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DW Terminator Squad Heavy Weapon Choices


Noxnoctis22

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I'm finalizing my build of a bunch of DW Terminators and I have a few questions regarding DW Terminator Squad heavy weapon options.

 

-When choosing to add a CML to a squad is it best just to give it to a Terminator with a SB/PF or should it be given to a LC/LC or TH/SS Terminator instead?

 

-I've modeled a few Terminator to have magnetized arms for the different heavy weapons options (Heavy Flamer, Plasma Cannon & Assault Cannon) and I was curious what maybe be the pros/cons of each? I know it depends on my overall army but just wondering...

 

-When upgrading a DW Terminator Squad to a DW Command Squad what is the ideal/preferred loadout?

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-When choosing to add a CML to a squad is it best just to give it to a Terminator with a SB/PF or should it be given to a LC/LC or TH/SS Terminator instead?

You shouldn't have lightning claws on a terminator squad ;) so that leaves only two options, both have merit:

Give the CML to a TH&SS means he is harder to die... but also means he can't be on the front or he'll be the first one to die.

Giving the CML to a "random" PF/SB terminator means he can sit in the back and the TH&SS can be at the front, soaking damage.

 

 

-I've modeled a few Terminator to have magnetized arms for the different heavy weapons options (Heavy Flamer, Plasma Cannon & Assault Cannon) and I was curious what maybe be the pros/cons of each? I know it depends on my overall army but just wondering...

Plasma Cannon is nice anti infantry with it's AP2 and can also take out light vehicles. The cons are.. the scatter and the 1/6 time he will not fire because of overheat. It also has an attractive price.

Cyclone launcher krak has a nice range and Strenght, two shots but AP is lacking when it comes to actually destroy vehicles. ANother pro is that you keep the SB, adding some ati.infantry firepower. The Frag is a  nice option but many people use SM so it will rarely be used. It's preice is a bit steep if you're tight for points.

Assault cannon has the range issue. Ap4 is enough for it's purpose and rending and ROF help. It's a bit overpriced but it's not a deal breaker.  I actually use one or twoif I'm playing pure DW.

The heavy flamer is very situational. You need to build your army in order to be able to use it... and even then you'll probably use it a couple of times because of range issues.

 

 

-When upgrading a DW Terminator Squad to a DW Command Squad what is the ideal/preferred loadout?

 

Apothercary is always a good option, because of Feel no Pain. Champion will protect the apothecary from challenges and has a nice S6 AP2 attacks at normal initiave plus better WS... for just a few points, so he is almost a must have. A heavy weapon is also a must... If you are running a CC heavy squad with TH&SS then you'll probably want a Cyclone because it will give some long range punch to a mostly CC unit.

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Thanks for short yet direct to the point answers. Sometimes a lengthy wall-of-text, even if correct, is a bit much.

 

So what I'm finalizing now is 20 DW Terminators. I modeled and painted them all at once so I can start playing a version of DW sometime soon.

 

I have 2 DW Terminator Squads as follows...

- DW Terminator Sgt. - PS/SB
- DW Terminator - PF/SB, Magnetize for LC/LC
- DW Terminator - PF/SB, Magnetize for CF
- DW Terminator - PF/SB, Magnetize for HW
- DW Terminator - PF/SB, Magnetize for TH/SS
- Extra magnetized CML (just need to decide with DW Terminator to pair it with)
 
I have 1 DW Terminator Squad as follows...
- DW Terminator Sgt. - PS/SB
- DW Terminator - PF/SB
- DW Terminator - PF/SB
- DW Terminator - CF/SB
- DW Terminator - PF/AC
- These was from the DV box set
 
I have 1 DW Comman Squad as follows...
- DW Terminator Sgt. - PS/SB
- DW Terminator Champion
- DW Terminator Apothecary
- DW Terminator - PF/SB
- DW Terminator - PF/SB
- Looking into getting a Heavy Weapon option in there as well
 
I also have a 5-man DW Knights Squad and a HQ DW Terminator model. I can use that model a bunch of ways as I have it magnetized with a LC/LC, TH/SS and "Axe/Sword"/SB combo. Trying to set myself up so I can play WYSIWYG with some flexibility weapon wise.
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What Luci said...except...sometimes lightning claws are a good choice.  Never in an all-comers list, but if, for example, you were having a multi-player mega-battle of space marines versus...um...nids, then AP2 offense is almost completely wasted (although S8 isn't), and storm shields are almost completely unneeded. So in that situation, assuming multiple termie squads, you might dedicate one squad to TMC management, while other squads could do very well with the +1a and rerolls to wound that claws afford you...even against T5 bugs. 

 

/edit/

 

looking at your models,  I'm seeing a frighteningly small number of TH/SS,,,my rules of thumb are no fewer than 2 TH/SS per squad, and every squad gets a chainfist.  The only exception to every squad gets a chainfist is if you have a squad of five thundernators, which would be a special purpose squad for killing biotitans and whatnot.

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looking at your models,  I'm seeing a frighteningly small number of TH/SS,,,my rules of thumb are no fewer than 2 TH/SS per squad, and every squad gets a chainfist.  The only exception to every squad gets a chainfist is if you have a squad of five thundernators, which would be a special purpose squad for killing biotitans and whatnot.

 

Yeah, I'm already aware of that but with only TH/SS per kit that's what I'm starting with. If I can get my hands on 2 more TH/SS I'll just magnetize them as well that way I can have 2 TH/SS per squad as you suggested. I'll be able to put a CF in each squad as I have it now.

 

Thanks for the tips. The search for TH/SS bits starts!

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I have 2 TH/SS per squad. One on the sarge who tanks for the unit and one on the CML guy for survivability. It's an all round choice that puts out 8 shots per turn; if I want a specialist SS unit then I use DWK's as smite mode is great and they make good bodyguards for IC's.

 

If you want more TH/SS you can find them cheap on eBay from bits traders.

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I tend to put the th/ss on the sarge with the new dex, I never had luck with power swords anyways. All loadouts are good imo, plasma canon with the reroll on deepstrike is awesome, assault canon is a good all rounder, cml too. I don't play a lot vs marines so heavy flamer with the precision DS from the ravenwing attack squadron is awesome at picking out squads like pathfinder and things like that... And even on marines it can force a lot of saves ! The other downside to the plasma canon other than the obvious overheat , is no overwatch at full bs if part of the lions blade. But that's very situational.
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The other downside to the plasma canon other than the obvious overheat , is no overwatch at full bs if part of the lions blade.

 

This is true...but if my terminators are taking a charge, they're clearly about to die...I'm not sure that an assault cannon or CML would do any good, so the plasma cannon isn't really any worse in this situation.

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When I run pure DW three to four Asscan's seem to be the sweet spot for me to help with ROF. Plasma cannon was to random for me but some good hits do work.

 

When I do my CC Squad always the Champ as Lucifer said plus the Apoth then I add a Heavy Flamer and two TH/SS. HF also has a chainfist for tanks. I found the Heavy flamer has done wonders when dealing with units that may do the blob squad problem. HF the once and you can kill a good portion of a guard or other blob. Then D3 hits on overwatch usually helps as well. Champ kill challengers or prevents challenges and thins a few more then TH/SS to death. Add a HQ and away you go.

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