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  1. #1
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    Default Outfitting Chaos Terminators

    I've just purchased 10 chaos terminators to add to my Khorne Daemonkin. I was planning to build them as 3 x 3 man units. I can buy any extra bits I need.

    I need some advice on what the best outfit is for them. My idea was:

    2 x combi-melta / power axe and 1 x combi-melta / chain fist
    2 x combi-flamer / power maul and 1 x combi-flamer / power fist
    2 x combi-bolter / power axe and 1 x combi-bolter / power fist
    1 x heavy flamer / power fist

    Thoughts or advice would be appreciated.

    Cheers
    BLOOD FOR THE BLOOD GOD - SKULLS FOR KHORNE

  2. #2
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    one option i have found very helpful is units of 3x terminators, all combi-meltas, (2x power weapons) and one chainfist (not on champion - so you dont care if he dies for blood tithe or becomes a Bloodthirster). very good at dropping next to vehicles, broadside battlesuits and unleashing melts hell on them...(chainfist is there just incase you dont manage to kill that land raider). all this for only 131pts.
    Last edited by Mr.Gold; 06-07-2015 at 11:15 AM.

  3. #3

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    combi-melta and axes or maces depending on what you want to do.
    Axes if you go against 2+ infantry and maces if you want to keep them pure AT. Thats 112 points which just get suicided/traded against another 100+ points model.

  4. #4
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    Its a little out dated due to the massive changes in the game but its still fairly good in my opinion

    Terminators:

    Whoa boy, this is going to be a long one. (this was over 6 pages in word at font 11...you guys better appreciate it!)

    Firstly I would like to re-enforce that this review/tactics is done with the idea of a chaos terminator list, one that has access to the sorts of units listed in the above post, and where terminators are the bulk of the list. therefore the way that I am going to propose for their use will obviously be different to their use and application in a regular chaos list.

    Numbers: I'd say from my experience aiming for approximately 15-20 terminators is a good solid core. this should leave your standard 1500-1850 list with plenty of points to buy the support option that will help do the heavy lifting for the list.
    Furthermore I feel that your squads should only really be taken in 3 styles.
    Legion Phalanx: Like the legions of old these terminator squads are 10 men strong, throw in a pair of heavy weapons on these, it's an all your eggs in 1 basket, but there aren't many lists that can bring enough force to bear on such a small area to kill all the terminators. keep these units central and provide them with character support and they will prove a solid core to your force.
    Warband Squads: 5-7 terminators. These squads are more in line with what you would expect to see in a terminator force, they should be 5 minimum to unlock the heavy weapon options. consider adding more men to the squad if you want it to focus on close combat, as then you can afford to lose a terminator or two before you hit the opponents lines. If you're going to use these guys as a retinue for your characters they can do with a few extra bodies again to before you lose combat effectiveness. squads these size really do need overlapping army support, don't stick a unit of terminators out on a flank and expect them to hold it by themselves, dont pull your punches and apply overwhelming force.
    Termicide: 3 Terminators, usually loaded out to drop in behind enemy lines and nuke a target before wreaking whatever havoc they have in the time they have. These really are purely support units and should only ever be taken in addition to larger line units as they just don't have the staying power to make up the core of your force.

    Equipment: So now we have numbers aside let's look at how to equip your terminators.

    The basic Terminator comes with a Twin-linked bolter and generic power weapon, and in my opinion, as a squad loadout this is far superior to what the loyalists have with their storm bolters and Powerfist/Power sword. The reason for this belief is a combination of flexibility and price.

    Twin-Linked Bolter: In my opinion these are superior to storm bolters. When taking into account a squad of these firing they are comparable to the storm bolters at a 12-24 range. They have less shots but each shot is far more likely to hit, meaning that statistically they are roughly the same. the storm bolter will however have increased potential damage at this range. At the 0-12 range the Twin-linked Bolter is clearly superior with its re-roll and same number of shots. Finally remember that bolters are actually a fairly solid weapon and in numbers are able to damage most units in the game.

