were killed by 6 regular marines, <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>... Mine didn't do much in close combat, however I  scared him heaps by shooting up his marines from longer range, and for 4 turns. It was nice to get 10 shots at such range whilst always edging forwards, and only lost 2 the whole game after copping a tremendous amount of flak in return...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Second practise against tyranids using <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>... I realised very quickly that a mass of firepower/<span class="glossaryitem" onmouseover='gp(19);'>CC</span> Attacks often negates the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> advantage, esp against tyranids (30 Gaunts, etc)... at least my tactical boys would be able to retreat and fire, or at least shot a few before they got swamped, They didn't get to the larger models (Shame) because he generally left those to speed away...]]></description>
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				<pubDate><![CDATA[Wed, 27 Jun 2012 08:15:13]]> GMT</pubDate>
				<author><![CDATA[ major_payne]]></author>
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