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First of all I'm new and I'm sorry if I posted this in the wrong area.
Anyway I'm thinking of getting some GK Terminators for my IG army. I'm not sure how much the Terminators cost or if they are worth it. Money is not an issue and I'm not playing to win but to just have fun. So could you guys help out?
Ask me anything want if you need more details.
They can be an interesting add on for your Guard Army. It can shock the crap out some people when your Termies teleport beside there CC squads and then proceed to pummell them!
GK Termies work really well with Drop-trooping IG armies. The combination of IG shooting and the CC power of Terminators is very good. Also consider a regular squad of Grey Knights. They are note quite as good in CC, but are better over all. If you do take them, take them as a Fast Attack choice so you can Deep Strike them, and take a full squad of 10.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Can't give out exact points costs, so I'll relate it to something an IG player would know: a GKT costs *about* the same as an Autocannon Sentinel. They're quite an investment because of that cost, especially since they're one wound models.
I assume you're taking them for their CC power and not for their guns, so I'd go with this:
1 GK Brother-Captain (with the standard Stormbolter/Nemesis Force Weapon loadout)
3-5 GKT (with the standard Stormbolter/Nemesis Force Weapon loadout)
0-1 GKT (with a free Thunderhammer/Storm Shield loadout)
0-1 GKT (with an Incinerator/Nemesis Force Weapon loadout)
Thunderhammers are a free upgrade for GK Terminators - a tip of the hat from HW in regards to them being a part of the Ordo Malleus (Order of the Hammer). When a GKT squad gets to be 5 or so models large, I always put a single TH/SS GKT in there, just in case the unit gets stuck in with a Chaos Dreadnought, Monsterous Creature, or something along those lines. Since GKT are normally S6 and strike at initiative, I never bother with more than the one TH/SS. Incinerators are great - same stats as a Heavy Flamer, but they also ignore invulnerable saves! You can take one of these on a GKT in place of his stormbolter, which to me is a decent choice. I leave that decision up to your playstyle, though. You also have the option of giving the squad as a whole the Holocaust psychic power - this is a large template blast of energy that's good versus low-armor models.
The Brother-Captain, now, he has access to the DH Armoury. BUT, I'd suggest not loading up on things. He's still one wound, and he already costs more than a regular GKT does! In fact, the only wargear really worth giving to him (in my opinion) is Sacred Incense (slows down Chaos models in melee) if you fight Chaos a lot.
Now, if you really have the spare points, you can upgrade the Brother-Captain to a Grandmaster, one of the scariest models in the game! Three wounds, four attacks, high initiative, and his Nemesis Force Weapon actually counts as a Force weapon - an S6 Force weapon! The downside is that he costs almost three times as much as a regular GKT! If you do take a GM, you can give him a bit more wargear, as he'll last long enough to use it. A psycannon is handy, as a GM has a higher BS than other GK Terminators do (a psycannon is like a heavy bolter on steroids). An Icon of the Just improves his invulnerable save by one. Or Sacred Incense if you face Chaos a lot, as with the Brother-Captain. If you face a lot of Daemons, you can give him the Grimoire of True Names (lowers the WS of nearby Daemons) and/or the Destroy Daemon psychic power (basically allows a lot of rerolls against Daemons). Scourging is another psychic power, it's a ranged attack with a random number of shots - this is handy to buy if you want to swap the GM's stormbolter for a second one-handed weapon (for the +1A).
Wow, I went a bit overboard on that one Hope it helped!
Megalomaniac covered pretty much all the bases there, so I'll just toss in a few random tidbits.
I've personally never used a Thunder Hammer Terminator in my Daemonhunters, although the 5+ man mark does make a lot of sense for it. by the time the rest of the squad gets done with whatever you're fighting, there shouldn't be too much of it left, so waiting for the TH isn't a big deal. At smaller squad sizes, you need every attack you can get at their normal initiative.
I'd consider swapping the Incinerator for a Psycannon if you can spare the points, as it hits just as hard, but on a Termie it's good for 36 inches - just in case you wind up too far away to use a flamer template. Either way, they'll both blast through any saves except Power/Terminator armor (or equivalents), so definitely take one of them.
I'd like to add Psycannon bolts to the wargear list for the Brother-Captain or Grand Master. It's not too impressive, but it makes the Storm Bolter AP4, and ignores Invulnerable saves - very handy if you fight a lot of 4+ armor.
As for the Grand Master... Take note that he and his squad will be eating up an HQ slot if you take him, not to mention more than 80 extra points! Is he really worth it?
Oh, you'd better believe it!
Very hard to kill, crazy skills, high strength, an assault gun, and access to some very nasty wargear if you feel like it. Add to that the ability to instantly kill anything, and even enough strength to threaten most tanks, and he's a model that is rightly feared by just about everybody. We're not saying he's some sort of Godly powerful unit, but I can honestly say that under the right circumstances, a Grand Master is quite capable of wiping out 500 - 700 points of troops all on his own. (no, you're not seeing things - My GM has killed half a Space Marine army by himself before!)
Last edited by Wraith; December 21st, 2005 at 10:53.
I can personally attest to this. With his standard gear he has 5 attacks (True Grit), 3 wounds, 6 strength, 5 init, and as stated since it's a Force Weapon, just needs to wound something once, then pass an easy Ld check and it's dead. For the points he costs, he's a bargain. If you need to in a pinch and initative/Force weapons aren't an issue, you can make him Str 8 with Hammerhand.Originally Posted by Wraith
Take a Grand Master over a Broth-Capt ALWAYS for an HQ (well, almost always but you'd better have a damn good reason not to).
Except that models in terminator armor do NOT get True Grit.With his standard gear he has 5 attacks (True Grit)
* You can take up to two units of power-armored Grey Knights on foot (PAGK), and up to one unit of Deepstriking power-armored Grey Knights (FAGK).I had no idea that they costed that much. I'm hoping to get a couple. but I might just go with GK's instead of GKT's.
* They cost roughly half what a GKT costs apiece, although the mandatory squad leader (Justicar) costs about the same as a GKT.
* They have the same two special weapons (psycannons & incinerators), but are allowed to take two per squad instead of the one that GKT can take. Be careful, though, because a PAGK/FAGK with a special weapon loses his nemesis force weapon and stormbolter, meaning he is no longer S6!
* No psychic powers for the squad or for the Justicar.
* Justicars can buy wargear, but NOT weapons (but they come with a stormbolter and an S6 power weapon, so that's not a huge loss). I'd suggest buying them nothing but Meltabombs and/or Frags - everything else is overkill.
* Remember that you can't buy dedicated transports for PAGK/FAGK (no Rhinos, Chimeras, or Land Raider variants!), so they either march (Troops choices) or Deepstrike (FA choice).