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Picked up a box of space wolf terminators. Curious what load outs people have been enjoying with them?

Magnetize the arms. This will let you use any load out you want.

IMO we currently have the best terminators in the game because we are the only ones who get custom loadouts and we have awesome combos

(1) With fury of the champion stratagem we get +1 to hit

-That means they shoot on 2s and can't fail an overcharged plasma (modifiers apply after the roll so even if you roll a 1 it counts as a 2 and you don't die)

-It also means we hit on 2s in melee with the big weapons like thunder hammers, chain fists and power fists.

(2) With canticle of hate from a nearby wolf priest you can teleport on turn 2 and get a 7" charge (these are much more likely to succeed than the default 9")

When you add in the pile in and consolidation your 5" movement terminator can actually move up to 21" (minimum 9" charge + 6" pile in + 6" consolidation)

This lets you get deep into enemy lines and wrap to prevent being shot next turn. You can also tag their shooting units to prevent them from firing.

Here is an example in a game I had showing how far they ended up moving just because a successful charge

med_gallery_49686_16298_252578.jpg

This is after making a successfull charge

I intentionally swing a few models wide setting up my following moves

med_gallery_49686_16298_53128.jpg

This is after making a 6" pile in move

It brings me closer to my final move targets

med_gallery_49686_16298_310762.jpg

This is me after I killed the beast and consolidated 6" towards other units

If you make the charge with a wolf priest nearby that 5" movement limitation is erased with all the combat movement you can do

-Add a source of reroll charge for even higher odds (Ragnar/Wulfen nearby)

(3) Defensive combos

-They benefit from transhuman physiology for when people try to use overcharged plasma on them etc.

-a full 10 man unit is a good candidate for chooser of the slain to shoot incoming deep strikers

-you can counter charge 6" to heroically intervene

-you can keep the armor of russ nearby and prevent most units from swinging first even if they charge the terminators

Basically run them with whatever you want and they will be awesome

You can have both a combi-plasma and a thunder hammer and be awesome but expensive

You can have a storm bolter and a storm shield for cheap but effective against hordes

You can mix and match to whatever suits the rest of your army

I am currently testing a 10 man unit

10 combi plasmas

7 storm shields

3 power fists (1 is on the pack leader so they have 10 total attacks)

I love deep striking and deleting units with the overcharged plasma

1 CP for fury of the champions

I shoot something with a nearby wolf lord using the morkai bolts

My terminators then reroll all hits and reroll wounds of 1. With 20 overcharged plasma that usually means a ton of AP4 D2 wounds for my opponent to save (tactical doctrine is always in effect when they arrive turn 2)

I haven't used them against a horde yet but I can also pop keen senses and add full combi fire mode to shoot 20 more AP1 bolters hitting on 2s as well (keen senses prevents the combi fire penalty)

I absolutely love using my terminators in this new critical role because they were basically benched most of 8th edition

Edited by TiguriusX
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https://bolterandchainsword.com/topic/363554-termies/#findComment-5514282
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Picked up a box of space wolf terminators. Curious what load outs people have been enjoying with them?

Magnetize the arms. This will let you use any load out you want.

IMO we currently have the best terminators in the game because we are the only ones who get custom loadouts and we have awesome combos

(1) With fury of the champion stratagem we get +1 to hit

-That means they shoot on 2s and can't fail an overcharged plasma (modifiers apply after the roll so even if you roll a 1 it counts as a 2 and you don't die)

-It also means we hit on 2s in melee with the big weapons like thunder hammers, chain fists and power fists.

(2) With canticle of hate from a nearby wolf priest you can teleport on turn 2 and get a 7" charge (these are much more likely to succeed than the default 9")

When you add in the pile in and consolidation your 5" movement terminator can actually move up to 21" (minimum 9" charge + 6" pile in + 6" consolidation)

This lets you get deep into enemy lines and wrap to prevent being shot next turn. You can also tag their shooting units to prevent them from firing.

Here is an example in a game I had showing how far they ended up moving just because a successful charge

med_gallery_49686_16298_252578.jpg

This is after making a successfull charge

I intentionally swing a few models wide setting up my following moves

med_gallery_49686_16298_53128.jpg

This is after making a 6" pile in move

It brings me closer to my final move targets

med_gallery_49686_16298_310762.jpg

This is me after I killed the beast and consolidated 6" towards other units

If you make the charge with a wolf priest nearby that 5" movement limitation is erased with all the combat movement you can do

-Add a source of reroll charge for even higher odds (Ragnar/Wulfen nearby)

(3) Defensive combos

-They benefit from transhuman physiology for when people try to use overcharged plasma on them etc.

