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Horus Heresy Tactica: Legion Terminator Squad Tactics


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nice review! so, they are completely different from vanilla stuff, but can mix and match weapons like deathwing?

 

say, have 3 guys with lightning claws, sergeant with a power axe and volkite charger and one guy with power fist and plasma blaster?

@Tiger9gamer

 

Yes, they can mix and match stuff like Deathwing or Wolf Guard Terminators. I play Space Wolves and rarely take advantage of individual model build. I adhere to the K.I.S.S rule (Keep It Simple Stupid). My individual build wouldn't go crazy over board. As with my Space Wolves, a squad of five terminators would have 3 combi-plasma and 2 combi-flamers. Since none of them are characters, I don't have to worry much about challenges, but 1 maybe 2 would be equiped with a power fist while the rest would have power weapons or lightning claws. Even then I would probably just equip everyone with a power fist.

 

I used the vanilla analogue as those are solid basic builds that aren't high in points cost nor are they complicated on you to play them. You don't have pick out 5 different colored dice and say, "The red one is for the power fist guy with plasma blast, the green one is for the lightning claw guy with combi melta that hasn't shot yet..." As I said a couple of times, the moment I said I was writing about a terminator squad everybody will have their own favorite build already in mind.

@Tiger9gamer

 

Yes, they can mix and match stuff like Deathwing or Wolf Guard Terminators. I play Space Wolves and rarely take advantage of individual model build. I adhere to the K.I.S.S rule (Keep It Simple Stupid). My individual build wouldn't go crazy over board. As with my Space Wolves, a squad of five terminators would have 3 combi-plasma and 2 combi-flamers. Since none of them are characters, I don't have to worry much about challenges, but 1 maybe 2 would be equiped with a power fist while the rest would have power weapons or lightning claws. Even then I would probably just equip everyone with a power fist.

 

I used the vanilla analogue as those are solid basic builds that aren't high in points cost nor are they complicated on you to play them. You don't have pick out 5 different colored dice and say, "The red one is for the power fist guy with plasma blast, the green one is for the lightning claw guy with combi melta that hasn't shot yet..." As I said a couple of times, the moment I said I was writing about a terminator squad everybody will have their own favorite build already in mind.

good point :D sounds like a blast to play, though!

Very interesting analysis. I plan to place a FW order soon in order to start my Heresy Legion army project and your Tactica will be very useful. I hope you will post tactica about more Heresy units. :D

 

Just one quick question. Do you suggest to favour power fists or save some point and give them a mix of power weapons( including some Axe for AP2)? I too like to keep it simple in order to avoid headaches when I have to roll dices :)

If you are going for a mix of powewr weapons then I would pay for a grenade harness. It gives them assault grenades on the turn they charge, useful for any enemy in cover.

 

If you are rolling fists, axes and hammers then there is no point in the harness.

If you are going for a mix of powewr weapons then I would pay for a grenade harness. It gives them assault grenades on the turn they charge, useful for any enemy in cover.

 

If you are rolling fists, axes and hammers then there is no point in the harness.

 

Good point. Anyway what do you suggest. Mixed Power weapons or fists (or a mixed power weapons with a couple of fists)?

As I said the power weapons could save some point. Personally I don't see a reason for a Power Sword. If you need AP3 I'd suggest the claws. The power mace can be useful: increased S that can harm AV12 walkers. The Axe gives us AP2 capabilities....

@ Cmdr Sheperd

 

Thanks for the complement.

 

Before I begin, I would like to point out that the grenade harness is a one shot deal that's Assault 2 with a small blast marker. Once you shoot it, your squad no longer has assault grenades

 

Personally, power axes are a waste for terminators. Yes, they are AP 2, but they are also Initiative 1. You'll be attacking at the same time as a power fist. However, the power axes are only +1 to strength making your attacks strength 5 where as a power fist doubles your strength to 8 causing instantiate death for most marine characters. In the Horus Heresy rule book, power fist are only 5 points, so you're not breaking the bank for a weapon that has more benefits. The same goes for the power mace. A power mace is a +2 to strength making your attacks strength 6 meaning you'll need to roll a 6 just to glance the walker. However with the power fist, you'll only need to roll a 4.

