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I know there has been talks about TWC, and WG on bikes and skyclaws and primaris and whatever else.

 

I'm curious though about terminators, what are peoples thoughts on them, how are you going to equip them? 

 

 

I was thinking either Arjac (1 additional attack and re roll wound rolls of 1) and/or a wolf priest terminator (healing balms, and reroll hit rolls, along with higher leadership). Equipping the 3 of the Terminators with Storm Shields and Thunder hammer, and 2 with dual wolf claws.

 

So those dual wolf claws will be 4 attacks, S5, AP -2, 3+ to hit, re-roll hits, re-roll wounds. While the Frost Axes will get 3 attacks, S8, AP -3, 4+ to hit, re-roll to hit of 1, re-roll to wound. The Storm Shield/Thunder Hammer will be aborbing the damage but the Wolf priest offers +1 W each turn with healing balms. If there is a character or monstrous model, Arjac can take them on with 4 attacks, S8, AP -3, 3 damage, re-roll failed hits (due to himself or priest).

 

Would Arjac own aura affect him? It says all Wolf Guard within 6" (he has wolf guard), and all space wolves within 6" (he has space wolf). Because that would give him additional attack and re-roll wounds of 1...

 

 

 

 

 

 

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I am also excited but at the same time I can't help but miss the Combi-Storm Shield combo.

 

Ah have they got rid of that? Would have made for a deadly DS unit with the new combi/plasma rules.

 

Liking the sound of arjac though. I used to run him anyway so happy he seems like an ace force multiplier in a WG heavy list

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I'm curious though about terminators, what are peoples thoughts on them, how are you going to equip them? 

 

 

I don't care how good they are I'm using them. I love TDAWGS and have loved them since joining the hobby in 2004. 

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I'm loving them in 8th edition. I probably won't do it, but I'm really tempted to just take 6 hammernators, Arjac, and Logan in a Land Raider Crusader, and make what amounts to the most badass of deathstars. Maybe even take a wolf priest in terminator armor. A pity Ulrik can't take termie armor, or I'd bring him along as well.
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I would take 5 Combi-Plasmas, two units if I have the points. Get a character that re-rolls hits (at least of 1) and open up wth 1-2 times 10 shots overcharged Plasmas. This will wreck anything short of a Land Raider or equivalent. As a bonus, pack a Rune Priest with the cover power, so that your TDA have a bit of room before Rend stars to matter.

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I am toying around with the idea of one shooty and one assaulty unit.

 

The problem with overcharging especially on a terminator is that even with rerolls getting killed is a significant loss. You're looking at 50-60 points a terminator depending on the close combat weapon.

 

Arjac seems a good investment and I think he is worth the points. A Wolf Lord or a Wolf Priest in TDA is also worth considering depending on the role.

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I played termies last week, doing it again tonight. Last week I deepstrike them in with two hammer/shields, two double claws, an assault cannon and fist, and some basic storm bolter/swords for cheap. I had Njal come in behind them too to inflict some immortal wounds. I'll keep tinkering with their loadouts but I was constrained by points. On the deepstrike the inflicted some wounds on a Mawloc, then made the charge (thanks to using a cp on the reroll) and eliminated the monster. They have a place on the table taking out big stuff since a lot of the monsters have around 4-6 attacks, but high damage. So they can't wipe out the unit easily. Against large squads of weaker units they can get bogged down a little, but that's what claws are for. I think if we still did have combi's and shields, they would be too easily bogged down, even with fall back as an option, since they would waste a turn running away.
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Terminators is one of the biggest reasons I started with SW. Love the models and I hope I can make them work.

 

My theory is that they might be useful going full melee, maby teleport close to wulfen for rerolls and chase the tougher models on suicide missions.  I will probably meet several Tyranids in my club and I hope they can be used to go for the tougher synapse creatures.

 

I was thinking about also use them to teleport and hold objectives with ranged+cover to try survive but dunno how effective it is with the low model count.

 

Hope some of you with experience will reply here so I can start equipping mine.

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For me, the problem with terminators was that they were melee guys, but couldn't sweeping advance.

It seems to me like if they don't have a restriction like that now, that is a huge buff?