    Power Weapons: Generic Power weapons are great, and allow you to tailor your unit for the specific role that you want to use them for, each weapon offers a different advantage, and believe it or not I think all of them have their place (yes even the spear)
    Sword: Generic all rounder, has Ap3 and strike at initiative. If you face a lot of opponents that run power armour or unwieldy weaponry then the sword is a good weapon because of its ability to strike at the same time of before anything that is likely to actually hurt you.
    Maul: If you are worried about vehicles, or High toughness MCs that the other weapons just can't touch, then the maul is the power weapon for you, it works better on units that have a large number of attacks which compensate for its poor Ap value of 4. That being said it works hilariously good against xenos forces where its Ap is less of a drawback due to the limited access these armies typically have to 3+ sv's, and against certain armies the Maul is a death sentence to their expensive multi wound models with its S of 6/7 causing instant death with every hit.
    Axe: Probably the most popular weapon, and definitely the best "all rounder" it is effective against almost all opponents with its +1S and Ap2. Most vehicles in the game have a rear armour of 10 and as such massed S5 attacks will HP them down in combat. Even against Loyalist Fist terminators the axe is a good choice, as it is likely to result in mutually assured destruction at the worst of times (and given our larger numbers that usually ends up as a win for us). I would definitely consider the axe to be the weapon of choice if you face a large number of 2+ Sv opponents, or you have decided to go down the "defensive" unit route (will be discussed later). However if you favour a more aggressive unit construction then the other weapons will probably serve you better.
    Lance: I love the lance, as a concept, I just wish GW had made them more like the halberds that Grey Knights have access to instead of the weird hybrid Maul/Sword they work as. But let's not dwell on what could be. the lance has a place in a very specific style of terminator unit, namely hyper aggressive units that are able to maximize the potential benefits of the lance while minimizing its drawbacks.
    With that in mind I think the Lance has a place on Slaanesh Terminators, for a nice S5/I5/Ap3, that are charging out of a land raider, where the raider largely ensures that the terminators are able to charge the unit they desire instead of getting counter charged and bogged down by chaff.
    The other unit that Lances work well with is Khorne Terminators, giving them a bucket load of S6/Ap3 attacks on the charge, taking the Icon of wrath helps to ensure that they can pull off longer charges, also buffering them form counter charges by the opponents. Furthermore the addition of counter attack means that they have a respectable 3 attacks each when they unfortunately do get charged by chaff units.

    Combi-Weapons: Brilliant weapons, for when you really need that opposing squad to die. combi-weapons are a great way to maximise the kill potential of a unit by ensuring that they can cut down what opposes them. Personally I am not a fan of mixing types. As I have pointed out, given that they are your line troops in this type of list, then your terminators should have a defined role and stick to it.
    The combi-weapon I prefer is the plasma variant, able to menace any unit in the game the combi-plasma also has the range to actually ensure that it can be used before your start losing terminators (and the invested points). I particularly like the combi-plasma on Termicide squads, as I find it is considerably better than the meltagun, at all ranges combi-pasma's are more likely to do hull point damage to any vehicle that they can hurt than a melta gun volley will. furthermore, the melta gun's chance of exploding an vehicle has diminished this edition with the changes to the damage chart. When also taking into account that a termicide unit must be within 6 to make maximum effect of melta's compared to a safer and more flexible 12 for the plasma variants I feel that the plasma variants are significantly better for this technique.
    The melta variant is better for Squads that either have the speed to close with the enemy fast (Khorne units) or are charging out of a transport, allowing them to engage an opposing transport before charging the occupants, thus allowing your support options to direct their fire elsewhere. Though be sure to fire the terminators first, in case they flubb, that way you can then fall back on your support options to kill the opposing vehicle.
    Flamers are obviously great for clearing our infantry, and are even able to put out enough wounds to menace high save infantry. I consider these a more defensive option given their access to the wall of death special rules, as such they work rather well with units that you do not want to be charged and bogged down by chaff units, they therefore work best on foot slogging units that MUST get the charge (Lance) or units that are designed to hold ground (Nurgle).