 

Your question about mixed power weapons depends on who is leading the squad or rather who is the character. I ask because you have to keep challenges in mind. A particular tactic that I like to run is to put my HQ character in with a particular squad and give him a power sword and the sergeant whatever weapon I feel like carrying that day. That way when it comes to challenges I can say my sergeant will accept and issue challenges. This leaves my HQ character with his higher number of attacks and higher Initiative going into the squad. You could do something similar with your terminators. Give the sergeant a power fist, and give everyone else a power weapon.

 

As for your opinion about power sword verus lightning claws. I think the claws are unnessacry. You spend 5 points to get the ability to re-roll wounds and nothing else. With a 5 man squad of terminators, you will still get 12 attacks on the charge, not counting your sergeant. This doesn't take into account any shooting that you did before the charge. A good round of shooting will dwendel a squad to half strength making 12 attacks more than nessacry to finish the job without needing to re-roll wounds.

 

I hope I could help, and I'm glad my tactica is helping you. To let you know, I will countine this for every unit in the Horus Heresy army list. Don't forget to check out my previous post for all the units before the terminator squad

@AngelsAbsolute

 

I concede that if you have a squad bigger than 5 man you'll need to upgrade to the Land Raider Spartan, which is why I just used the generic term of Land Raider as a transport for my builds. Having said that, I'm scratching my head why you said some of my builds are invalid. Both the the Land Raider Phobos and Spartan are assault vehicles, so all my builds can disembark and assault unless the tank moved flat out. Now it is true that the Spartan is more expensive than the Phobos, but it still is a valid option.

Personally, power axes are a waste for terminators. Yes, they are AP 2, but they are also Initiative 1. You'll be attacking at the same time as a power fist. However, the power axes are only +1 to strength making your attacks strength 5 where as a power fist doubles your strength to 8 causing instantiate death for most marine characters. In the Horus Heresy rule book, power fist are only 5 points, so you're not breaking the bank for a weapon that has more benefits. The same goes for the power mace. A power mace is a +2 to strength making your attacks strength 6 meaning you'll need to roll a 6 just to glance the walker. However with the power fist, you'll only need to roll a 4.

 

Considered the power fists cheap cost I see how they can be an useful upgrade for the unit. Against the walker they will have to suffer its attacks before retaliating but their 4++ invul (Cataphractii armours have a 4++ invul, right?) should keep them safe enough to strike back.

 

Your question about mixed power weapons depends on who is leading the squad or rather who is the character. I ask because you have to keep challenges in mind. A particular tactic that I like to run is to put my HQ character in with a particular squad and give him a power sword and the sergeant whatever weapon I feel like carrying that day. That way when it comes to challenges I can say my sergeant will accept and issue challenges. This leaves my HQ character with his higher number of attacks and higher Initiative going into the squad. You could do something similar with your terminators. Give the sergeant a power fist, and give everyone else a power weapon.

 

I still don't know who will lead my army. I'll have to give a look at all the available HQ choices before. Personally I like the idea of a Primarch leading my army but they are very expensive points-wise.

 

As for your opinion about power sword verus lightning claws. I think the claws are unnessacry. You spend 5 points to get the ability to re-roll wounds and nothing else. With a 5 man squad of terminators, you will still get 12 attacks on the charge, not counting your sergeant. This doesn't take into account any shooting that you did before the charge. A good round of shooting will dwendel a squad to half strength making 12 attacks more than nessacry to finish the job without needing to re-roll wounds.

 

Usually S4 with reroll to wound is better then S4 with no reroll but it seems the claws are not cheap in Heresy armies. They cost as much as a power fist just to provide re roll to wound. Probable not worth their cost, indeed.

 

I hope I could help, and I'm glad my tactica is helping you. To let you know, I will countine this for every unit in the Horus Heresy army list. Don't forget to check out my previous post for all the units before the terminator squad

I'll check your blog for future updates. I'd like to see a tactica about the Contemptor or Dreads-heavy armies. Since I like dreads I'm curious to see if they can be effective in a Heresy army. :)

I think the single Lightning Claw has changed from what it was to an upgraded Power Sword in the terminator squad your paying 5 points for a adding shred, depending on what you face fighting at initiative with shred and having a ranged weapon if needs be is better than being at initiative 1 at double strength (he who strikes first strikes less..... or something like that) and come on re-roll to hit with the combi-bolter and re-roll to wound with a claw cant be sneezed at for 5 points.

