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Well, I don't play BA, but if the squad is mostly oriented to close combat, i think a pair of Thunder hammers, at least(one for the sarge) are a must have. From there, maybe 3 or even 4 pairs of lighting claws, a pair or chain fist or at least power fist, and the rest power weapons(power lances or power mauls) and combis. Always a Vexila,anyway 

I kinda disagree with how many points you're putting into CCWs on a WS4 unit, as the glorious thing about Tartaros (auto correct wanted to put Tartans XD) is how cheap they are!  As BA, both Power Axes and Power Lances wound on a 2+ on the charge anyway so I'd run 2-4 with TH (one on Sarge as per Agramar) then just leave the rest with Lances and Axes.  That said both LCs and PFs are cost effective upgrades so Agramar's upgrades are worth it, just it all adds up on an adequate CC unit.  

Tbh I'm adding LCs & PFs to my ones just because they look cool even though I'm not sure they are 'optimal', so feel free to ignore me XD

  • 3 weeks later...

I am also in this dilemma, tempted to keep them cheap, tempted to bling them up! Also not sure I want to paint them red, I might make them a different legion altogether.  I bought the Forgeworld axes and they do look nice. 

My FW order came in. I have 10 power axes and 2 power swords.

 

presently, my squad has:

 

Sgt with power sword and comb-bolter (might change to volkite pistol to get the extra melee attack)

terminator with heavy flamer and chain fist

terminator with plasma blaster and chain fist

7 terminators with combi-bolter and no other weapon/arm attached.

 

I can add 7 power axes, but in practice how would hitting on init 1 with most of my attacks work out?

 

Should I go with 5 power axes and two additional power swords? I would hve three power swords on the squad able to hit at initiative with rending 6+.

 

I view the possiblity of +1S and AP2 as being far superior, should I encounter Armos 2+ units.

 

This is a Blood Angels army, so the extra strength could wound on 2+ on the charge.

 

I have experience with playing from 3rd - 5th edition, but no gaming for about 14 years. Trying to build out this squad prior to getting my first game in. Looking to optimize it of course, but to be practical. 

 

I'm going with power axes and power swords to keep squad points costs down. The chain fists are there for heavier stuff, such as vehicles.

 

I have noted above the suggestion I take a thunder hammer. Don't have one to model unfortunately. 

 

Thanks.

Thunder hammers are pretty strong this edition, so having a few in the squad will be worth while. I’m leaning away from power axes a bit more this edition, mainly because there are so many other options, but they are a good option to keep the squad cost down.  

Helpfully, it’s really easy to convert those tartaros axes into thunder hammers. All you need is any thunder hammer “head”. Remove the power axe blade and place the thunder hammer on top. This was made using a Gorgon axe:

 

IMG_2292.thumb.jpeg.c8c40da0ea3a0ac8c04c4884b675e12f.jpeg

 

You can keep the original hand/haft, works just as well. 

 

Also, Lightning claws are worth a look at now, with two additional attacks for a pair, shred, synergy with your +1 to wound roles and rending 6+. Having a few in the squad will give a little opportunity to take some wounds off at initiative, thus reducing what’s hitting back at you if your opponent is fully invested in unwieldy weapon options. They have a significant edge over power swords. 
 

In a ten man squad I would probably run:

2-3 Lightning claws (if you take them you will need a grenade harness) 

3 thunder hammers 

The rest sporting axes. 
 

In terms of special weapons, I would argue they’re not worth it anymore. Shooting prior to the charge invites return fire and potentially reduces your charge distance if your opponent takes casualties from the front. Occasionally I hear the argument that they can help when defending an objective, but Terminators really shouldn’t be sitting on objectives  

 

Hope that helps! 
 

Cadmus 

Edited by Cadmus Tyro

Thank you, Cadmus. Do you think chain fists are worth it?

 

Thanks for the tip regarding the thunder hammer/power axe conversion.

 

I may add lightning claws to two terminators and a T-Hammer to the sergeant.

 

Please let me know your thoughts on chain fists.

Chainfists used to be a standard requirement in 1.0 to have any hope of dealing with dreads in C&C. Now that role falls to the T hammer (although terminators do not trade well vs dreads so best avoided if possible).


Vehicles in 2.0 are fairly weak competitively speaking, I tend to see less of them in lists as a result. A Chainfist will help you out against AV14, but really you should have other things in your list to deal with AV14. If you’re in combat with a Spartan or a Landraider, it’s too late, it’s likely already done its job of assault delivery. 

 

Chainfists give more anti tank utility to the unit, especially if you find yourself with the opportunity/need to take out AV14. I would probably run one at the most, but if there’s a squeeze on points, it would be the first thing to go on the squad. 
 

Cadmus 

Edited by Cadmus Tyro

Sorry to keep hammering away at this thread, but has anyone noticed that the forge world arm and pauldron look small compared to the other arm?

Is it just me? Did a get a mis-sized cast?

 

I actually ordered two kits. They are both the same size. the pauldron looks much smaller than the one that comes with the box.

 

Thanks.

It looks like I will have to use the pauldron that came with the plastic kit.

 

The resin arm looks like it has a bump on the end that is intended to fit into a hole in the side of the terminator armor.

 

I removed the bump on the terminator torso and put a hole in at the same location, the fitted the arm on. It was too low.

 

It's recoverable, but i will have to pull it out, redrill, and re-attach.

 

Just a warning to everyone who intends to use this kit. I suggest you test-fit one and get the pauldron on, making sure its high enough to match the other arm. Then do the rest.

 

I would rate this kit, given its sizing, as poor. Just FYI.

Agree with @lansalt, I have an older resin Tartaros right arm and shoulder and it does look a bit dainty next to the plastic. The power axes set were designed for the plastic so they are fine.

 

Also, @OverchargeThis!, isn’t the Volkite option a charger? So not a pistol and not giving +1 attack.

Edited by LameBeard
  • 3 weeks later...
On 11/21/2024 at 12:23 PM, OverchargeThis! said:

Sorry to keep hammering away at this thread, but has anyone noticed that the forge world arm and pauldron look small compared to the other arm?

Is it just me? Did a get a mis-sized cast?

 

I actually ordered two kits. They are both the same size. the pauldron looks much smaller than the one that comes with the box.

 

Thanks.


Apologies if you’re already aware of this, but…


The resin pouldrons that come with the kit are the secondary pads that sit under the main pad. The original resin tartaros kit came with two pads for each arm, similar in concept to the cataphractii double pads. 
 

So the small pads in the resin kit sit on the shoulder of the arm. Then the plastic pad sits on top. The little resin nub on the secondary pad should face forward, it probably needs trimming to fit the plastic pad on top, I don’t think they have re-keyed the mould for use with plastic….

 

That’s why the arms look a lot thinner as well, if you look carefully at the plastic arms, the secondary pad is moulded on. They are thicker, but if you don’t put the secondary pad on, they will look ridiculously thin at the shoulder. 
 

hope that helps? If you’re struggling post some pics. 

 

Cadmus 

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