RandomMarine Posted June 24, 2017 Share Posted June 24, 2017 Coz CHOOOOOOOOM Cactus 1 Back to top Link to comment Share on other sites More sharing options...
Kua Posted June 27, 2017 Share Posted June 27, 2017 (edited) For the cost difference? 11 pts after all. The better question: Why taking this volkite thing over a usual combi bolter? Also, with the 8th now out for some time, are there new opinions on the ranking between the different terminator armour types? Where do you see the place for the Indomitus termis with double claws? They seem worse than every other choice, unless maybe for mixing them into TH/SS for cheaper ablative wounds against low-pen attacks and relatively cheap offensive power. Because mixing appears to be the only advantage they have. The tactical Indomitus termis have an actually lower base cost, at least. [Edit: Can’t write “indomitus” right.] Edited June 27, 2017 by Kua Link to comment Share on other sites More sharing options...
Freman Bloodglaive Posted June 27, 2017 Share Posted June 27, 2017 True. I made a twin claw Tartaros, just for variety, and because with the 6" move they might get to use them, but the main use I see for lightning claws is as cheap off-hand weapons for shooty Cataphractii. They don't really add anything to the base assault terminator. Link to comment Share on other sites More sharing options...
Tyberos the Red Wake Posted June 27, 2017 Share Posted June 27, 2017 My models have been mixed for years before 40K even had rules for different Terminators, so I just count my Indomitus LC guys as Tartaros. I think that may be the most ideal suit in a vacuum for dual LC. Before 8E, I was counting them as Cataphractii for the 4++. Freman Bloodglaive 1 Back to top Link to comment Share on other sites More sharing options...
Captain Idaho Posted June 27, 2017 Share Posted June 27, 2017 I can confirm from my preliminary games that Cataphractii Terminators are very tough. You need to teleport them in but they have reasonable firepower as you can guarantee (most games at least) that they get within 12" for 4 shots a model. Sure they have a paltry move of 4" but that isn't so bad if you just teleported in. I agree that a sprinkling of Lightning claws is useful to bring costs down. So much so that I will add a few to take the hits when I deploy 8 Cataphractii by Deepstrike every game ;) Kua 1 Back to top Link to comment Share on other sites More sharing options...
Prot Posted June 27, 2017 Share Posted June 27, 2017 I was pleasantly surprised by my Cataphractii Terminators in my last game. Chainfists do some good work on vehicles or walkers. Link to comment Share on other sites More sharing options...
Freman Bloodglaive Posted June 28, 2017 Share Posted June 28, 2017 My squad has a sergeant, grenades, combi-bolter, lightning claw, three models, combi-bolter, lightning claw, and one model, heavy flamer and chainfist. I suspect that will be the template for future squads. My Tartaros are sergeant, grenades, plasma-blaster, power sword, one model, twin lightning claws, two models, combi-bolter, power fist, one model, reaper autocannon and chainfist. Perhaps it'd be better as a pure shooty squad, but I like the look of the claws. I suspect the right hand power fist will be easy to make into a right hand chainfist for a Space Wolves Lone Wolf with chainfist and storm shield, although in 8th a thunder hammer is probably better. Link to comment Share on other sites More sharing options...
Captain Idaho Posted June 28, 2017 Share Posted June 28, 2017 After a few games I can confirm that hitting on 4+ in this edition makes Power Fists less valuable when limited to 1 per squad. I see the benefits in shooting squads as putting a couple wounds off of a model that is killing the squad anyway is useful, but assault units really need more hits with those things since there are less 1 shot kills now. As such, I think 3 power fists for every 2 lightning claws might be better. Freman Bloodglaive 1 Back to top Link to comment Share on other sites More sharing options...
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