Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Alright, this is kinda bugging. Lords already come with a 5+ invul. So now they get to pay a significant amount of points for +1 regular armour save, the ability to deepstrike (without a retinue so you'd better hope he comes in the same turn as the termies), a slightly cheaper daemon weapon, and no sweeping advance.
Am I the only one that thinks that it should be cheaper, since the 5+ invul is already included in the lord's cost?
I am not a fan of termie Lord in 4th Ed. They are slow to get anywhere and if you risk deepstriking you may end up with no support.
However, it is still viable due to the IC rules. If he deepstrikes using an Icon then the unit with the Icon moves forward the termie lord cannot be targetted until the unit is dead or he is the closest target.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
The big thing is that terminator armour now comes with a power weapon as standard. That's why it costs so much (and why things like the daemon weapon are cheaper for termies). It comes with a twin-linked bolter too but thats kinda irrelevant.
Check out my Codex: Farmyard Animals here!
If anyone wants any kind of help writing fluff for any kind of GW army just ask.
Due to the lack of retinues in 4th edition, deep striking (as Link hit upon) becomes very risky. The only other way of getting your termi lord into c.c. without footslogging him half-way across the board is to put him in a land raider with 4 other termis. This isn't a bad idea, although, it's a tremendous points sink.
Overall, a movement modifier is superior on lords and sorcerers. It provides it's own form of staying power by enable your h.q. greater movement.
Spambot kill tally. . .337
Well essentially half of the cost you pay for the T-Armor is for the power weapon it comes with. So really for the cost of one space marine you get the 2+ save, Combi-bolter and ability to DS. In the 3rd ed. just getting the 2+ save costed more than that, so its really not a bad deal. Plus it is the only way to get that 2+ save now.
Admittedly a speed boosting ability is often more useful but if you wanna have the lord stick with one of your slower squads(Chosen,termys,marines,even possessed maybe) its certainly a good option.
Nevermore Chapter: 6200 pts; 97/49/11; Longest Streak: 9 Wins/4 Losses; Nearing Completion
to be quite honest Xrix1, most people take a daemon weapon anyways which is two handed so the extra attack for having two weapons is only relevant for sorcerers or lords with lightning claws.
IRON WITHIN, IRON WITHOUT!
I survived LO Chat thanks to: Karmoon, Rabbit, Process, Tossy and Meish.
All sound reasons for and against taking a Terminator Lord have already been mentioned.
The model is AWESOME.
I agonised over the choice of flying lords, bike lords etc etc but then I realised I'd have a lord in Terminator armour because the model is so DROOLINGLY good.
Especially after I spliced him with Typhus
It's still a limitation on effective equipment for the lord, and it really makes taking termi armour on a sorcerer who can't take a two handed weapon or lightning claws a real disadvantage.
It's a shame they took away the +1 attack. I think that termie armour should be cheaper, since one of it's major features, the 5+ invul, already comes stock on Chaos HQ.