I don't understand 8E yet though, maybe the changes to the assault make it sort of irrelevant? But anyway, it sounds good so far.

5" move is tough, though. They were hard enough to get into range before!

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For me, the problem with terminators was that they were melee guys, but couldn't sweeping advance.

It seems to me like if they don't have a restriction like that now, that is a huge buff?

I don't understand 8E yet though, maybe the changes to the assault make it sort of irrelevant? But anyway, it sounds good so far.

5" move is tough, though. They were hard enough to get into range before!

Yeah, that 5" makes melee TDA much more problematic to use after their initial goal is complete (usually deep striking near a hard target to smash). Having a land raider nearby will help a great deal, but therein lies the other issue: if you need a transport to make a slow moving unit viable, wouldn't you factor that cost in when comparing alternate units, such as TWC or bikes, that have no need of transports? With the plethora of AP available, it feels like it is "how much invul can you grab", in order to survive getting to the enemy line with some semblance of an assault force?

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For me, the problem with terminators was that they were melee guys, but couldn't sweeping advance.

It seems to me like if they don't have a restriction like that now, that is a huge buff?

I don't understand 8E yet though, maybe the changes to the assault make it sort of irrelevant? But anyway, it sounds good so far.

5" move is tough, though. They were hard enough to get into range before!

Yeah, that 5" makes melee TDA much more problematic to use after their initial goal is complete (usually deep striking near a hard target to smash). Having a land raider nearby will help a great deal, but therein lies the other issue: if you need a transport to make a slow moving unit viable, wouldn't you factor that cost in when comparing alternate units, such as TWC or bikes, that have no need of transports? With the plethora of AP available, it feels like it is "how much invul can you grab", in order to survive getting to the enemy line with some semblance of an assault force?

 

 

You can always sandwich them. After TDA kill whatever they move towards another target, while some other melee elements is coming from the other side. Nowhere to run for the opponent.

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For me, the problem with terminators was that they were melee guys, but couldn't sweeping advance.

It seems to me like if they don't have a restriction like that now, that is a huge buff?

I don't understand 8E yet though, maybe the changes to the assault make it sort of irrelevant? But anyway, it sounds good so far.

5" move is tough, though. They were hard enough to get into range before!

 

Yeah, that 5" makes melee TDA much more problematic to use after their initial goal is complete (usually deep striking near a hard target to smash). Having a land raider nearby will help a great deal, but therein lies the other issue: if you need a transport to make a slow moving unit viable, wouldn't you factor that cost in when comparing alternate units, such as TWC or bikes, that have no need of transports? With the plethora of AP available, it feels like it is "how much invul can you grab", in order to survive getting to the enemy line with some semblance of an assault force?

 

You can always sandwich them. After TDA kill whatever they move towards another target, while some other melee elements is coming from the other side. Nowhere to run for the opponent.

This. The anvil doesn't move much. It's the hammer that strikes.
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Take the following with a grain of salt since it was power points I was using for this. Took 10 thunder hammer storm shield wolf guard. I found that they are fairly ovefcostwd for what they can do. I am pretty envious of the tactical advantage of the teleport homer other marine armies get. Enough small bullets blows the boys off the table if you don't get your charge off.

 

In my game the terminators put in work thanks to Arjak, but the hammer man and the thunderwolf pack did much more damage and costed much less than the terminators. I would even go so far as to say that I probably would have won that match if I had just taken a second set of thunder wolves and wulfen instead of the terminators:(

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All Thunder hammer storm shields. The -1 didn't hurt all that bad since I had more attacks from arjac, It was the massed shooting from the botched charge that got me.  If they can get into combat they are good. If they fail that charge though and your opponent wheels on them then you are up the creek.

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If you have Grimnar along with his re-rolls to hit, hitting on 4s has one advantage. Re-rolling 4s gives you the biggest marginal increase (25%) and thus the re-rolls are worth their best. It is still slightly worse in absolute terms though.

Don't even need grimnar just a Wolf Priest. Put them with Arjac can reroll fail to wound of 1's and have someone to put some serious smack down on characters and monsters. Arjac hammer doesnt have -1 to hit to boot.

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