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WG TDA Loadouts


Mr. Danvers

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Well I just stripped the paint off my Terminators and I'm planning on rebuilding them properly tomorrow.

 

I've got close to about 30 of them to build, maybe more.

 

I'm wondering how you loadout your squads, so let me know what you use and what's effective.

 

Currently Im planning on building the following:

 

3x WC

2x SS/TH

 

2x CP/WC

1x CM/WC

1x CM/CF

 

1x CML/PW

1x AC/HF ( maybe magnetized) and PW

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In a five man pack I run:

CML/PowerFist

Storm Shield/Thunder Hammer or Chain Fist

Storm Bolter/Wolf Claw

2x Storm Bolter/Power Weapon

 

If I am running a ten man pack I mostly double the above list. This is my standard go to set up, cheap and covers the bases.

 

I drastically alter the load out if the pack is being used in an assault role. I kit those out like this:

Assault Cannon/Power Fist

2x Twin Wolf Claw

Storm Shield/Thunder Hammer

Storm Bolter/Wolf Claw

 

I am currently shying away from the combi-weapons mostly due to the lack of bits I have to assemble them, but also, I like the SB for it's two shots. A hail of bolter fire is not to be laughed at.

 

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I would recommend magnetizing each arm for this reason. I have done it to thirty two Space wolf Termis, and twelve Blood Angel termis now. So while it is tedious work, it's rewards come it the ability to swap arms out when other weapons are needed, and not having to produce an entire second model.

 

Good Luck, hope we helped!!

 

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Magnetizing somehow feels wrong to me when talking about normal space marines (I did it to all the crisis suits I had, but that's kinda different). It just feels like you're disrespecting the model, somehow.

 

The loadout I use is 4 wolf claws and combiplasmas and one with power fist and assault cannon in drop pod. Comes to 270 points and packs a hell of a punch when they arrive, and then they can get stuck in CC or provide fire support. They can deliver 8 plasma shots plus the assault cannon when they come down, and that'll solve a hell of a lot of problems.

While I completely disagree with your stance on magnetization Sigmund, I could not agree more with your load out.

I may proxy it and run the squad at tonight's game to see how I like it, I do after all, have far too many combi-plasma guns. Why IS it that there never seem to be enough combi-melta's in my life??!!

 

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While I completely disagree with your stance on magnetization Sigmund, I could not agree more with your load out.

I may proxy it and run the squad at tonight's game to see how I like it, I do after all, have far too many combi-plasma guns. Why IS it that there never seem to be enough combi-melta's in my life??!!

 

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Well yeah the magnetizing thing is something I don't understand either... just feels wrong :D They're your models, so you're free to do whatever you want with them :)

 

Let us know how the squad loadout works for you.

Terminators are must-magnetize models, in my humble. They are too expensive and change quite a bit from edition to edition. And considering the WG potential, Emperor Himself commands that you play around with some loadouts.

 

In my limited experience:

 

5xTH/SS. You have to be nuts to field that. Hideously expensive, but in the end they are still T4 I1 W1.

 

2xTH/SS, 3xWC (or the other way around) - Good old vanilla standby, only more expensive. Same problem as above, really.

 

1xTH/SS, 1xChainfist/SS, 2 Combi-Melta/WC, 1 Stormbolter/WC/CML - Not bad, has some resilience to take hits, some shooty and some CC potential. Still heartbreakingly expensive.

 

And then of course you need a Land Raider to deliver them. Or a drop pod, but then they stand around like idiots for a turn getting shot up.

 

The problem with WG TDA packs, the way I see it, is that they are a one-shot nuclear bomb. You will naturally want to throw them at something awful, but awful things have high I, lots of attacks, or both. Of course you can mitigate things a bit with Arjac, if you manage to hit with the hammer (and have the points to make an expensive pack even more expensive). Once the fighting starts, the pack has an excellent chance to come out on top, but it will be so mangled that it won't be of any further use.

I ended up putting three combi plasma/Wolf claws, a Thunder Hammer/Storm Shield, and a powerfist Cyclone into a pod because I wanted a lower invuln save. Went up against vanilla smurfs, and after a well fought battle ended up with a draw due to his remaining four bikers contesting an objective I held due to a turbo boost ride...

 

The squad however, worked quite well destroying a Predator turn 1, and seeing a rhino explode on turn 2. After that, they just help to hod the line and eventually saw their own demise to an angry Dreads Auto Cannon fire.

 

Olgerth Istaarn, the first two load outs you suggested and labeled yourself as "vanilla standby" are exactly that. I think most Wolf players want to use the vast range of weapons at their disposal when it comes to kitting out a WG pack. I tried the three hammer shield and two twin claw pack when I first arrived at the Fang, but I have moved past that leaving it for my other chapters armies to cookie-cutter their way across the battlefield. I do like load out three you have suggested, as you mentioned it's on the expensive side, but I see it doing well as a rounded pack. A little CC and a little shooty. Or, a little bit country and a little bit rock and roll, if you will...

 

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