 

and as for the critique its up to 5 additional Terminators added not 5 additional Terminators (sorry but one says you can add zero to five more the other says only five more).

 

As with the other Tacticai? you've done well its not its a your opinion on their use with how you play i.e with the destroyer squad tactica you didn't see how to use them so the tactica seemed to reflect that the unit sucks (well thats how i read it anyway). Maybe with other units you do put a post up and ask for advice on how other people would use them

Whoa, got a lot to go over

 

"Considered the power fists cheap cost I see how they can be an useful upgrade for the unit. Against the walker they will have to suffer its attacks before retaliating but their 4++ invul (Cataphractii armours have a 4++ invul, right?) should keep them safe enough to strike back."

 

The cheapness of the power fist makes it the better weapon to take. Yes, Cataphractii does have a 4++ invul, but why assault an AV 12 walker when you have stuff that can shoot it.

 

"I still don't know who will lead my army. I'll have to give a look at all the available HQ choices before. Personally I like the idea of a Primarch leading my army but they are very expensive points-wise."

 

I haven't gone over Primarch's, and honestly, I probably won't. The other Primarchs aren't out, so there's no way to tell what they will bring to the table. I also see Primarchs as a center piece unit. They are something you build your whole army around. Not just randomly stick them in whatever unit you'd like.

 

"Usually S4 with reroll to wound is better then S4 with no reroll but it seems the claws are not cheap in Heresy armies. They cost as much as a power fist just to provide re roll to wound. Probable not worth their cost, indeed."

 

Having discussed this further with some friends. I will concede that the single lightning claw is not bad, and if you want to take them, then take them. However, if it comes down to points shaving, then I would probably leave them at home.

 

"I'll check your blog for future updates. I'd like to see a tactica about the Contemptor or Dreads-heavy armies. Since I like dreads I'm curious to see if they can be effective in a Heresy army. :P"

 

Well, you're in luck because I think the Contemptor is the next unit in the army list, so they'll be the next unit I cover.

 

"It would be great if you could at least summarize your blog post when you make a new thread."

 

Nice suggestions. I'll probably start doing that. Thanks

 

"I think the single Lightning Claw has changed from what it was to an upgraded Power Sword in the terminator squad your paying 5 points for a adding shred, depending on what you face fighting at initiative with shred and having a ranged weapon if needs be is better than being at initiative 1 at double strength (he who strikes first strikes less..... or something like that) and come on re-roll to hit with the combi-bolter and re-roll to wound with a claw cant be sneezed at for 5 points."

 

As I mentioned, to one of the other posters. The single lightning claw is not a bad choice, and your decion on taking or not taking it will really boil down to points shaving. Agreed that going at initiative is a very nice thing.

 

"and as for the critique its up to 5 additional Terminators added not 5 additional Terminators (sorry but one says you can add zero to five more the other says only five more)"

 

Thanks for the pointer. I'll go back and make sure the article reflects it. Warhammer the game of reading fine print.

 

"As with the other Tacticai? you've done well its not its a your opinion on their use with how you play i.e with the destroyer squad tactica you didn't see how to use them so the tactica seemed to reflect that the unit sucks (well thats how i read it anyway). Maybe with other units you do put a post up and ask for advice on how other people would use them"

 

Thanks for the criticism. I sat out to do these tacticas based on my experience with 40k, how I would play the units in the army list, and what I believed was the "purpose" of a Legion Astartes army. As a poster pointed out on Dakkadakka, you probably won't see a tournament allowing Legion armies to play, and getting someone to play aganist a Legion in a pick up game might be difficult. With that in mind, I didn't come to each unit with a "competative" or "tournament" eye. I'll admit that learning some more ways to play the Destroyer squad has shown that it is a good unit, and has given me pause to concider taking it. However, I do still see the squad as a beefed up Assault Unit. When you boil it down, I'm not a fan of the unit.