    Fists: like the Lightning claws, I will cover both Powerfists and Chainfists in this segment. In my opinion Fists should be treated similar to heavy weapons and only taken in limited numbers, they have too many drawbacks against foes to be taken on every single terminator (not to mention their cost). that being said, a Fist or two can act as a serious force multiplier in squads that are designed to get up in the enemies face. They work particularly well when combo'd with Lances, making up for the weakness of those weapons but not detracting from their strengths.
    Chainfists themselves are really just overkill, unless you think you lack the support to deal with land raiders, monoliths and dreadnoughts then taking Chainfists is kind of a waste, as your army should have other units better able to deal with those targets. again stay away from the swiss army knife mentality. Frankly I just don't really fin fists to be worth the cost when Mauls and Axes are both already bought options.

    Lightning Claws: I am going to cover both variants here at the same time. Lightning claws are interesting weapons, they really boost the carnage a squad of terminators does against its foes, against low T models tey emphasise the brutality a unit can inflict upon a target and against High toughness models they allow a more reliable method of ensuring at least some wounds are placed on the model. In that sense they are very much to models with a toughness value, what power fists are to models with an armour one. Therefore you can get away with treating them as Close Combat specialist weapons and only taking one or two in a squad designed for combat.
    That being said, Lightning claws have a Niche where they are very, very effective. Namely marine killing. the shred rule, combined with their I means that models with lightning claws murder opposing power armour. they work particularly well with Slaanesh units, striking first and cutting down opponents before they strike. in that sense they are like a more reliable Lance/Sword weapon and if you are willing to pay the points they can be worth it.
    Paired Lightning claws sacrifice ranged offensive potential for magnified combat potential, so if you're going to this route, don't hesitate to stick the squad into a transport to keep it safe, as you are not missing out on any game influence while they are embarked.

    Heavy Flamer: A modestly priced heavy weapon option the heavy flamer offers a good defensive boost due to the wall of death rule, while being cheap enough to buy in a squad as an "in case" weapon. In all my years of playing I have never really thought there are many times where having that 10 pts would be a major impact in my army lists, but there are conversely tonnes where having the Heavy flamer has paid off spectacularly. This weapon really only should be taken as a purchase of opportunity on squads that are trying to move into the enemy. if your want the squad to be more shooting oriented then take the Reaper Autocannon instead.

    Reaper Autocannon: The reaper gets a lot of flak for being highly priced and rather lacklustre. However it is still a reliable ranged weapon able to pile on the wounds or HPs onto a target from a reasonable range. I like to throw this weapon on my line squads to add a little bit of extra oomph to their ranged presence when I don't have the points for an extra obliterator or dreadnought.
    Individually the Reaper is nothing to really write home about, but when you have 3 or 4 spread throughout an army and then focus them on a single target that you want dead then they start to be telling. Personally I think they pair really well with combi-plasma squads, as they have the range and strength to match the desired targets for such combi weapons. One way to look at the reaper is as 2 reasonably assured saves on most models in the game each turn.