-a full 10 man unit is a good candidate for chooser of the slain to shoot incoming deep strikers

-you can counter charge 6" to heroically intervene

-you can keep the armor of russ nearby and prevent most units from swinging first even if they charge the terminators

Basically run them with whatever you want and they will be awesome

You can have both a combi-plasma and a thunder hammer and be awesome but expensive

You can have a storm bolter and a storm shield for cheap but effective against hordes

You can mix and match to whatever suits the rest of your army

I am currently testing a 10 man unit

10 combi plasmas

7 storm shields

3 power fists (1 is on the pack leader so they have 10 total attacks)

I love deep striking and deleting units with the overcharged plasma

1 CP for fury of the champions

I shoot something with a nearby wolf lord using the morkai bolts

My terminators then reroll all hits and reroll wounds of 1. With 20 overcharged plasma that usually means a ton of AP4 D2 wounds for my opponent to save (tactical doctrine is always in effect when they arrive turn 2)

I haven't used them against a horde yet but I can also pop keen senses and add full combi fire mode to shoot 20 more AP1 bolters hitting on 2s as well (keen senses prevents the combi fire penalty)

I absolutely love using my terminators in this new critical role because they were basically benched most of 8th edition

I have long thought only DG termies are worth taking but the new rules make an argument for our termies as well. I am assuming you are putting Arjac in this list with your 10 termies?

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I have long thought only DG termies are worth taking but the new rules make an argument for our termies as well. I am assuming you are putting Arjac in this list with your 10 termies?

 

Nope I dont need a melee boost from testing so far.

 

If i do i will bring a wulfen stone or something. I have a variable relic and WL trait I can add based on my opponent.

 

My current list is as lean as i can make it.

 

No points for WGBLs or Arjac. I use morkai bolts for that.

 

 

++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [39 PL, 1CP, 601pts] ++

 

+ Configuration [1CP] +

 

Detachment CP [1CP]

 

+ No Force Org Slot [6 PL, 100pts] +

 

Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 4) Mental Interrogation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield

 

+ HQ [33 PL, 501pts] +

 

Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]

 

Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]

 

Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]

. Warlord: Warlord

 

++ Battalion Detachment +5CP (Imperium - Space Wolves) [35 PL, 8CP, 645pts] ++

 

+ Configuration [8CP] +

 

Battle-forged CP [3CP]

 

Detachment CP [5CP]

 

+ HQ [20 PL, 340pts] +

 

Njal Stormcaller in Runic Terminator Armour [8 PL, 125pts]: 1. Living Lightning, 5. Storm Caller, 6. Jaws of the World Wolf, Bolt pistol, Nightwing, Psychic hood, Runic Terminator armour, Staff of the Stormcaller

 

Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite

 

Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts

 

+ Troops [15 PL, 305pts] +

 

Infiltrator Squad [5 PL, 110pts]

. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

Infiltrator Squad [5 PL, 110pts]

. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

Intercessor Squad [5 PL, 85pts]: Bolt rifle

. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Pack Leader [17pts]: Bolt pistol, Chainsword, Frag & Krak grenades

 

++ Vanguard Detachment +1CP (Imperium - Space Wolves) [44 PL, 1CP, 754pts] ++

 

+ Configuration [1CP] +

 

Detachment CP [1CP]

 

+ HQ [6 PL, 101pts] +

 

Rune Priest in Phobos Armour [6 PL, 101pts]: 3) Temporal Corridor, 5) Tenebrous Curse, Bolt pistol, Camo cloak [3pts], Frag & Krak grenades, Runic sword [8pts], Smite

 

+ Elites [38 PL, 653pts] +

 

Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]

 

Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]

 

Wolf Guard in Terminator Armour [26 PL, 381pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]

. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]

. Wolf Guard Pack Leader in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]

 

++ Total: [118 PL, 10CP, 2,000pts] ++

 

Reminder...if I need help in melee I can spend 1 CP for vicious executioners and get mortal wounds from 6s to hit from the terminators...even the basic SS guys are dangerous (21 attacks good for a few mortals).

 

I can go real crazy and attack twice to really pound on something with all the buffs repeating.

 

I also have a ton of psyker support to buzzsaw through any tough unit trying to tarpit my terminators.

 

I can basically escape a unit touching me to stop shooting using the psychic phase and then combi plasma again.

Edited by TiguriusX
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