GreyCrow Posted March 14, 2019 Share Posted March 14, 2019 Terminators are super slow too. Yes, over the course of a game, they'll move 6'' less than regular Marines. Better to Deep Strike against most opponents (so that means maximum half the points), or keep standing in deployment zone against a very aggressive opponent. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276659 Share on other sites More sharing options...
Tamiel Posted March 14, 2019 Share Posted March 14, 2019 When you pay points for terminators, you're also paying points for the deepstrike. I'm a believer of the "make use of everything you're paying for" mentality, so if I were to run terminators, I'd use them to deep strike something on turn two, and then get a charge either on that same turn or the one after. And because terminators are coming in on turn two, I'd try to build the rest of my list to be super durable, which is where things like scout-spam or intercessor-spam would work. If you were to run a pure terminator army, you'd have to keep at least half of them on the board, at which point you might even want to keep all of them on the board. But the way I'd do it is something like 60 intercessors backed by a captain and leuitenant, and then the rest on terminators with thunderhammer+stormshields to deepstrike something and charge it the next turn. So 60 intercessors is about 1080 points with power fist sergeants, and then the primaris capt in gravis + leuitenant is another 200 points or so. That should give you about 700 points for deepstriking terminators. Hmm, I might try this out one day. You could even put the terminators into an elite detatchment with a librarian for one extra CP. This isn't an "all terminator" army, but it's how I would approach running lots of terminators. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276662 Share on other sites More sharing options...
shandwen Posted March 14, 2019 Share Posted March 14, 2019 Probably the best bet is running a deathwatch termie list. 1) SIA 2) no requirement for fists So even though the stormbolters cost more they should be the same or slightly less cost per body, for significantly increased shooting damage. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276676 Share on other sites More sharing options...
Matt_149 Posted March 15, 2019 Share Posted March 15, 2019 I used a terminator list in an itc tournament so 3 squads of termies (one 10 man strong) 3 with cyclone and 1 with assault cannon, 3 squads of scouts ven dread with double ac, helverin and captain and librarian at 1750 pts. Came 18th out of 35. Lost to an elder soup list drew against a thunderwolf list and won against a Imperial guard tank/assassin list. I used the salamanders chapter tactics and storm of fire (?) Warlord trait. The ability to reroll failed hit and wound rolls on the cyclones certainly helped. Also played against a space marine and knight lost and won handily. The AC ven dread did some work, helverin was normally focused down early on. Terminator captain is not as good as primaris captain in gravis armour as the +1 T makes a difference. If I can work out how to post a picture I will! Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276788 Share on other sites More sharing options...
Captain Idaho Posted March 15, 2019 Share Posted March 15, 2019 When I got Terminator Captain I normally go Cataphractii Captain. The native 3+ invulnerable save is substantial and saves a Relic slot. Interesting results there. Very much so. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276796 Share on other sites More sharing options...
Panzer Posted March 15, 2019 Share Posted March 15, 2019 I think most people would give their Captain a Stormshield anyway so the 3++ is not much of an argument for me. You basically trade a ranged weapon for way slower movement and the M4 and half advance roll is what I dislike about Cataphractii the most in the first place. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276800 Share on other sites More sharing options...
Captain Idaho Posted March 15, 2019 Share Posted March 15, 2019 Yeah being slow does suck. But I would always teleport said Capytan or perhaps Land Raider one day (gulp - the points sink!). I like giving him a Relic Blade and Combi plasma. Delicious firepower and decent close combat potential with a solid defence. It's a way of getting everything in 1 model. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276804 Share on other sites More sharing options...