    Marks and Icons:
    Khorne: Used for aggressive terminators that should be aiming to get in close to the enemy and deal damage, it increases the number of attacks each terminator has which is valuable when the only way to get dual combat weapons is by choosing paired lightning claws. It also has the added benefit of opening up access to the Icon of Wrath, a fantastic little boost for a modest price that buffers your terminators from flubbing short charges but also pushes the probability curve density to the higher results, meaning that its more likely that you can pull off 8 and 9 inch charges with your terminator squads. When outfitting MoK squads you want to kit them out to keep punching the opponent, the heavy flamer is a good heavy weapon choice and Flamer/Melta combi-weapons depending on which power weapons you give the squad are a good choice.
    Slaanesh: The other aggressive mark is Slaanesh, while it appears to emphasise speed over attacks with +1I is has the added bonus of unlocking the Icon of Excess, granting your terminators FNP. While that may seem little to begin with, when coupled with a 2+/ 5++ it means that your terminators are as survivable or more so than many similar units in other armies, you just have to watch out for the big S8 blast attacks. Slaanesh units can really be built as all rounders, able to do combat or shooting with equal measure. but still don't mix roles. if you want them to be combat monsters, build them as such with lances/swords/mauls/Lightning claws. Stay away from the Axe and the Fists as at that point you are giving up one of the reasons to choose Slaanesh in the first place (the I5). If you are going the shooting route then take combi-weapons and a reaper. I'd suggest the combi-plasma variant in this case, as the IoE further limits the gets hot draw back and you want the additional range offered over the melta and flamer variants. The Twin-linked bolter however is also perfectly acceptable if you want the squad to remain as cheap as possible.
    Tzeentch: The first of the defensive buffs is a very specific thing, if you face or expect to face a lots of AP1 & 2 weaponry then the MoT can be worth its weight in gold. An important point to remember is that while your terminators do not shrug off such weaponry the same way that TH/SS terminators do, they are not sacrificing any of their combat potential in order to gain their resilience. The icon of Flame is a very cheap upgrade and can be worth the cost providing you remember to keep track of it. Much like Slaanesh terminators can be considered offensive terminators with a small defensive buff, Tzeentch terminators can be considered defensive with a small offensive buff. The soul blaze rule allows such terminators to do additional damage to the kind of units that such an elite army can struggle with, namely large hordes of low class infantry such as Orks and Tyranids. That being said, soulblaze is also reasonably effective against Eldar infantry of both types and can be an good way to pile a few more wounds onto the odd monstrous creature. Think of it as an extra ranged shot. If you do take this icon then I wouldn't recommend swapping our any of your bolt guns for the combi-variants as you want to maximise the potential for causing units to catch on fire.
    Nurgle: This one is my personal baby given that I run a largely Nurgle themed force, and to be fair it's probably the most ostensibly powerful of the lot of them due to its fairly straight forward effect.
    See the largest single drawback to Terminator armies is their low numbers, meaning that they are very vulnerable to outliers in the statistics of dice results and volume of fire. it's not unheard of to hear of multiple small arms wounds resulting in devastating casualties in terminator units due to rolling the dreaded 1's. What Mark of Nurgle does is offer the most concrete defence available to any terminator unit in the game against torrenting small arms fire, in the form of +1 toughness. Knocking the number of wounds taken form S4 guns from half down to a third has a HUGE impact on the survivability of your Terminator units long term.
    Load out wise you can equip nurgle terminators with any weapon and they will do the job you require, however taking weapons such as Axes and Fists on these units is advisable as they have less to fear from either high I Ap2 weapons (which are typically low S) or massed low S moderate imitative attacks. Nurgle terminators probably make the best purely defensive Terminators, therefore spending points on their ranged upgrades so that they can punish the enemy as they advance is never a bad idea, reaper-autocannons and combi-plasmas are a good combination in this case as their comparable strength and range means that your units can target units and not result in wasting their firepower. I tend to find that keeping these guys cheap by not upgrading their offensive combat weapons compensates for the steeper price of the mark without significantly compromising their combat potential as they are suited more to taking the more powerful but slower combat weaponry anyway.
    Don't bother with the Icon of Despair, fear is pretty much the worst special rule in the game, and I don't actually think there is a unit vulnerable to the rule that wouldn't be smashed in combat by your terminators anyway. Furthermore if you are running Crimson Slaughter Terminators, then you already have fear.

    EDIT: As shown by Mad Cat bellow, slaanesh terminators with the IoE are more survivable in almost all cases than terminators with the MoN, however, the drawbacks associated with the IoE balance out the potential benefits, namely that the effect only lasts as long as the icon bearer is alive, and that the icon is more expensive. That being said I think this highlights what a solid purchase the IoE is to slaanesh units, and shows that it should probably be a standard purchase for all squads except termicide, where it is easily removed.

    Icon of Vengeance: A solid boost for our terminators granting them fearless. always a benefit and if you think it's appropriate then feel free to take it. Personally I feel that the Icon of Wrath and Excess are more beneficial to those units given that Terminators already have a high Ld and those icons help the units accomplish their battlefield roles. That being said, if your units are not operating with character support (which is likely that they are the core of your army and you should have multiple units) then the Icon of Vengeance provides a buffer from those dreaded moral tests.

    Veterans of the Long War: a solid upgrade, if a bit expensive on terminator units, the best place for this upgrade is obviously on combat units that expect to face a lot of power armoured armies. otherwise you can likely get by without it too much.

