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I'm sure many of you have already seen the rumors about the upcoming codex. My question is only based around one of the rumors; the 3+ invulnerable save that the Storm Shield now gives.
In the past, I used to run 2 TH+SS for every 3 LCs in my Assault Terminator squad just in case I run into something big, but with the great improvement to the SS, I'm not sure if I even want to run LC's anymore with my Assault Terminators.
Or perhaps, change the ratio, like 3 TH/SS: 2 LC? or even 4:1?
What do you guys think?
3+ invulnerable is not something considered lightly.
Rerolling to wound is nice, but with Thunderhammer you can hunt tanks aswell as wound on 2+ vs virtually anything.
I rest my case. At the end of the day it's down to you and your personal playstyle.
I might write like a ork but i fight like a poet.
Some one tell me they have ever seen a nightbringer die from a Nemesis Force Weapon.
The problem I see with swapping them completely is the number of attacks. With a Thunder Hammer/Storm Shield combination, the Terminators will have one less attack than they would have had with twin Lightning Claws. Against T4 and less, the twin Lightning Claws are far, far superior; against tanks and MC's, the Thunder Hammers will be far superior. So either you make a nice mix - I think 3 to 2 is still a solid mix - or you set up the units with specific roles to make the most out of each weapon.
I'm agreeing with Lost here - overspecializing is never a really great idea. TH and LC Termies both have their ideal uses, and both are generally effective against rank and file infantry, so it's not really a loss to include a good mix of weapons (unless you know in advance that you're going Wraithlord hunting or something).
I'd stick with the old 3/2 rule, and change it up according to what you're facing: take 3TH/2LC if you're going to need the heavy hitters, and 3LC/2TH if you're likely to face lots of small and squishy stuff. Either way you keep the attacks and initiative of the LC Termies without losing out on the sheer hitting power of the TH/SS Termies - it's just a question of the ratio between the two.
Well as a DW player, Who'se been playtesting furiously, I agree with the above comments, but have the following Ideas (Soon to be applicable to everyone as your Term's change to 5 or 10 man squads only, with 1x HW Max - combat will be more important)
I've been putting either 4x Lightning claws, with a heavy flamer and chainfist down:
The idea being to cut up a infantry squad (And infantry troop are fairly high on the importance list - not quite as much as everyone assumes though - In annhialation you really appreciate some kickass good AV men.) Accompanied by Belial with a Thunder Hammer (He can seperate from the squad and make a beeline for a vehicle if needs be. It's a bit of a waste of his Init, and you want him alive for the rites of battle, but I think this will be alot more viable if the storm sheild really does give a 3+ save vs shooting.)
Or, Belial with Claws (Make use of that init 5, Take claws over the sword every time as you're only wounding on 4's, and need that re-roll.) and a mix of Thunder Hammers and Power fists (with storm bolters.) Currently the save is only 4+ in melee for S/Sheilds, and you have a 5+ anyway, so i'd rather take the storm bolter for the charge. When it becomes 3+ (and If - It's a rumor that bols supports, so i'm pretty convinced but maybe it's only with a character we havent heard of yet.)
This is doing me quite well, especially when you consider you can pick out IC's. (and have yours picked out - your IC strikes first, as anti - infantry (helped by the normally superior WS and increased attacks) to cut down his squad first, (I find the normal fate of Ter's are multiple wounds inflicted by massed rolls, or power weapons) You finish off his IC with your power fist (doing 3x wounds with a lightning claw on a IC is hard, so thinning the squad so a fist survives is better)
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065