 

As a side note, I don't know how to multiple quotes, so please bare with the post.

I have been thinking a lot about how t arm terminators and their uses.

 

Fist vs claw

Both cost the same

fist is more likely to wound

Claw goes first

Fist can tackle 2+ saves and walkers

 

Fist vs axe

Axe is cheaper

Fist is more likely to wound

Fist can tackle walkers

Both go after everything, so might not get to swing

 

Claw vs sword

Sword is cheaper

Claw is more likely to wound

Both go a initiative

 

Dual claws vs single claw

Dual claw gets +1 attacks

Single claw gets to shoot things

 

Example

3 terminators upgrade one with dual claws gives

3 S4 AP 3 shred attacks

4 S4 AP attacks

2 combi bolters

 

Spend the points on three single claws and you get

6 S4 AP3 shred attacks

3 combi bolters

 

Personally I would go with the single claws for versatility of the unit

 

Unit builds

I think legion terminators squads should be built either small and mission specific or large and adaptable

 

For example for a 10 man squad I would take

Sergeant combi plasma, power sword and grenade harness

Plasma blaster, power sword

Plasma blaster, lightning claw

Combi plasma, lightning claw

Combi plasma, lightning claw

Combi plasma, power fist

Combi bolter, power fist

Combi bolter, chainfist

Combi bolter, lightning claw

Combi bolter, power sword

 

Just shy of 430pts

 

This give very good anti marine firepower, but still retains a solid enough anti terminator section

 

Firepower

Long range 8 S4 AP5 shots

 

Short range 16 S4 AP5 and 4 S7 AP2 shots, with up to another 8 S7 AP2 shots 2

 

Close combat

6 S4 AP3, 8 S4 AP3 shred, 4 S8 AP2 and 2 AP2 armour bane

 

To get the two plasma blisters I will have enough laws to equip all he swordsman, but thought I would try to save a few points

At 5 points a power fist is a pretty good deal.

 

Slightly off topic, you mentioned that you'd take all fists for space wolves. For wolves, fists are 10 points, and arguably not worth the cost. For the price, TDA wolf guard with power fists are no better against T4 than power axes (slightly worse actually), and are actually much worse against T3. Moreover, the WG with axes are more hardy (because you buy more bodies for the points cost). Generally taking one chain fist (potentially in conjunction with a wolf claw for an extra attack) will cover your vehicle-smashing needs. The rest are better off being kept cheap.

The cheapness of the power fist makes it the better weapon to take. Yes, Cataphractii does have a 4++ invul, but why assault an AV 12 walker when you have stuff that can shoot it.

 

I was just talking about those circumstances when you end in fighting the walker even if you don't want to (you get charged, sometimes it happens :wacko: , or want to "rescue" one of your units assaulted by the walker, for example). I usually prefer to shoot if I have the weapons to do it effectively <_<

 

If I'm not mistaken the plasma blaster is a close range weapon, right?

 

 

Well, you're in luck because I think the Contemptor is the next unit in the army list, so they'll be the next unit I cover.

 

Wonderful news. I'm really interested in reading a Contemptor tactica, so I can order the couple of Contemptors I want with the right weapons.

 

As I mentioned, to one of the other posters. The single lightning claw is not a bad choice, and your decion on taking or not taking it will really boil down to points shaving. Agreed that going at initiative is a very nice thing.

 

Personally I think the chance to reroll to wound is very useful, if you have planned to give a model an AP3 weapon. I see the single claw more useful on the sergeant if you want grant him the ability to strike at I. However if you think he will have to challange TDA characters going at I with AP 3 weapons does not guarantee success. 3-4 S4 AP3 attacks have not a very good chance to bypass 2+ saves, even if you reroll to wound.

 

Anyway can the Sergeant take a fist or does he have to choose between claws and power weapons, or is he limited to power weapon like the "tactical terminator sergeant" from Codex: Space Marine?

 

 

I have just habe few more questions. Since the Cataphractii are slow and purposeful is a tranport mandatory? If yes which one do you suggest for a 10 men squad?