    Bringer's of Despair: In the interest of completion I will throw this in here, its a very expensive upgrade, but it has a very obvious place. And that is the hyper-focused black legion anti-marine list, for when you absolutely have to grind your mates space marine army into the dust. You want to spend this upgrade on a big central unit (legion phalanx) as you can only have one in the army. The +1 WS/BS will help you against all armies, but given that you must by VotLW and your obviously taking Abbadon in this list (who is likely with the bringers giving them Preferred enemy Space Marnes) then taking Combi-Plasma's and Reaper autocannon's to really drive home the marine killing is funny.
    Given that you are already spending a lot of points on this kind of squad I wouldn't recommend upgrading the Combat weapons, your killing marines, so take Swords and Axes and slaughter the servants of the corpse god!

    As a final note, you really want to keep your terminators as cheap as the squad needs to be, in order to maximise its strengths, don't try and match loyalist swiss army builds as it will end up sacrificing our greatest strength for no real bonus. Don't be afraid if your terminators cannot solo that dreadnought or wraith knight, we have access to plenty of support options that will be able to kill those units before they can engage our main force.
    Here is a little math-hammer to illustrate the above post.

    Average Hits

    Storm Bolter = 1.33 hits at 0-24" range
    Combibolter = 1.77 hits at 0-12" range and 0.89 hits at 12-24" range
    Bolter (after firing combiplas etc) = 1.33 hits at 0-12" range and 0.67 hits at 12-24" range


    Percentage change of killing a terminatior with common weapons (Assuming a single hit)

    Weapon MoN MoT MoK MoS MoS+Icon
    Lasgun 2.78% 5.56% 5.56% 5.56% 3.70%
    Bolter 5.56% 8.33% 8.33% 8.33% 5.56%
    Heavy Bolter 8.33% 11.11% 11.11% 11.11% 7.41%
    Plasma gun 55.56% 41.67% 55.56% 55.56% 37.04%
    Krak Missile 13.89% 13.89% 13.89% 13.89% 13.89%
    Lascannon 55.56% 41.67% 55.56% 55.56% 55.56%
    Last edited by daboarder; 06-07-2015 at 05:04 PM.
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  5. #5
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    Wow thanks guys, especially for that article daboarder. It all gave me a lot to think about. I'm now thinking something like this.

    Dedicated assault unit in land raider:
    1 x Champion with lightning claws
    3 x termies with power lances and combi-bolters, 1 with icon of wrath (love the idea of evil paladins)
    Probably will add a lord or even a herald with loci of wrath - reroll all failed hits in first round of CC, yeah baby!

    Termicide deep strikers #1 (general anti-armour):
    1 x champion with combi-plasma and power maul
    1 x termi with combi-plasma and power maul
    1 x termi with combi-plasma and power fist

    Termicide deep strikers #2 (anti-armour 14):
    1 x champion with combi-melta and power maul
    1 x termi with combi-melta and power maul
    1 x termi with combi-melta and chain fist

    The article now makes me want to build a giant shooty squad but that doesn't seem very khorne
    BLOOD FOR THE BLOOD GOD - SKULLS FOR KHORNE

  6. #6
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    No problem

    Like I said its from an OLD series of articles I wrote about how to use a chaos all terminator list just after 7th dropped so some things have changed.

    One thing you can do as Khorne now is to take the legacy of ruin upgrade on the Land raider that gives units of Khorne with X inches FNP. Makes them the punchiest, toughest terminators we have access too, and believe me that pisses me off as a nurgle player.

    Heres the article I had on terminator Lords, the relics will be different given the Daemokin list you are writing. But it should help you get a feel for things still.

