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More n00b questions: Terminator kit-outs


tiberius183

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For me it depends on if I'm going five-man or ten-man.

 

If five-man, then I like:
Terminators (5): /w incinerator and sword, 3x halberds, and Justicar: /w daemon hammer

Cheap, effective, won't get bogged down.

If ten-man, then:
Terminators (10): /w 2x psycannons and sword, 7x daemon hammers, Justicar: /w sword; and psybolt ammunition

pretty points-laden, but it hits like a truck in every phase, and the assets are well protected with the swords.

Take an even mix of hammers and halberds on 10-man squads (your preference on Justicar, most take a halberd so he can win challenges). Double psycannon on a full 10-man squad is a must. Consider a Brotherhood Banner as well, it makes them insanely dangerous in melee. 

 

On a smaller 5-man unit, I'd probably take an incinerator to prevent them getting bogged down, a single hammer, and the rest halberds. Avoid other 2+ save units and just curbstomp their Troops into dust. 

I have 10 Terminators with the following:

 

Justicar with Hammer

2 Psycannon + Halbard

5 Halbard

2 Hammers

And pysbolt to top it off, if i have the points to spare.

 

I never engage other 2+ armour with it, as the unit is made to destroy Power armour and such. Just in case i dont kill whatever i charge, i got the hammers to clean up.

I'm in the same camp as It051: 4 Halberds, 4 Hammers, 2 Swords. The only time I take less Halberds is to swap in a Banner. Always take max Psycannons.

 

The only TDA unit I don't take Hammers on is Mordrak's Ghost Knights, which I normally take a Banner and Halberds. However, I might be dropping the Banner, as it no long does auto success on Force activation.

 

SJ

I've got 3 units at my disposal, 16 metal 2nd gens and 7 plastics (made characters from the restmsn-wink.gif )

The first is 10 men strong with 2 psycannons, 2 swords, hammer, banner and 6 halberds including the m' crafted one for the justicar.

Next is my 6 man unit with incinerator, hammer, m' crafted sword and 4 halberds (storm raven express)

To finish a 7 man strong paladin squad with 2 psycannon, stave, hammer, falchions, banner, apothecary, m' crafted halberd for the justicar (land raider crusader snail mail ) the plastics and yes these guys did get magnetized (heavily) so I can swap out for points / enemies / broken gubbinscensored.gif

All 3 get psybolt ammo as str 5 stormbolters are always funcool.png

As for the master crafting it's like combi weapons it's better to have it and not need it, than need it and not have it.whistlingW.gif

A good question this, I have thought long and hard about the exact same thing.

The problem I have is.......what and how many? huh.png

Hammers, too slow, but you need at least 2 in a ten man unit.

Falchions, I think, are back to +1 attack for the Swords (GK special Rule), with +1 for charging, +1 for 2 ccw and 2A as standard, that's massive ouch. 5 attacks each.

Halberds, a must at +2 Initiative.

I think I will go for a 10 man unit with (on the charge)

1 x Justicar with Halberd/SB - 3A @ I6

5 x GKT with Halberd/SB - 15A @ I6

2 x GKT with Falchions - 10A @ I4

2 x GKT with Hammer/SB - 6A @ I1, S8

Thats 34 power weapon (Force if you caste it) attacks at good strength (better if you caste Hammerhand). Please check this as I am not in possession of my Codex at the moment. Oh and I beleive as the GK FAQ did not mention Falchions, I am safe to argue the extra attack thing. msn-wink.gif

Falchions imo, are not worth it over the other options. Especially not since you're paying extra.

Consider for a moment:
2x Swords, 4x Halberds, and 4x Daemon Hammers.

The swords go on your Psycannon/Incinerator guys so they can survive combat, and continue on to spray and pray another day.

Meanwhile, if you run the full ten-man, then the halberds swing first to soften the enemy up, while the DH's follow up to crush whatever is left.

If you run them in five-man combat squads, then you have options: you can either run a shooty squad of 2x Psycannons and Swords, 2x Halberds, and a Hammer, with an assault squad of 2x halberds, and 3x daemon hammers -OR- you can run two squads kitted exactly the same with one Psycannon/Sword, 2x Halberds, and 2x Daemon hammers.

I agree to an extent, but I think 4 is too many hammers. 

 

If ignoring Falchions, I would go 2 x Psycann/Sword, 2 x Hammers/SB and 8 x Halberds/SB

 

8 Halberds will get 24 attacks on the charge, Swords get 4 and the 4 Hammer attacks at the end smash anything big and nasty or just wipe out whats left.

 

Combat squads? Straight down the middle, both have the same.

As a long-time Eldar and GK player: there is a time for generalists, and there is a time for specialists. I'd highly recommend specializing your combat squads some time and then you can see how much more effective you can make that unit.

As for the Hammers, there's never really any reason not to take more hammers rather than less. Keep in mind that, since 6th edition, everything that could ignore 2+ armor in combat does so at I1. At which point, do we really care about I6 Halberds? The vast majority of attacks are going to bounce off of your TDA and then when you swing back, you do so at S8 instead of S4--or S6 with Hammerhand.

Yes you do have to suffer through more hits before you get to attack back, but in the mean time you're doubling your strength and giving yourself the ability to actually ignore the enemy's 2+ armor in return. By favoring hammers you're expanding the kinds of things you threaten while not really exposing yourself to a whole lot of extra threats in return.

The only time Halberds are more important is when the enemy has AP2 weapons and is in PA or less, and that's quite the niche unit that can really be dealt with in better ways than assault.

So you would be more choosy about your target choice for said Hammer squad. I like the theory,

Hammer squad for big nasties, Halberds and Swords for the big blob squads. Shoot the living daylights out of 2++.

I dont like fighting fair, so would not send my hammers against a squad of 2++ with AP2 weapons. I would use my Halberds and Swords for that, try to kill them before they kill me.

5 Terminators, of any description, they get shot, 4 Psycannon and 8 Storm Bolter, are going second, so 4 Halberds, a Sword get in 16 attacks, 8 hit ,enemy saves on average 2 of them, 5 dead Termies.

Even if the enemy charge, its 10 attacks, 5 hit, enemy saves 1, 4 dead termies.

Obviously the dice can kill you. msn-wink.gif

The only time Halberds are more important is when the enemy has AP2 weapons and is in PA or less, and that's quite the niche unit that can really be dealt with in better ways than assault.

I disagree. Halberds are great for any model in power armour, regardless if they're carrying a hammer, power sword or chainsword as the halberds always strikes first. The only thing you don't want to assault with halberds is TEq because as you rightly said the attacks will just bounce of the armour.

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