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!
i see far too many players posting armylists with terminator squads that will probably end up being a waste of points. so lets consider why our awesome terminators can so easily become a waste of points... at there individual point cost and slow speed, they can and will be shot down, or charged by superior close combat units. deepstriking is nice, it puts or toughguys in or opponents faces, but is this where they belong? i believe that a terminator squad used as an antitank squad is frighteningly scary for most any opponent who fields 2 vehicle or more. why? because a 6 man squad with tank hunters and two reapers can bring down any tank barring the monolith in 2 turns with little to no luck or 1 turn with some ok, averageish luck. 4 twinlinked shots at the stength of a missile launcher against a tank. ya thats beardy. and they dont fall down to ap3 like or beloved havoc squads. there tactical dreadnaughts fellow heretics! they are your elites, and by the dark gods when you use them they had better have a downright good purpose, or they are going to accomplish little at great expense. i am talking about undived or unmarked terminators here, other terminators have different uses. why would anyone field a terminator squad with a heavy flamer and no power fists, perhaps as a retinue for an hq, who knows? we have cheaper retinues that can do very well with out the expensive upgrade of terminator armor. i know, i know they are cool looking and you just spent 80 bucks on these 8 dudes and they look awesome, fine now just get some use outa them, figure out what you want them to do, and how they will do it, and look and be sure that you cant find a more point cost effective unit first.
6 undivided terminators 2 reaper autos 2 power fists tankhunters
when used in conjunction with infiltrating units and bikes/raptors your terminators will do well by being deployed at the start of the game, instead of having to mutter a quick prayer to the chaos god of deepstriking! they cost alot of points, and they can hurt most anything an opponent can field. but i still only have six wounds, thats not too great... so i have forced myself to have to include other units in my lists that will work inconjunction with them, which is allways a good thing. your list should work together, synergy! if i opted out the terminator squad i could grab to smaller squads of havocs or two smaller squads of marines, this army niche is not so easily filled by regular marines. while you and i can easily see i could field over double the number of bodies in this squad for 290 points, those bodies are susceptable to weapons the terminators are not. but are they worth that slight increase in resillence? not at all! however when u include the option to deploy regularily or deepstrike, you start to see their flexibility. when you consider they can move and shoot heavy weapons that are twinlinked, you start to wonder. in close combat, they have an edge, a strong one against most close combat squads, an invulnerable. treat them well, dont abuse that 2+ it will do you wrong sooner or later.
more than anything i think my success with chaos terminators has come from army building as well as good tactics. build lists that are self supporting, i always picture my armies as a spherical shape in which all of my units are interlocking shields that protect and help eachother.
thanks for reading sorry for the rant
interesting....How do you feel about slaaneshi terminators? Close combat or shooty?
Terminators with the mark of nurgle are nearly invincible. I play them on a regular basis and they always make they points back. I never deep strike them, they walk all the way to their target.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Hey,I can agree with this observation. MoN makes Termis almost cost-effective.Originally Posted by MindRaked
Almost.Uh-oh. I'll have to disagree here.I never deep strike them, they walk all the way to their target.
The RAC is important to DG armies, but not *that* important.
For others, there has to be a reason *not* to replace Termis with Obliterators.
Having to walk forward under HW fire for 3-4 turns is not a good reason.
DS, Homer or even Land Raider Termis across the board if you have to.
Just don't have your Elite Veterans of a hundred conflicts *dogtrot* into battle!
i think slaaneshi terminators have some serious potential in close combat and they dont need the tank hunter upgrade to go after tanks, if you can give them those blastmasters! (i will look down at the codex but i refuse to find out if i was right about that!)
i would again defineately prefer them as mainly shooty, with the option of cc, they do that really well. and if your gunna go with slaaneshi terminators they oughta be a shooty element used in conjuction with demons/infiltrators because they like "all!" terminators will die to weight of numbers, or ugly ugly ap2!
nurg terms are good too, but again as must be abundantly clear to you folks! terminators shouldnt just walk up the field, have you never encountered any armies with 15+ ap2 shots a turn, eldar anyone?
granted nurg terminators make starcannons look bad, still.
i would be interested to hear from anyone that has had recurring success with combi-melta weaponry and terminators, it sounds a lot to iffy... but in game god knows the most off beat path can be the best at times!
Since this posts is about Un-cult Terminators I will not get started on the Rubrics...just mention them. It's the tankhunting unit that strikes me as (just a little, very little) strange.Why not go:6 undivided terminators 2 reaper autos 2 power fists tankhunters
6 Undivided Terminators 2 Reapers 2 chainfists and tankhunters for 296 points instead?
That extra D6 in combination with the high strength is a yes yes in my eyes.
I have to agree with orginal poster. I built a unit of termis, unmarked (come on Ld10) in an alpha legion army. I originally used 5, 2PF, 2LC and 1 RAC. I discovered that they were not teribly effective, especially in smaller games.
I tried adding one more termi with a RAC, and tank hunters, and they are much more effective. I think tank hunters with only RAC is not worth it. Add a second one, and then of course the bolters can use it, and set them up to kill vehicles and they are doing better.
I have tried both deploying and DSing them. I put teleport homer on my HQ and a couple of AC. So now the only factor is when they come in. I'm thinking of trying a new tactic with them now. Deploy them as normal, and they put a large unit of cultists right in front of them. I figure this will give me two things, 1. ppl have to roll Ld to shoot the termis 2. the cultists can tie something up in assault, protecting the termis. Sort of a body shield, like Ork gretchen. If you deploy the termis as normal, my opponent will see them and deploy something to deal with them. Then I infiltrate a unit of cultists in front of them, messing up my opponents plans.
I'll see how this works next game.
true dat on the chainfists, i just dont mind not killing the tank if i fail with all those shots and fist attacks it deserves another turn... meh. plus 296 is just way too much to pay for em! i say at the point of using a chainfist to hit a vehicle the terminators had to walk for a while, which typically is going to take longer than shooting the tank with something! good idea it has obvious merit, i just like em with the regular firsts call me classy, call me sassy.
ooh yes rubrics!!! my next big project is actualy building some out of the new plastics.