    Lords:
    So let's cover lords, In this instance I am specifically discussing lords in terminator armour, I will include a breakdown of each of the relics that they can equip, excluding items that terminator lords cannot access (we'll cover daemon heart later
    In a very real sense, the way you build your lord, and indeed if you even take one, has a very large impact on the way you should build and use your terminators. Combat lords require an aggressive play style, cheap lords means that you are probably running more terminators (in larger squads) and the bricks don't move, but need to be able to put on the hurt.
    So what do you do with your list if you are running a lord?
    Well firstly, you probably are playing more aggressively, with at least one large terminator unit or LR transport that is aiming to get into combat and smash some face. While there are two relics that offer ranged weapons to the lord, for the most part they are tooled for combat, up close and personal. As such you want to be taking units that compliment this, either by being large enough to make it across the field, or inside a moving box.
    The other major bonus that a Lord offers your list is fearless. Very important for you terminators that lack this rule to prevent them from running off the board. This is yet another reason to use the Lord in larger squads as that way you maximise the efficiency of the benefit. This is particularly important for those large legion phalanxes to prevent them from running off the board if you are unlucky in your Ld tests.
    Another way to use the Lord is as a stand in/replacement for the solo Mutilator, a Lord is faster has more wounds than and more attacks than a mutilator, and if the equipment cost is kept low is not that much more expensive than a Mutilator, this tactic works best with Khorne Lords who have enough attacks to wipe decent sized squads, and Nurgle Lords who have the resilience to shrug of firepower on the turn they arrive.
    So let's have a look at choosing a load out for your lord.

    Power Weapons/Lightning Claws/ Power fists: Basically everything that applies to equipping basic Terminators applies to the lord, with the following caveat. The Lord has a higher I than you basic Terminator, therefore when you take an unwieldy weapon like the Axe or Fist you are sacrificing more than you would on a Basic terminator. However the counter point to this is that your Lord also has more wounds than the basic guys, therefore he is more likely to survive to strike at I1. The Power weapon Lord is one way to keep your Lord cheap, but I don't feel personally that it offers enough bang for its buck, I'm a fan of always upgrading the equipment for the lord up from the basics.
    One trick when upgrading your lord is to keep the power weapon, none of the CC relics are Specialist weapons, therefore by keeping the basic power weapon you gain yourself +1 attack, and all you really lose is the Twin-linked Bolter shots, which can be a very tasty trade. Furthermore you can use this to give yourself options, for example if you equip the Black mace or the Spine Shiver blade then you can compliment them with a free Axe for when you need to deal with those pesky 2+ saves.
    Another is to take the Fist and the Claw at the same time, netting you the plus one attack and either 2xS or Shred, depending on what you swing with. This is a fairly cost efficient combo but in my opinion I prefer the relics, just because they offer alternate and different ways of playing.

    Twin-linked/Combi Bolter: The other side of the basic Terminator Lord load-out. Again they are not bad weapons, do what it says on the tin, but they are very lack lustre. If you want a lord with a range attack worth a damn then you should be upgrading above these with the relics, and if you want a combat lord then keeping the Power Weapon is probably better for you due to the extra attack.

    Relics:
    Axe of Blind Fury: Choppy, Choppy, Kill, Death, Blood!
    I love this thing, it basically combines all the strengths of a Mace and an Axe, without the drawbacks of either, and then just for icing throws on the Daemon weapons +D6 attacks.....what's not to love?
    Oh yeah, only Khorne Lords can take this....sigh!
    Other than, the AoBF is a truly frightening weapon. striking hard and fast with a huge number of attacks. Up to 12 with good rolls and the right load out. This weapon basically handles anything you are likely to run into but in order to gain an extra attack it is a prime candidate for keeping the Power Weapon. Finally due to the changes to 7th you don't need to be afraid of wasting this bad boy in challenges, as after you turn whatever you're locked against into chunks you will keep on going right into the unit he's with.

    Black Mace: Smashy, Squishy, Kill, Death, Rot!
    See what I did there?
    This is the other daemon weapon in the basic Relic list and it's not too bad for a Lord. What it lacks in AP adn strength it makes up for in shear damage potential output, with its ability to chain wounds through hordes or put wounds on any model with a T value on 2+. Furthermore it has the ability, though unlikely to kill multi wound models outright due to the cursed special rule, and you'll note that this special rule even bypasses EW, so when you really want to kill that pesky Lysander and Draigo smash 'em in the face a couple of times with this thing. Pair it with an Axe to make yourself a menace to anything you are likely to run into.
    NB: It's still up in the air whether the Cursed rule kicks in for every unsaved wound. Personally I'm of the opinion that it does, because the special rule lacks the "one or more" wording that GW uses in those cases. Wording that is used later in that same rule, this to me suggests the first part of the rule operates under different circumstances.

