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Most effective setup of Terminators


HERO

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First off, I wouldn't take 8. That's overkill, and a huge chunk of points. In a landraider they're not going to suffer attrition getting into CC like they would if they were podded in. 4-5 ought to do it, particularily if you have an IC/Arjac in the mix.
You want them to be all different, so you can play wound allocation games. Something like combi/pweap, combi/wclaw, combi/pfist, sshield/pweap, sshield/chainfist. I would rather put a couple of cyclones on slogging long fangs or grey hunters than put a heavy flamer in a wolf guard termie pack.
When I field termies I field 8 total WG in the squad as they all Have to be differant. I will field 4 in termi armor and 4 not. Termies in clude Tunder hamer/storm shield, Assult cannon/Chainfist, pair of wolf claws heavey Flamer/Pfist , for the power armor another thunder hammer/storm shield, Frostblade/Combimelta, Storm bolter/Wolf claw, Frost blade/ plasma pistol. This way we get the advantige for having frag grenades and good shooting. Add 2 HQ in termi armor and the crusader is full. I would recomend a Wolf Priest for the re-rolls and a WGBL as both can have frag grenadeswhile in termi armor.

Every model has to be assigned 1 wound before you can put a 2nd on the same model.

 

When you have a group of models equiped the same then you roll all those saves as a group and every wound removes 1 model. So say you get rapid fired by a group of tact marines who have a plasma gun and 3 bolters and you take 2 plasma gun wounds and 4 regular bolter wounds to your 3 man squad of TWC. If all the TWC are equip'd differently say:

 

TWC 1 TH

TWC 2 standard w/meltabomb

TWC 3 standard w/SS

 

You now have 6 wounds to assign. TWC 1 can take a regular bolter wound, TWC 2 takes a regular bolter wound, TWC 3 takes a plasma gun wound. You then go and assign a second regular bolter wound to TWC 1 and TWC 2 and the 2nd plasma gun wound to TWC 3. This way he gets to take 2 invuln saves and if he does fail Only he would die...

 

Or better yet give TWC 3 only one plasma wound and one regular bolter wound. Then give TWC2 the 2nd plasma wound and a regular bolter wound and TWC 1 would just get two plain bolter wounds to save. TWC 2 would take an automatic would from the pg, TWC 3 would get an invuln save, and everyone would get their power armor saves vs bolter rounds and only 1 model would be injured for certain, but no deaths.

 

 

Saving throws for wounds on identically equipped models are made at the same time and any failed saves are applied in such a way to remove single models 1st, so tf all your TWC were equipped the same and then you took two plasma wounds and failed, or did not have armor saves then you would have to remove a model since you would be required to apply both wounds to 1 model. Where in the above example no deaths were caused.

 

I apologize for using TWC in a thread about termi's. Its appearently later than i had thought. If you please take my 1st scenario and replace TWC 1, 2 and 3 with

 

Termi 1 combi flamer/ pw

Termi 2 stormbother pw

Termi 3 TH/ss

 

Then that scenario allows you to take 2 invuln saves vs plasma wounds in efforts of avoiding an auto death or if he wasn't equipped to give a save it still would only cause one auto death instead of the two it would have caused on identically geared models.

In my history of playing Nobz in Orks, and Wolf Guard in Space Wolves, I've found that while taking advantage of wound allocation is really useful occasionally, its irritating for both you and your opponent all of the time. Leaning over the table to see exactly which of the eight individual fellows is still alive every time an assault comes around is a pain, and I get tired of it. If you're going to do wound allocation tricks, make sure you know your squad backwards and forwards and that you're doing it right. From my observation, nothing hurts your sportsmanship quite as badly as shifty wound allocation games.

 

My current Logan terminator list has a Redeemer, rather than a Crusader, but the end goal is getting up close and unleashing a bundle of Terminators into the assault. To that end, I run:

 

Storm Shield, Wolf Claw

Wolf Claws

Wolf Claws

Wolf Claws, Meltabombs

Heavy Flamer, Wolf Claw

 

I made sure they all have wolf claws so that when I roll attacks, I don't have to set aside little piles of dice "these are the frost blade, this is the power weapon, these are the wolf claws, this is the thunder hammer." I still have four different wound allocation "groups", but two are very obvious from across the table and the other was because I had five points spare in my list. Logan runs with this crowd, so I don't have a power fist or Thunder Hammer in the pack.

 

I think the real trick in figuring out what you want in a Land Raider is to choose a role for your squad.

 

Magnus

1 Wolf Priest in TDA and WTN -130

 

7 WG, keep them standard keep them cheap.

 

5 WG in TDA SB/PW -165

1 WG in TDA SS/TH - 63

1 WG in TDA HF/CF - 53

 

Total unit cost- 411 + 280(LR+MM+EA) = 691

 

Would not suggest such a squad in anything less than a 2k list.

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