 

I had a very good experience with shooty terminators in Codex: Space Marine but I could let them run if they have no target in range in a given turn. However Cataphractii cannot rely on it so a transport can be useful.

Land Raider spartan seems a good choice but I suspect all of those Necron weapons can cause a lot of damage to a not cheap vehicle. What do you think about it?

Only 3 transports (so far) can carry a 10 man TDA squad, the Spartan, Caestus and Thunderhawk, the Sergeant can take most of the same weapons as the rest of the squad but cant take heavy weapons but can take the Grenade Harness

 

Think of them more like a mix or C:SM and C:CSM TDA squads

Only 3 transports (so far) can carry a 10 man TDA squad, the Spartan, Caestus and Thunderhawk, the Sergeant can take most of the same weapons as the rest of the squad but cant take heavy weapons but can take the Grenade Harness

 

Think of them more like a mix or C:SM and C:CSM TDA squads

 

Since Thunerhawks are for Apoc only I think they choice is between Spartan and Caestus. I read on FW site they have some "availability issue" with the Spartan so if I want to have a transport and 10 TDA in the same order I should buy the Caestus. I remember the Caestus from the Badab War Vol.2 book and it looked a nice unit. I suppose it is a flyer now, right?

The cheapness of the power fist makes it the better weapon to take. Yes, Cataphractii does have a 4++ invul, but why assault an AV 12 walker when you have stuff that can shoot it.

 

I was just talking about those circumstances when you end in fighting the walker even if you don't want to (you get charged, sometimes it happens ;) , or want to "rescue" one of your units assaulted by the walker, for example). I usually prefer to shoot if I have the weapons to do it effectively :cry:

 

If I'm not mistaken the plasma blaster is a close range weapon, right?

 

 

Well, you're in luck because I think the Contemptor is the next unit in the army list, so they'll be the next unit I cover.

 

Wonderful news. I'm really interested in reading a Contemptor tactica, so I can order the couple of Contemptors I want with the right weapons.

 

As I mentioned, to one of the other posters. The single lightning claw is not a bad choice, and your decion on taking or not taking it will really boil down to points shaving. Agreed that going at initiative is a very nice thing.

 

Personally I think the chance to reroll to wound is very useful, if you have planned to give a model an AP3 weapon. I see the single claw more useful on the sergeant if you want grant him the ability to strike at I. However if you think he will have to challange TDA characters going at I with AP 3 weapons does not guarantee success. 3-4 S4 AP3 attacks have not a very good chance to bypass 2+ saves, even if you reroll to wound.

 

Anyway can the Sergeant take a fist or does he have to choose between claws and power weapons, or is he limited to power weapon like the "tactical terminator sergeant" from Codex: Space Marine?

 

 

I have just habe few more questions. Since the Cataphractii are slow and purposeful is a tranport mandatory? If yes which one do you suggest for a 10 men squad?

 

I had a very good experience with shooty terminators in Codex: Space Marine but I could let them run if they have no target in range in a given turn. However Cataphractii cannot rely on it so a transport can be useful.

Land Raider spartan seems a good choice but I suspect all of those Necron weapons can cause a lot of damage to a not cheap vehicle. What do you think about it?

 

Glad to help with the upcoming Contemptor post.

 

As you saw, the sergeant can take the same close combat weapons as any member of the squad can take. Putting a single lightning claw on the sergeant does not mean he'll fail in challenges. Against a multi-wound character, it would not work well, but against a standard marine it's useful. Even if that standard marine is in TDA. Just because it's AP3 does not mean it can't kill a terminator. If you wound a terminator 3 times with the single lightning claw, it does go to his armor, but he only has to fail 1 armor save.

 

If you are taking Cataphractii armor, then I would strongly suggest a transport. Because they are Slow and Purposeful, they can't run. However, if you were going to run them, then you would have had to fore go shooting. The main reason I strongly suggest a transport is not to increase their survivability, but to quickly get them to where you need them. Because of this I would suggest either the Spartan or the sky ram to transport your squad. A Thunderhawk is way too big for just 10 guys. That's a lot of point and a lot of wasted space. Though keep in mind that if you are playing a Legion Astartes army, and using the Horus Heresy rules, you can take a Thunderhawk whenever you want.