    Burning Brand of Skallathrax: Burn 'em All!
    One of the tow range relics this weapon is one of the best range character weapons in the game, and is basically there to turn your lord into a miniature Heldrake (with turret). Yes it has a low strength but it more than makes up for that with range, and it's insane ability to generate hits.
    Putting it in mathematical terms you will kill half the marines you tag with this template. and honestly it doesn't matter how many attacks other lords can put out, none of them are going to work up the shear body count this thing can in a game. Even better because it is a template weapon it gains the wall of death special rule, netting you D3 S4 AP3 attacks in close combat that are effectively calculated above I10.
    I really like running the burning brand on a lord in a Terminator unit, because the Brand compliments the Terminator weapon load outs really well. If they are running plasma then the Brand has the range and AP to match targets and if you are running Heavy flamers/Flamers then another template in the unit is always great and can help generate enough wounds to menace almost all wound based models.
    I like to pair this weapon with a CC weapon that can maximise damage output at a cheap price. Namely a Power or Chain Fist. It helps to keep the cost down while still ensuring that the Lord is a threat to most units in combat.
    Oh, and it can set units on fire!

    Murder Sword: Just no!
    Seriously this is probably the worst weapon to put on your Terminator Lord, Unlike Biker/Mount Lords where there is some argument to be made for the use of the Murder Sword as an area denial weapon, with Terminator armour you are just too slow to force the confrontation. Furthermore there are just better weapons in the book, even taking the Claw/Fist combo you replicate the effects of this weapon on most opponents for cheaper. Leave it at home and look elsewhere.

    Dimensional Key: If you were expecting a just no for this one, like the Murder Sword, then you would be wrong.
    While the Dimensional Key has its issues with not being effective until turn 3 at the earliest, that isn't as much of a problem for Terminator based lists as it is for more traditional builds. You see most terminator lists(Particularly Nurgle and Slaanesh lists) have the staying power to keep a few minimal units on the board before bringing home a brutal shock assault. This Item works particularly well on a Lord running in a Land Raider, you should combine it with an aegis and a Comms Relay to ensure that your units stay off the table turn 2 but the ability to drop terminator squads with pinpoint accuracy regardless of their size can be very very powerful. This Works particularly well for a Khorne Lord as he can grab the benefit of the Icon to ensure that he doesn't flubb the charge out of the raider.

    Scrolls of Magnus: Not much to say for this one, it's a cool way to theme your Tzeentch lords to be roughly analogous to a ML1 Psyker. They get the primaris power only until they generate form a second discipline unfortunately, but it's a bit of a fun little item and you can get some nice powers using it. Furthermore the ML1 is hardly a limitation as you pool psychic powers this edition, meaning that if you roll a good power mid/early game you can still cast it. If you are taking this Relic then you should combo it with the Sigil, the 3++ you net really helps to shrug off its negative effects. The strength 3 Ap2 hit is negligble as if you are running a Tzeentch Lord then you should be taking the sigil of Corruption anyway giving you a 3++.

    Spineshiver Blade: Pretty much the slaaneshi daemon weapon, the Spineshiver is nice weapon that compensates for its Ap3 with a bucket load of daemon weapon attacks. A Lord with this item strikes at I6, or an insane I7 if they are Slaanesh marked. Combo's well with an axe to allow the Lord options for dealing with tougher models. Also Works nice on Khorne Lords for I6, S5 Ap3 attacks on the charge, and can be a nasty surprise on a Nurgle lord as most people expect them to be slow and ponderous.

    The Crucible of Lies: This is an interesting relic, it's a bit expensive in my opinion given that the downside (-1 T) mostly seems to outweigh the benefit (re-roll 1s for svs). It best goes on a Tzeentch Lord who can grab the 3++ and then get the option to re-roll half their failed saves. I have seen it suggested on a Nurgle lord whose +1T cancels out the negative, but paying 40 pts for what is effectively only re-roll 1s isn't very good. The only place this relic really fits is one heavily "themed" characters as a way of creating a "regular human" Lord as opposed to a space marine.