Stickeh Posted March 15, 2019 Share Posted March 15, 2019 Yeah being slow does suck. But I would always teleport said Capytan or perhaps Land Raider one day (gulp - the points sink!). I like giving him a Relic Blade and Combi plasma. Delicious firepower and decent close combat potential with a solid defence. It's a way of getting everything in 1 model. I swing back and forth between a storm bolter and relic blade (for fluff) and TH + combi plasma (for killyness). Almost always with the sanctic halo for 3++. M4 and M5 are almost irrelevant if you're deep striking, which you should be doing almost all the time with TDA. I'm gonna give my revised 1st company list a spin at the weekend, with the following additions: 1) Scouts - the dual purpose of fulfilling a battalion for more CP, and helps with deep striking by having boots on the ground on T1. Fluff wise it's well established that the 10th company will work with the 1st as infiltrators, with the terminators and such arriving via deep strike 2) Dreadnoughts - two venerable' switch autocannons and a single contemptor Morris with twin lascannon's. 1st Company lists have always struggled with anti tank, and this is the most cost efficient and fluffy way to get them in there 3) Sternguard vets - 2 x 5 man squads with two heavy weapons in each. Costs about the same as a similarly equipped devastator squad but benefits from vet stat line, special bolt guns and fits the theme. Also works with the following; 4) Razorbacks - twin lascannon or las/plas. Adds more desperately needed heavy weapons, with the benefit of providing mobility for Sternguard and armour redundancy to try and keep dreads alive longer. Round this out with whatever HQ's you prefer (telion and techmarine for me) and a couple squads of termies and the list looks something like this: 9 CP Battalion HQ Telion HQ Techmarine TROOP Scouts - bolters and HB TROOP Scouts - bolters and HB TROOP Scouts - sniper rifles ELITE Sternguard, 2 missile launchers ELITE Sternguard, 2 missile launchers ELITE Ven dread, twin autocannons ELITE Ven dread, twin autocannons HEAVY Contemptor Mortis, twin lascannon's TRANSPORT Razorback, twin lascannon's TRANSPORT Razorback, twin lascannon's Vanguard Detachment HQ - TDA captain ELITE Terminators, cyclone missile ELITE Terminators, cyclone missile ELITE Assault Terminators, TH+SS Comes to 1966 by my tally. It's hardly optimal, but it's fun, fluffy and has lots of room to change as you see fit. I'll let you all know how it goes. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276821 Share on other sites More sharing options...
Captain Idaho Posted March 15, 2019 Share Posted March 15, 2019 It's also competitive enough against most non-tournaments lists too. Nice take. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276842 Share on other sites More sharing options...
The Unseen Posted March 15, 2019 Share Posted March 15, 2019 I like that list stickeh. I'd make a few changes, like no missiles in the Sternguard for 1, if your delivering them in razors, keep the special issue bolters, but looks like a very nice 1st company list that seems solid, and easily tweaked. For the venerables, I'd prefer twin-las and fist, just to add more *punch* (puns ahoy) and run them up the mid-field. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5276972 Share on other sites More sharing options...
Dracos Posted March 15, 2019 Share Posted March 15, 2019 Focus guys ... OP is talking an All Terminator Army ;) Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5277024 Share on other sites More sharing options...
Matt_149 Posted March 15, 2019 Share Posted March 15, 2019 Well due to the rule of 3 then an all terminator army is certainly difficult to build and by themselves need help unless you just want to have fun and throw some dice and not mind if you occasionally win! Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5277054 Share on other sites More sharing options...
BLACK BLŒ FLY Posted March 15, 2019 Share Posted March 15, 2019 Three squads tricked out with terminator HQ is prolly all you can afford especially if you will be wanting soem landraiders. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5277086 Share on other sites More sharing options...
Joukernaut Posted March 15, 2019 Share Posted March 15, 2019 The rule of three is not really relevant since we have indomitus pattern terminators, assault terminators, tartaros pattern terminators and cataphractii terminators. So you could end up with 12 10 man squads of terminators if you wanted to. Link to comment https://bolterandchainsword.com/topic/354502-all-terminator-army/page/2/#findComment-5277144 Share on other sites More sharing options...
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