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I've always been conflicted about terminators. I've had problems with them, in either survivability, speed, or safe deployment manners (or some combination therein). That being said, I've got 22 Terminators sitting around (10 from 2 AoBR sets, and 12 from Space Hulk), so I've always wanted to do a Terminator list.
With the release of Blood Angels I feel like most of the problems have disappeared, and so I've tried to make a Blood Angels terminator army.
Without further ado, here goes (comments encouraged, I really want to know what people think):
HQ: Reclusiarch (130 )
Assault Terminators x5 2w/ TH/SS, 3w/ LCs (210 )
Terminators x10 Sgt. has Assault Cannon and CWL (460 )
Sanguinary Priests x3 Corbulo, Terminator SP, Jump Pack SP (265 )
Assault Marines x10 2x Meltaguns (210 )
Assault Marines x10 2x Meltaguns Powersword (225 )
Assault Marines x5 1x Flamer in Razorback (125 )
Stormraven (w/ Crusader Sponsons and TL-HB traded in for TL-MM) (230 )
Devastators x6 (4x ML) (146 )
Reclusiarch embeds with Assault Termies (as does Corbulo ) who hop in the Stormraven. The Stormraven will either deepstrike or go flat out. Either way, I want the terminators in CC on the second turn that the stormraven is on the board. They have a lot of points to make back, but also are insanely effective, so they need to get going fast. The stormraven has crusader sponsons and a TL-MM so as to take full advantage of the PoTMS and Defensive weapons rules. Ergo, the turn it deepstrikes, technically it could fire the TL-MM at something and the TL-Assault Cannon + Crusader sponsons at something else.
Second big terminator squad combat squads and the one with the sgt gets the SP. It deepstrikes and holes up on a hill or something and acts as a firing squad. The sgt with both an assault cannon and CWL is sort of a themed guy (in other lists with the Sanguinor I basically turn him into a ridiculous character). The non-sgt squad is more or less a decoy for the other squads, absorbing fire and allowing the stormraven and other terminators (not to mention the devastators and assault squads), to have a little bit less to worry about.
Devastators are devastators, and the razorback AS serves as a bodyguard for them in case of trukk squads or warp spiders or other things getting near the backfield.
Assault Squads go downfield too. The basic battle strategy in kill points is to get into a brawl, where the FNP and Terminators will shine. In objectives games, I'm going to try and put most objectives in his backfield and, again, force a brawl. In base objectives games, again, brawling in his backfield, but maybe with an assault squad and terminator squad at home for defense.
Last edited by DogofWar1; May 4th, 2010 at 02:15.
I'm making a quick change to this list. I'm taking out that 3rd Assault squad (the one in the RB ) and putting in a Flamestorm Baal Predator. With Corbulo, I think that will serve me pretty well, since I should have a pretty high chance of going first and getting to use its scout move to give it a nice 38" first turn flame range (scout move 18", then move 12" and fire the flamestorm, which extends some 8"). If not, it can always come on late game from outflanking and wreck a ground unit.
At 2500, I'm thinking of adding 2 other Baal Predators, both TL-AC + HB variants, and having them outflank for shooting carnage later in the game. I'm thinking of adding a 3rd assault squad with the remaining 200 points.
And at 1500, I'm dropping the 3rd Assault Squad, five of the shooty terminators, making Corbulo and the terminator SP into normal SPs (the shooty termies are footslogging at 1500, not deepstriking, so its okay), and dropping the Devastators. I'll be adding one Typhoon Landspeeder though. That should be exactly 1500 points if I calculated that right.
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Certainly a combat oriented force. I'm not sure if the Devastators are useful for this list, but I would keep the third Assault Squad as an extra scoring unit.
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