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I know the non-codex chapters don't have their codexes yet, but using the indexes and available codexes who brings the best Terminator army? World Eaters Khorne terminators? Paladin Grey Knights? Deathwing? Slaanesh Terminators? Codex Terminators? Maybe even Scarab Occult? I'm betting Death Guard will have some nice ones too. Weigh in everyone.
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Thousand Sons Scarab occult are no joke.

 

The All is dust rule, means that baseline they are incredibly survivable compare to standard terminators from other armies. In addition to this, the aura bonus of nearby Exalted Sorcerers allowing them to reroll failed invuln saves of 1, and the exalted sorcerer Potentially rocking  Warp time and Tzeentch: Weaver of Fates, means you can teleport them, easily get a charge with warptime and rock a 3++ rerolling 1's.

 

That alone I feel puts them a cut above the rest of potential terminators, 

 

But you also have to consider, their ability to move and shoot heavy weapons, and their access to weapons like Inferno Combi-Bolters, Soulreaper Cannons and Hellfyre Missile racks.

 

Yes they can get expensive with weapons, and Aspiring sorcerer, but baseline they are only 2 points more expensive per terminator for signifigantly augmented damage output/resistance.

I'm still not nearly as knowledgeable about 8E as I was with 5E-7E, but my guess is going to be something like GK regular Terminators or some kind of CSM build. Paladins, DW, DA, etc have very strong Terminators one for one or in a vacuum, but points always matter in any edition. It's going to come down to who gets the best value for their points, and who can cram in the most Terminators.

Cataphratci ironhands are pretty resilient with 2+3++6+++ and 2w

 

Where does the 3++ come from?

 

Cataphractii termie armour gives 4++ and Mark of Tzeentch improves it by 1

 

Last time I checked Iron Hands weren't able to take the Mark of Tzeentch. Has Ferrus been up to something naughty?

 

Cataphratci ironhands are pretty resilient with 2+3++6+++ and 2w

 

Where does the 3++ come from?

 

Cataphractii termie armour gives 4++ and Mark of Tzeentch improves it by 1

 

Last time I checked Iron Hands weren't able to take the Mark of Tzeentch. Has Ferrus been up to something naughty?

 

Whoops. Saw the post about TS earlier in the topic and skipped over the Iron hands bit :)

 

Turns out I was wrong anyway, TS termies dont have Cataphractii armour :)

  • 1 month later...

Im disappointed that all the special options avaliable to TS and now, PM, are great value over Black Legion, the mythical "speartip" terminator users.

What we get is slightly cheaper, nearly fearless (if 5 man squads and no -1LD effects), and I guess the best for footslogging with the advance and shoot rule. Its still a wasted rule on a unit likely there to DS or need to charge after. The benefit comes with some of the CSM strats (assuming they arent following abaddon around) but i havent had a look at the PM/TS abilities.

I'm still reeling from the thrill I feel at reading a topic like this - after all the debates we had about how to improve Terminators in 7E, topics like this make me glad for 8E so far! :happy.:

GK Paladin / Apothecaries.

 

If you can fit a few culexes in, imagine nothing but GK Apoths with hammers screened by dsing Culexes Assassins.

 

Character rule FTW.

Edited by Gentlemanloser

Real armies in 40K I'd say Codex Space Marines Terminators since they get the best Dreadnought support and I think just about everyone considers the 2 intrinsically linked (Tactical Dreadnought Armour, remember?).

 

Being able to put long ranged firepower out is crucial and Dreadnoughts will assist Terminator armies greatly. Especially our 4 flavours in Codex Space Marines.

Chaos have the best Terminators.

Possibly Death Guard at that

For once I am going have to say this but... I agree with Ishagu. The Death Guard Termites are just so darn resilient and seem to have a range of options. The drawback is slightly slower for an already slow unit but can teleport.

I would tend to agree, either Thousand Sons or Death Guard. 

I love my Scarab Occult army.  I often run 10-20 of them and they are very dangerous with the innate -2, optional soul reaper, and mandatory hellfyre. 

Their melee is "decent" but their shooting is brutal along with quite good resiliency. 2+/5++ becoming 1+/4++ against D1 weapons. 

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