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Effective Terminator Lords...


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Hey gents, so lately I've been looking at the chaos terminators that I spent countless hours working on and missing the days when I actually used them. I want to throw them in my Landraider with a terminator lord, but I'm not against teleporting them in. My question to you all is twofold:

 

1. What is the best way to kit out a Chaos Lord these days? (My opponents are primarily codex marines, one Eldar guy, and a Necron guy.)

 

2. What is the best way to kit out 4 Chaos Terminators to travel with him?

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How about Combi-Plasmas and Lightning Claws? Or you could give them Power Axes if you're facing lots of loyalist Terminators. Giving them MoT for better invulnerable saves or MoS so they could strike first with Claws/Swords and then give them the FnP icon.

A nice lord and terminator set up i use is

Chaos Lord Mark of Nurgle Sigil of Corruption Lightening Claw Power Fist Blight Grenades

4 Chaos Terminators 2 combi meltas 1 axe one maul 1 unusual power weapon and power sword on the champ mark of nurgle

A nice lord and terminator set up i use is

Chaos Lord Mark of Nurgle Sigil of Corruption Lightening Claw Power Fist Blight Grenades

4 Chaos Terminators 2 combi meltas 1 axe one maul 1 unusual power weapon and power sword on the champ mark of nurgle

A nice lord and terminator set up i use is

Chaos Lord Mark of Nurgle Sigil of Corruption Lightening Claw Power Fist Blight Grenades

4 Chaos Terminators 2 combi meltas 1 axe one maul 1 unusual power weapon and power sword on the champ mark of nurgle

Typhus got little buffs with 7th edition and he was already good. Since I play nurgle I use him if I want termies. Land raider with Typhus + 4 termies with combi meltas and either axes, swords, or hammers depending on what armor you are fighting. Fill troops with zombies to hold the backfield objectives. Maybe 1 unit of plaguemarines or ally in nurgle daemons for some tastey daemonic summoning/soul grinder action (Space marines, elder, and necrons hate Nurgle soul grinders!)

 

I don't like deep striking terminators anymore because there has just been to many times where I need to get that combi melta drop in and scatter into the enemy to be placed across the board and be useless.

 

Another alternative to landraider if points is an issue is take a bastion and give it escape hatch start the termies in it for a turn 1 18 inch move.

A there is no such thing as a good terminator lord

B small[4man] terminator squads have little synergy with puting HQs in to them. If someone would want to run them, then a death star is probably the closest thing to not being very bad.

 

So ~8 terminators 2-3 HQs with the unit, two of them sorc rolling telephaty and hoping each one gets it.

Perhaps the new IA 13 could help out a bit with this? Do something like the terminator death star and throw it in one of the updated FW land raiders. Think I heard one has a transport capacity of 20, sounds like it'd work well in that situation albeit super expensive.

I've always found a lightning claw/chainfist combo to be effective against Marines. The chainfist hits with the same power as a fist but has a little extra against vehicles.

 

 To accompany him, about 5 or maybe 6 Termies with either twin claw or combi-plasma/axe. For preference charging out of an LR Spartan if you can find the points. If not, terrain is your friend.

If you wanted a guaranteed 2nd turn charge I'd suggest getting the Assault Claw instead of the Spartan as the Assault Claw is about 40 or so points cheaper and has DS mitigation. Also since it's a flyer it can jink when it arrives. Has the same HPs as a Spartan too. I'm planning on doing this smile.png

I've mastered the art

 

Put them in a Land Raider

Roll a 1 for dangerous terrian. LR is immobilsed

Terms dismebark in the midfield, and fire their combi-weapons, mainly rollings 1s and 2s

Declare a long charge, fail an armour save or 2 to overwatch

Fail said charge

Become a fire magnet

What do you fight the most? Each mark has a different purpose for a different set of opponents, however they can be divided into four categories: Defensive - Offensive/Anti- light Infantry - Anti - elite infantry

 

Defensive Marks: Mark of Nurgle, Mark of Tzeentch

Offensive Marks: Mark of Slaanesh, Mark of Khorne 

Anti - Light Infantry: Mark of Khorne, Mark of Nurgle

Anti - Elite Infantry: Mark of Slaanesh, Mark of Tzeentch 

 

