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Welcome to part three of the Blood Angels Unit of the Week series!

 
Following the release of the 10th edition Index, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will discuss the units from the units found within Index: Blood Angels, parts two to four will discuss Index: Space Marines, part five will be Imperial Armour, and part six will be Legends.
 
Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.
 
Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Terminator Squad


What are you thoughts here folks? How best would you play a Terminator Squad?

  • To compliment a list, or to build a list around?
  • MSU or full squads? Are you taking multiple units?
  • Which Detachment are you using?
  • What delivery options are you using? 
  • What Deployment options are you using?
  • What weapon choice are you using?
  • Stratagem synergy of note?

 

Over to you.

 

Please note that Relic Terminators and Terminator Assault Squad shall be discussed elsewhere.

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Should you want your model on display here (or on another thread), then submit a photo here please.

 

(Once I work out how best to float it!)

 

***

 

As an aside, the thread setup may change over the coming weeks until I'm happy with them. This includes the photos.

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Posted (edited)

I run a squad of 5, one with an assault cannon, led by a librarian (with Combi-weapon). I also deep strike them every game (sometime with rapid ingress, sometimes without. Depends on game situation).
 

I know the assault cannon is considered the weaker than the cyclone launcher, but I frequently use it to knock the last wound off that 'annoying thing that won't fail it's save.' I've successfully used it in that manner against a wide variety of targets.

 

The Librarian is also typically considered a subpar choice, but it is very potent in SoS, and SH working for both shooting and melee is very nice. It synergizes with Red Rampage incredibly well too. A terminator unit with LH, SH1, and Lance can be devastating. Combine with OoM for a charge that few can withstand (does 19.33 wounds to a land raider). Don't forget to fish for them 6's!

 

FWIW, the librarian's attacks (both melee and ranged) are also nothing to sneeze at. 
 

I haven't tried it yet, but I think the librarian could be a good candidate for Artisan of War as both his shooting and melee attacks benefit from it. Especially his melee attacks since it brings them up to AP2, though AP3 smite is also pretty tasty!

Edited by Paladin777
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Never thought I'd ever be able to find the points to run vanilla terminators but they are hard to go past this edition.

 

Absolutely agree with everything Brother Paladin 777 said. A chaplain will get more milage out of the squad if you start on table but the Librarian's SH1 is really good for damage output and benefits a round of shooting as well.

 

Captain is a bit of both as will save you CP for a rapid ingress and free reroll on a charge plus the additional damage. Helps mitigate out of sequence moves like squad tactics that can increase your charge range from rapid ingress.

 

The strength on the powerfists in SOS with the lance strat is our best current charge until we see hammernators. Unlikely DC will keep their fist ratio and Sanguinary guard would need some really nice new power glaives to compete, again unlikely.

 

So until the Hammernators come out this squad is an auto pick in my opinion. Even then, a squad of 5 unsupported is a great reserve unit that can do almost any job so still very relevant without needing to rapid ingress.

 

They are currently sold out in Australia on GWs webstore so obviously meta relevant at the moment. 

 

The assault cannon vexes me. Why no AP1 GW? Hardly makes the weapon broken as 6 hits is 1 dev wound but you aren't hitting 6 times so it needs the AP.

 

Missile launcher is ok but you still get the storm bolter shots with lethal hits so can't go past it because of the no AP on assault cannon. Love the heavy flamers profile but hate rolling 1's. Has to be changed to 2D3 as you don't point it at the guy on the flank.

 

An interesting question is in regards to the sergeant, there's a strong argument to take a fist.

 

 

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2 hours ago, Brother Raul said:

An interesting question is in regards to the sergeant, there's a strong argument to take a fist.

 

Yes, I think the Fist outperforms the Sword. Even against chaff it is equal since you will be wounding on 2s instead of 3s.

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3 hours ago, Brother Raul said:

 

Captain is a bit of both as will save you CP for a rapid ingress and free reroll on a charge plus the additional damage. Helps mitigate out of sequence moves like squad tactics that can increase your charge range from rapid ingress.

 

 

 

How does the Captain save the CP on Rapid Ingress,  Terminators can either RI within 3" of a teleport homer for 0 CP or RI anywhere >9" for 1 CP.

Can't see how the Captain stops the 1. CP cost as RI isn't a Battle Tactic stratagem. 

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58 minutes ago, casb1965 said:

 

How does the Captain save the CP on Rapid Ingress,  Terminators can either RI within 3" of a teleport homer for 0 CP or RI anywhere >9" for 1 CP.

Can't see how the Captain stops the 1. CP cost as RI isn't a Battle Tactic stratagem. 

Stand corrected on the battle tactic Strat there, thanks as that saves me a blush on the boards edge.

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I love terminators at this point and often run a 5 man cyclone launcher squad with librarian. I have no terminator captain or chaplain painted, so I haven't tested those. Sometimes I put them in a land raider, but also deep striking, or even on the board if there is a good spot to hide them in the middle and good targets for their shooting. 

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On 5/27/2024 at 5:17 AM, Karhedron said:

 

Yes, I think the Fist outperforms the Sword. Even against chaff it is equal since you will be wounding on 2s instead of 3s.

The only way the sword would be within spitting distance of the fist is if it was D2. Since it's not, it's a flat downgrade, and a significant one at that. 

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