Guest Posted June 14, 2017 Share Posted June 14, 2017 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... Link to comment https://bolterandchainsword.com/topic/334689-terminators/ Share on other sites More sharing options...
Baza Posted June 14, 2017 Share Posted June 14, 2017 auras do affect the characters that grant them. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782755 Share on other sites More sharing options...
Valerian Posted June 14, 2017 Share Posted June 14, 2017 Yes, Character auras affect themselves - says so in a sidebar in the basic rules section. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782758 Share on other sites More sharing options...
Hear da Lamentation Posted June 14, 2017 Share Posted June 14, 2017 I like the looks of Arjac and 5 termies too. Will be interesting to see how survivable they are in 8th. Anyone got any experience in yet? HDL Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782837 Share on other sites More sharing options...
Rune Priest Jbickb Posted June 14, 2017 Share Posted June 14, 2017 I personally am stoked for terminators, I think they look pretty strong. I will likely run several for my first game hopefully this weekend. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782886 Share on other sites More sharing options...
Verux Posted June 14, 2017 Share Posted June 14, 2017 I am also excited but at the same time I can't help but miss the Combi-Storm Shield combo. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782887 Share on other sites More sharing options...
DanPesci Posted June 14, 2017 Share Posted June 14, 2017 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 Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4782896 Share on other sites More sharing options...
Lord Ragnarok Posted June 14, 2017 Share Posted June 14, 2017 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. Filius 1 Back to top Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783045 Share on other sites More sharing options...
TheDuck Posted June 14, 2017 Share Posted June 14, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783069 Share on other sites More sharing options...
Frater Cornelius Posted June 14, 2017 Share Posted June 14, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783137 Share on other sites More sharing options...
Wolf Guard Dan Posted June 14, 2017 Share Posted June 14, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783149 Share on other sites More sharing options...
Nrthstar Posted June 14, 2017 Share Posted June 14, 2017 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. Filius 1 Back to top Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783150 Share on other sites More sharing options...
graceslick Posted June 14, 2017 Share Posted June 14, 2017 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. Filius 1 Back to top Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4783246 Share on other sites More sharing options...
jerrys Posted June 17, 2017 Share Posted June 17, 2017 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! Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4785941 Share on other sites More sharing options...
Gherrick Posted June 17, 2017 Share Posted June 17, 2017 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? Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4785952 Share on other sites More sharing options...
Frater Cornelius Posted June 17, 2017 Share Posted June 17, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786142 Share on other sites More sharing options...
CrusherJoe Posted June 17, 2017 Share Posted June 17, 2017 Regarding slowness, two words: teleport homers. (Assuming we can take them, don't have my index in front of me) Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786328 Share on other sites More sharing options...
NightHowler Posted June 17, 2017 Share Posted June 17, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786336 Share on other sites More sharing options...
Hear da Lamentation Posted June 17, 2017 Share Posted June 17, 2017 The anvil doesn't move much. Love it Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786393 Share on other sites More sharing options...
grouj Posted June 18, 2017 Share Posted June 18, 2017 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:( Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786870 Share on other sites More sharing options...
Lord Ragnarok Posted June 18, 2017 Share Posted June 18, 2017 what was the configuration of your TDAWGs? Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4786961 Share on other sites More sharing options...
grouj Posted June 18, 2017 Share Posted June 18, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4787012 Share on other sites More sharing options...
Frater Cornelius Posted June 18, 2017 Share Posted June 18, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4787100 Share on other sites More sharing options...
Guest Posted June 18, 2017 Share Posted June 18, 2017 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. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4787269 Share on other sites More sharing options...
Gherrick Posted June 18, 2017 Share Posted June 18, 2017 Sadly, Arjac's hammer is only d3 against non-characters instead of the 3 a normal thunder hammer would have, but still, he is a solid choice. Link to comment https://bolterandchainsword.com/topic/334689-terminators/#findComment-4787362 Share on other sites More sharing options...
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