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  1. #1

    Default how should i use termies

    i know this is a bit redundent but how would you use a squad of termies there are so many variations and combinations that i dont know which one to choose (i have assualt on black reach termies then i have 5 3ed shootie termies with flamer also have one crusader land raider) how should i use them dont need to use the land raider just optional srry they are imperial space marine termies let me know

  2. #2
    Scout
    Join Date
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    Default

    Teminators have 4 possible configurations: Assuming 5 man squad

    5 Storm Bolters
    4 Storm Bolters with heavy Flamer
    4 Storm Bolters with Assault Cannon
    4 Storm Bolters with Cyclone Missile

    And can be delivered:
    Walking
    Teleporting/drop pod
    Land Raider

    ---

    There are lots of ways to use the squad, and you have to give it the right kit for that job.

    Some Examples:
    The Anvil: This squad gets behind the enemy, and spoil there advance while inflicting heavy damage in their backfield. These guys should teleport/drop pod in, so they get behind the enemy with minimal effort. Weapon wise, the assault cannon is probably the best choice, because an assault cannon behind your enemy usually gets their attention.

    Cover Cleaners: Many armies cling to cover for protection. In this configuration, these guys are trying to get at some of the soft squishy guys hiding behind the bushes. You want a flamer to negate cover, and you in general want to get into assault, so the land raider is the best way to move.

    The stop sign: This is the squad that is going to keep your enemy from getting to close. Like on top of an objective in your deployment zone. Let em walk, and give em a Cyclone so they will definitely get to participate. Hopefully, the though of charging a squad of power fists, probably in cover, or walking down the firing line of that many storm bolters will keep em back.

    As you can see, each of these purposes is different, although deliberately chosen to use all transport modes and special weapons.

    ---

    Otherwise, terminators should never:

    1) Get near dedicated assault units. Power weapons ruin their day. Models with 4 or more attacks on the charge ruin their day

    2) Walk towards anti tank weaponry. That squad over there with 4 las cannons, well they should never get line of sight. Ever.

    3) Get overconfident. 2+/5+ armor is not that great. Attacks at initiative 1 are not that great. Termies can be devastating, but work best thrown against non-exceptional enemies. They are not going to win against enemy specialists (elites, heavy support, fast attack) unless you attack their weakness

  3. #3

    Default

    basically everything has been said but to reword it and emphasis something:

    shooty termies are gameplay wise what a normal tactical marine should be from a fluff POV: the perfect alrounder. very resilent, good shooting and good melee. that is on a per-model-basis. on a per-point-basis they are quite mediocre (because they are expensive. mathematically spoken every shot fired at a termie costs the marine player more points than shot on a tactical marine, yes even non ap2!).


    to use them to their full degree you have to use them in situations where the outcome is decided on a per-model-basis and not a per-point-basis, meaning in close quarters with limited lines of fire and limited space to assoult.

    especially the new wave of mech helps termies because of some reasons: transport vehicles are ideal targets for powerfists. vehicles block LOS and LOC (line of charge) so the battlefield becomes more dense.


    I personally would use termies in one of 3 possible ways:
    deepstrike behind the enemy and harass. either he deploys forces to finish them off (later in the game this might cost him a few turns in which your weakened main force isnt further bothered) or he gets crushed by their fists and asscanon (only a few units can dare to ignore shooty termies).

    drive around in a shooty landraider (prolly moving only 6" a turn so he can still fry two different tanks each turn with the lascannons) waiting for the right moment to emerge and shoot/beat someone up. a landraider full of assoult termies gets primaried easily, one with "only" shooty ones might be ignored but against most squads their assoult ist just as deadly as an assoult from pure assoult termies.

    hang back tag-teaming with a shooty vehicle. predator or vindicator make good teammates. the termies shield themselfes behind the tank from ap2 fire and shoot something up with stormbolters and asscanon/cycle. at the same time their fists are a big turndown for any wanabe-tank hunter. they should be able to pick apart allmost every fast anti-tank squad that could threaten the tank.

