~Drakzilla~ Posted June 27, 2019 Share Posted June 27, 2019 So I was thinking about running a unit or two of Tartaros Terminators (I just love the way they look), having them teleport in and wreak some havoc in the enemy backlines. I also wanted to have an HQ like a Chaplain or Captain tag along and lend some rerolls. Unfortunately if I want them to deep strike in with them, normal Terminator armor has slower movement and neither have the option for Tartaros armor. I was considering equipping a jump pack instead, but I feel like having them babysit the Terminators would be wasting the extra movement bonus. Is there an ideal option here? Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/ Share on other sites More sharing options...
FlamingDeth Posted June 27, 2019 Share Posted June 27, 2019 Honestly if you're running terminators the minmaxing has already gone out the window. Run a terminator chaplain because they look cool. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5337993 Share on other sites More sharing options...
Lemondish Posted June 27, 2019 Share Posted June 27, 2019 Honestly if you're running terminators the minmaxing has already gone out the window. Run a terminator chaplain because they look cool.100% true and a great point. So I was thinking about running a unit or two of Tartaros Terminators (I just love the way they look), having them teleport in and wreak some havoc in the enemy backlines. I also wanted to have an HQ like a Chaplain or Captain tag along and lend some rerolls. Unfortunately if I want them to deep strike in with them, normal Terminator armor has slower movement and neither have the option for Tartaros armor. I was considering equipping a jump pack instead, but I feel like having them babysit the Terminators would be wasting the extra movement bonus. Is there an ideal option here? Having them run with jump packs doesn't mean you're wasting the movement bonus - it gives you the option to move into a very advantageous position should a target of opportunity present itself, and otherwise stay protected behind the Termies for however long they'll last. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338014 Share on other sites More sharing options...
MARK0SIAN Posted June 27, 2019 Share Posted June 27, 2019 There are some situations where the jump pack is actually beneficial. One of the bigger challenges with melee units is having to charge your unit and buffing character(s) separately. This can lead to a lot of situations (particularly with longer charges) where either the unit will make the charge but the character won’t or even vice-Versa. By using the jump pack you can move the character into a closer position for the charge ahead of the Terminators. This means only one of them has the longer charge to make so your decision about any reroll for the charge is also easier. The character then has a shorter charge to get in to support them (or he may even be in buff range without charging). Of course this can go wrong and leave the character isolated if you don’t make the charge with the Terminators :) Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338053 Share on other sites More sharing options...
Volt Posted June 27, 2019 Share Posted June 27, 2019 So I was thinking about running a unit or two of Tartaros Terminators (I just love the way they look), having them teleport in and wreak some havoc in the enemy backlines. I also wanted to have an HQ like a Chaplain or Captain tag along and lend some rerolls. Unfortunately if I want them to deep strike in with them, normal Terminator armor has slower movement and neither have the option for Tartaros armor. I was considering equipping a jump pack instead, but I feel like having them babysit the Terminators would be wasting the extra movement bonus. Is there an ideal option here? Use the custom HQ rules in CA2 to increase your leader's movement speed. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338074 Share on other sites More sharing options...
Captain Idaho Posted June 27, 2019 Share Posted June 27, 2019 If he's going in with Terminators, a Cataphractii Captain is hard to pass up. 3+ invulnerable save and killer weapons is very nice, as you can give him a Combi weapon and close combat weapon (I favour a Relic Blade alongside a Combi plasma) without worrying about the protection a Storm Shield gives him. Fits the theme more than a Jump Pack model. I'd likely also go for a Terminator Librarian. Veil of Time could ensure a unit of 10 gets a charge and putting Smite and another combi weapon shot onto targets makes a difference to the attack to boot. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338084 Share on other sites More sharing options...
Volt Posted June 27, 2019 Share Posted June 27, 2019 Another alternative is to simply take a big beefy HQ like Azrael. I'll probably just use Azrael to proxy my own Chapter Master unless people accept the custom rules I came up with using CA2. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338091 Share on other sites More sharing options...
Captain Idaho Posted June 27, 2019 Share Posted June 27, 2019 Can he teleport though? Seems crucial to the use of Terminators. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338129 Share on other sites More sharing options...
Rik Lightstar Posted June 28, 2019 Share Posted June 28, 2019 I'd have no issue with a converted Tartaros Captain being a "Captain with Jump Pack and Armour Indomitus" That gives him a 2+/4++ DeepStrike, Movement 12 and plenty of weapon options. Rik Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5338575 Share on other sites More sharing options...
~Drakzilla~ Posted June 30, 2019 Author Share Posted June 30, 2019 Thanks for the advice guys. Yeah, I guess it doesn't really matter too much as I'm already going for fluff over competitiveness, just trying to see what people thought. I'd have no issue with a converted Tartaros Captain being a "Captain with Jump Pack and Armour Indomitus" That gives him a 2+/4++ DeepStrike, Movement 12 and plenty of weapon options. Rik Actually, I was considering that very option! I might have to convert a Tartaros captain with some suitably big thrusters in the back...a flying Terminator barreling towards the enemy is too awesome an image to pass up! Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5339471 Share on other sites More sharing options...
jeremy1391 Posted June 30, 2019 Share Posted June 30, 2019 I’m sure with some fiddling you could get an inceptor backpack onto a Tartaros termie. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5339528 Share on other sites More sharing options...
jeremy1391 Posted June 30, 2019 Share Posted June 30, 2019 http://a68.tinypic.com/2h394r4.jpg Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5339530 Share on other sites More sharing options...
Captain Idaho Posted June 30, 2019 Share Posted June 30, 2019 That could look good. I often thought about Tartaros Terminator with an Inceptor backpack would make for a good conversion, that might just make a decent Inceptors stand in for my theme. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5339572 Share on other sites More sharing options...
mel_danes Posted July 1, 2019 Share Posted July 1, 2019 I'm thinking less jump pack and more accurate small scale teleportation. Like the Gray Knight guys, or the Deathwatch wargear. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5340389 Share on other sites More sharing options...
Claws and Effect Posted July 2, 2019 Share Posted July 2, 2019 Thanks for the advice guys. Yeah, I guess it doesn't really matter too much as I'm already going for fluff over competitiveness, just trying to see what people thought. I'd have no issue with a converted Tartaros Captain being a "Captain with Jump Pack and Armour Indomitus" That gives him a 2+/4++ DeepStrike, Movement 12 and plenty of weapon options. Rik Actually, I was considering that very option! I might have to convert a Tartaros captain with some suitably big thrusters in the back...a flying Terminator barreling towards the enemy is too awesome an image to pass up! Inceptor jump pack seems like it would be a good fit, looks-wise. Link to comment https://bolterandchainsword.com/topic/356830-buffing-hq-for-tartaros-terminators/#findComment-5340687 Share on other sites More sharing options...
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