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I ussually play games in small formats and dont use any termies. But the new plastic set is so interesting that i will absolutely purchase it. However I dont know how to integrate it in my army...
I play salamanders, master+10command squad, 2x5 sniper scouts + ML, 2x10 Tactical MM,MM drop pod or 2x5 Tactical LC and whirlwind/Tornado,Dreadnought LC
Isnt using termies in such small formats wasting of points? What tactics are you using for termies? Are better assault od shooty?
In Space Wolves, they're a waste. You can't even Deep Strike them!
But other chapters, I don't know. They'd seem a little risky to me, a few AP2 weapons'll get rid of them without trace in a turn or two. I'll let other players who player other chapters answer your question better. Sorry.
i dont like terminators waste of points every 3 i can get a a free bike so 3 of them = 4 bikes 3 of them = low grade 10 man tact 5 of them = 2 dreads so on so on all being better IMHO ur choice ^_^
Terminators in smaller games can be risky because of their high points cost even with bare equipment (200pts for a 5 man bare-bones squad). In a 500 points game 200+ points is alot, so it depends on what army your facing and what you want out of you Terms.
Fighting Orks with choppas or Chaos with khore beserkers+small points game= no terminators. Why? Because these units destroy the Terminators 2+ save which is really hurting them. so i would say if you fight Orks alot do not use Terms in small games.
But their is a bright side. In say a 750-1500pts game, Terminators can come in handy when going up against armys that suck at Close-Combat (like Tau and Imp Guard). Their 2+ save and Inv save can save them from all their guns. And try either deep striking them or putting them in a Drop pod and throw them into CQC as soon as possible.
My main advice is, in small games you can deffinatly use terminators just try to scout your oppents army type and use them wisely in smaller games. :cool:
OH yeah By the way, I use my TERMS as mobile fire power untill they get into Close combat. 5 man squad, 1 assualt cannon, 1 missile launcher, 3 storm bolters. So 11 shoots 1rending str6 and 1 str8, ON THE MOVE!!!! So alittle of shooty and alittle CQC
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Totally agree. I mean how effective would a leman russ be in a IG army under 500 points? It is a one trick pony but when it works it really works.
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and having even the mininimum termie squad will hinder the rest of your army and if they fail you are stuffed but it can have some unfair advantages like some other units. Like a few days ago i played a quick 500pt game with a death guard player waiting for the others to come to start the real battle and he used a.....great unclean one. Fancy taking on that in a 500pt battle???
They are very useful if you play Deathwing.
On a more serious note it is worth sayin that against lasguns/basic weapons they require twice the firepower of that required to kill a Tactical Marine at nearly 3 times the points cost. An army with them in will actualy decrease in staying power (unless fighting Leman Russ MBT's).
However with thier stormbolters for range and powerfists up close they are adaptabe to cover multiple roles in a smaller game (firebase protectors and part of the firebase).
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I think in small point games, most people aren't tooled to play against a lot of 2+ saves, and they could be quite good if you playe a small squad and a couple of Assault cannons. I play Guard and hate those bad boys.
One note, IG can field a lot of Ap2 weapons, Lascannons and Plasma.
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They are a fun factor. They aren't amazingly effective.
My 500 points with them would look something like :
They now have a bunch of footslogging or deepstriking death headed their way. Fun to intimidate...
A realistic use of them how ever would be :
-5x terminators for command squad 200
The terminators work as a fire base, pouring assault cannon shots and covering the scouts who have moved into a decent position. Vs horde armies that's 8 storm bolter shots + 8 assault shots + 2 templates of ye olde missiles. If they have plasma based weponry, pick at them with the scouts and force them to move into assault cannon range. They get you into CC, you can still smash them. Banshee's at this points cost probably won't take a sustained blast from all that firepower and get into CC, gaunts can be withered down, Orks are still scary...
I would be very reluctant to take terminators in any game under 2000 points. This is mostly cause I prefer to make generalist armylists that can adapt to most types of circumstances instead of tailoring lists to focus on one type of enemy. Taking terminators in a list below 1000 points is asking for defeat the way I look at it. The main reason for this is that you simply will not have enough bodies on the table to take wounds. Terminators are potent powerful units with a large amount of staying power this is true. HOWEVER, that ability can be rendered worthless with one effective Basilisk or MBT battle cannon shot. Or for example, if they can even score 2 wounds per turn via plasma/lascannon/bright lance/Railgun, etc, your horribly expensive and potent squad will be off the table by the end of turn 2, likely before they ever saw Close Combat (where they are most effective). If you deepstrike them, that means that if you dont get the first turn, the firepower of the entire enemy army will be focused on the few remaining models on the board. Finally, against certain types of close combat armies (orks/Khorne) the terminator's save is useless. Plain and simple. Choppas/Khornate chainaxes will reduce that beautiful 2+ save to 4+. And a 50 point 4+ save is just plain bad.
However, on the other side, if everything goes relatively well, and you can get them into CC relatively quickly, they should be a force that is pretty difficult to take down in a 1000 point army.