  4. #4

    Default

    srry about being alittle slow on responding but thanks for answering you 2 and thanks alot to the people who didnt answer

  5. #5
    Chaplain
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    Default

    I have a Terminator unit which has a assault cannon, teleport them in and wreck face. I throw in a Chaplain with them with terminator armour close, re-rolling to hit with power fists is nasty. Chaplain has a combi weapon of some sorts, each one has its uses - just declare before the game which one you're taking as the entry says combi weapon
    www.imperiusdominatus.com - warhammer 40,000 tactica and hobby blog

  6. #6

    Default

    My wonder unit is 3 thunder hammer CC terminators, 2 Lightning claws, and an HQ in terminator armor inside a landraider redeemer. Raider rolls up, flames the unit, and the terminators charge out. This pretty much kills any unit on the field.

    You have three 3+ invulns in the squad, and 8 initiative 4 attacks on the charge, plus whatever your HQ is bringing.

  7. #7
    Brother-Captain
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    Default

    Let's just assume you have Codex: SM Termies, you know, the kind that don't suck.

    For shooty Terminators, 5 men plus a cyclone or assault cannon works pretty well. Lots of firepower on the move and a decent showing in HtH. I really wouldn't recommend them due to the high price. I'd only use these if you wanted a pure Terminator army (DW, SW)

    For assault Terminators, TH/SS is the way to go. Hits like a freight train and impossible to kill. Must load up in a Land Raider to get the best use.

  8. #8
    Chapter-Master
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    Default

    I'd agree that for C:SM, Assault Terminators are the way to go. There are other, cheaper ways of getting a bunch of shooting in your list, and while shooty Terminators are good in CC, they aren't amazing. On the other hand, driving up in a Land Raider and assaulting with a bunch of THSS and LC Terminators is brutal, especially if backed up by an assaulty HQ choice.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  9. #9
    Chaplain
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    Default

    Terminators are a great unit if only for the distraction they can cause your opponent. Deep strike them behind enemy lines, and traipse around shooting/curbstomping units. Pick your fights carefully (they aren't quite indestructible - close, though) and you'll be able to tie up a fair few enemy units while your scoring units can claim/hold objectives unmolested.

  10. #10

    Default

    Eh.

    Speaking for myself, the effectiveness of assault terminators has already been covered – 5 assault terminators (with at least 3 thunder hammer/storm shield termies) work just fine!! To build on Chumbalaya’s post, throw in a Chaplain and Land Raider Redeemer/Crusader for maximum effect.


    As far as shooty terminators are concerned, however, they’re going to require considerably more of an investment.


    5 shooty terminators?


    Decent, but relatively fragile, considering how everyone and his pet dog has access to plasma/melta weapons and/or power weapons – 5+ invulnerable saves (and 2 I4 S4 power weapon attacks from the Sergeant) aren’t all that spectacular, and it just gets worse once you’ve taken 1 or 2 casualties.

    And if you just want a suicide unit to jump it and nuke an enemy target, 5 Sternguard in a Drop Pod with combi-weapons hit harder, cost less, and are more reliable to boot (no need to worry about a bad scatter sending your troops into the warp).


    Now, double the cost of the unit (10 Terminators, 2 cyclone launchers) and you’ve got a pretty darn expensive unit, but its worth every point.

    1) Can pump out a silly amount of shooting!

    2) If you’re playing an objective-based game, you can combat-squad them, with the Sergeant and 4 friends providing support for the 2 cyclone-equipped Termies.

    3) With a full squad of 10 Terminators, very few units are going to willingly charge them.
    Even if I kill off 4-5 Terminators on the charge (enough to wipe out a small 5-man shooty Termie squad, btw), I’m still going to take 8-10 power fist attacks in return…this is NOT a good thing…



    The REAL question, of course, is whether you’d want to spend those 400+ points in the first place…

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