Using the terminator as a template we can find a use for all four marks and equip the character accordingly, though it is largely divided between 3 groups: Mark of Nurgle and Mark of Khorne/Mark of Slaanesh/Mark of Tzeentch. Power weapons that strike at initiative are the domain of the first three marks as typically the high initiative (as compared to their targets which are often I3 or I2, or else I4 in Mark of Slaaneshs' case) enables them to make maximum use of AP3 weaponry and whatever buffs they have. In the case of Mark of Slaanesh, a model bearing this mark should not be equipped with a Power Maul as almost all models bearing 4+ saves or lower will also have a lower initiative. Or else, in the case of Lictors, Genestealers, and Broodlords, insufficient to ensure overwhelming victory in close combat. Lightning claws are desired here, but power swords will suffice for cost. In the case of a Chaos Lord the model's initiative will be 6 instead of 5, making him capable against other power armored (3+) HQ's.

 

In the case of the Mark of Nurgle I do not advise equipping him with a Lightning claw, it is unnecessary unless fighting spacemarines which is what the Mark of Slaanesh is for. The majority of opponents the Mark of Nurgle is suited for will have an average strength of 3 (though sometimes 4): Guardsmen, Gaunts, Orks, Cultists, and occasionally large squads of Necron Warriors. The purpose of this mark is to hold position and endure the waves of attacks a hoard is capable of, which themselves will be diminished by the higher toughness and rendered near inconsequential by the 2+ save. Thus, the Power Maul is the best weapon for the Mark of Nurgle because of its high strength and mid range AP which is sufficient against most units of the targets and armies mentioned above. 

 

The Mark of Khorne is capable anti-infantry. Maximizing the Rage rule is key: singular specialist weapons are (largely) non-applicable. In the case of a terminator this is narrowed down to lightning claws. Lightning claws are an excellent choice for the inclusion of the shred rule which is vital for maximizing the combat-potential of an assault-oriented squad. In the case of a Chaos lord this can become 6 attacks on the charge. 

 

Finally we come to the Mark of Tzeentch. Tzeentch is solely anti-elite as its benefits effect invulnerable saves. Thus, our focus must be drawn to AP2 and specialist weaponry. Power Axes, Power Fists, Chain Fists, and Lightning Claws are the armory of Tzeentchian Terminators. As anti-elite choices the majority of targets will bear AP2 - AP3 armor and/or high toughness, typically 4/5 or higher. Thus, Mark of Tzeentch enables us to rely on the superior invulnerable to disregard instant death attacks and strike back with strength modifying weaponry. In the case of a Chaos Lord this can become a 3++ when combined with a Sigil of Corruption. 

 

Thus, as you can see you have many options. All shine in assault, but in different ways. It's up to you to decide how best to equip your lord. I hope this helps.

MoS can be defensive when you have an icon....ignoring ID its actually statistically better than the MoN

This is true. But I did not include the Icons in my analysis. The Mark of Nurgle is, like-wise, offensive when coupled with the Icon of Despair so long as your target is light infantry with typically low leadership: (7) So as to take full advantage of your durability and their ineffective attacks. Furthermore, the Icons were put in reference to their applicability on a Chaos Lord in Terminator Armor. 

Also if you wanted to cause fear you might as well go CS and give everything in your army fear. But the Icons do give you +1 to your combat resolution, which is meh, but for the Icon of Despair (since it's cheap) it wouldn't be too bad if you gave it to a CC unit.

Also if you wanted to cause fear you might as well go CS and give everything in your army fear. But the Icons do give you +1 to your combat resolution, which is meh, but for the Icon of Despair (since it's cheap) it wouldn't be too bad if you gave it to a CC unit.

 

sorry but how do you use it against nids? If they are outside synapse you should be hammering them already, and the other armies are the ones you hardly need combat help against (except CSM)

Right. 

Every advantage helps. I listed suitable targets for the Icon, I wasn't making a case for the Icon's superiority. 

Orks are in to big units for it to work. necrons are in transports and so are eldar, nids either fly or will be under synaps. CSM that are close enough for the icons to work are fearless or with HQs making the units fearless.

 

There is no adventage. There wouldn't be one even, if they were free.

Orks are still affected by fear, as are Necrons and Eldar. Not all armies deploy their troops in transports, and not all Chaos Space Marines who can affected by the Icon are fearless. 

 

It is not something to rely on but it can be used. Furthermore, it can be applicable in other game types such as Zone Mortalis and Kill Team. 

 

Though I realize this argument is due to a mis-type of my own: 

 

The Icons were put in reference to their applicability on a Chaos Lord in Terminator Armor. 

 

I had meant Marks.

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