 

Since I don't have much experience with Necrons, I can make a call on which would be better. I can tell you that there are few things that can do much to 14 armor. You could spend a few more points for the sky ram, which means you now have a flyer. Unless they have a weapon that has Skyfire, they are going to have a hard time hitting your sky ram. Except when you pick up and drop off your terminators.

 

The only problem I see with the Necron example is that it's based on the idea that people will allow you to play your Legion Astartes army, which is why I plan on using mine just for campaigns and apocalypse. You might be able to find someone to play your army in a causal pick up game, but I wouldn't rely on that. Though, I haven't seen anything so far that makes the Legion Astartes army list not compatible with other armies. Nothing has jump out as being over powered or broken.

 

Please feel free to ask questions as they come up here or on my blog.

Glad to help with the upcoming Contemptor post.

 

As you saw, the sergeant can take the same close combat weapons as any member of the squad can take. Putting a single lightning claw on the sergeant does not mean he'll fail in challenges. Against a multi-wound character, it would not work well, but against a standard marine it's useful. Even if that standard marine is in TDA. Just because it's AP3 does not mean it can't kill a terminator. If you wound a terminator 3 times with the single lightning claw, it does go to his armor, but he only has to fail 1 armor save.

 

If you are taking Cataphractii armor, then I would strongly suggest a transport. Because they are Slow and Purposeful, they can't run. However, if you were going to run them, then you would have had to fore go shooting. The main reason I strongly suggest a transport is not to increase their survivability, but to quickly get them to where you need them. Because of this I would suggest either the Spartan or the sky ram to transport your squad. A Thunderhawk is way too big for just 10 guys. That's a lot of point and a lot of wasted space. Though keep in mind that if you are playing a Legion Astartes army, and using the Horus Heresy rules, you can take a Thunderhawk whenever you want.

 

Since I don't have much experience with Necrons, I can make a call on which would be better. I can tell you that there are few things that can do much to 14 armor. You could spend a few more points for the sky ram, which means you now have a flyer. Unless they have a weapon that has Skyfire, they are going to have a hard time hitting your sky ram. Except when you pick up and drop off your terminators.

 

The only problem I see with the Necron example is that it's based on the idea that people will allow you to play your Legion Astartes army, which is why I plan on using mine just for campaigns and apocalypse. You might be able to find someone to play your army in a causal pick up game, but I wouldn't rely on that. Though, I haven't seen anything so far that makes the Legion Astartes army list not compatible with other armies. Nothing has jump out as being over powered or broken.

 

Please feel free to ask questions as they come up here or on my blog.

 

I know many players have "issue" with FW army lists and for several years my local gaming community was quite "hostile" towards them. Recently things has changed. I found several players, including the owner of the store where I play, who are willing to allow the use of the Heresy army lists in a couple of campaigns we are planning for the next year. The recent "over powered codices" published from GW (Necrons are a clear example) made many players to say : "if I'm willing to play against Necron I can play against FW heresy army as well" :tu:

 

So I can take a thunderhawk in every game my Legion Astartes army will play. Amazing. In most circumstances is a waste a space, as you said (not to mention how difficult tranporting a thunderhawk from my home to the store could be :) ) but the fact I could do it is very interesting.

 

Summarizing the necron issue: the problem with AV against Necrons is their gauss weaponery ability to glace on 6. The Caestus will be safe form massed rapid fire gaus weapons since they don't have skyfire and their flyers have S7 weapons (not easy to pen the Caestus AV13 front armour)

 

Beside, if I'm not mistaken, the Caestus could perform ram attacks (isn't that the reason it is called assault ram? :) ). I have to check the rulebook but I suppose it can ram other flyers as well. In such case it would be a very fun way to hunt for enemy flyers. As I said I have to check if flyers can be rammed by other flyers...

 

For what I read I agree with you: Legion Astartes armies don't seem over powered or broken (like several "official" 40k armies are) but the look very fun to play. Personally that's what I look for when I start to collect a new army.

 

I'll check your blog regularly.

 

Just one more question: if the Legion Astartes armies can take a thunderhawk in every game can they field a Fellblade in the same way?

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