    Eye of Night: The other range relic, its kinda like a Combi-nuke? Works better on a Terminator Lord than most models due to the Relentless nature of the armour.
    It will screw up parking lots or heavy vehicles like Land raiders with its multiple Hull point damage. Use it to assassinating vehicles that pack the weaponry to hurt your list with ease such as anti-TEQ vehicles or Anti-Air tanks if you run drakes or Anti-Artillery pieces is you really on cultist/zombies. But against ground troops its of limited effectiveness, its low S, scatter and single shot, means that it just can't compare to the Burning Brand when used on infantry. However ignores cover means that it can be used to hammer a unit that relies on cover to survive.
    The key to using this item is twofold, the most obvious aspect is ensuring you have the correct target priority, while 75 is a steep price, a long range means of eliminating/crippling a vehicle at will can be game changing. The other key to this item is intimidation, force your opponent to respond to the presence of this item on your lord by hiding his tanks/vulnerable infantry units.

    Skull of Ker'ngar: Eternal Warrior. nuff said?
    Nah this has a bit of depth to it, see the Skull is an interesting item, there is really no reason not to take it, but if you do you should be aware that it works better on some lords than others. For example, it is less desirable on Nurgle Lords who already have immunity to most instant death to begin with. However it works best on Lords either built to Challenge/Tackle Monstrous Creatures, or Lords designed to tank wounds for the rest of their unit. The only real drawback to the skull is the relic list it is a part of, because if you are taking this relic then you aren't taking the better offensive relics. Works best on Tzeentch/Slaanesh Lords who are likely rocking items from this list anyway.
    NB: Oh it also gives you adamantine will so you get some protection from Psykers.

    Hand of Darkness: The bad touch relic. This thing is a nifty little thing that can be used to make a single attack in the assault phase instead of using your regular attacks. Statistically it's not the greatest as the single attack often doesn't have a good chance of actually hitting the prime targets (usually a 4+) but when it does conect causes some serious hassles. Its best taken if you expect to run into a lot of non-character Monstrous Creatures as it should kill them in 1 or 2 combat rounds. Due to the changes to vehicle damage in 7th it has less chance of killing a vehicle outright (3+ followed by 4+) but again, against heavier vehicles and walkers it should kill them over a turn or two. This item works best on those lord builds that are designed to tank wounds, so Nurgle or Tzeentch and probably rocking the Skull.
    NB: Oh and it's NOT a specialist weapon, so pair it with your power weapon to get an extra attack against regular mooks.

    Blade of the Relentless: A Power Sword that Gets better. It's the only weapon a Lord can get from this list, but it's a good one, it's pretty easy to unlock the +1S and the Ap2 with 3 kills, which every Lord should be able to get too, even with just the power sword. Getting the second Strength boost and the Instant Death is harder, and if that's your goal then you are better off taking different weapons and accepting their drawbacks. This is Sword, and indeed most of the relics in this list tend to be better for the non-Khorne lord. If you are taking this weapon, then taking a land raider transport is a good idea, as you want to ensure that you have the mobility to engage the units you want in an order that allows you to maximise the effect of the weapon. IE: Charge a chaff squad first before engaging harder targets etc...

    Slaughterer's Horn's: Turn your Lord into a Khorne Lord.....seriously this item gives you most of the bonuses Khorne Lords enjoy without the drawbacks (such as no MoN). Very cheap it works really well to turn even cheaper, less outfitted lords into a combat threat. Take some basic equipment and spend the minimal points on the Horns to make that Basic equipment more effective. If you are buying a Lord mostly for the Fearless bonus then grabbing the Horns to go with the naked Terminator loadout is a pretty good idea.

    Prophet of the Voices: In a Terminator list the Prophet has only 1 real place due to the restriction on which units you can join. And that is the Lordillator, the granting of fleet means that your Lord can deepstrike out of line of sight and be more likely to pull of longer charges on the turn that he does decide to come out to play. Furthermore, all the rolls on the Slaves table improve the Lordinators chances of survival.

    So to close, in a sense the Relic list you choose should define the type of Lord you build. For the Most case if you want a Lord that focuses on Destruction of the enemy then the basic list is best. If you want a Lord Which is more resilient then the Black Legion Relics will help you more. And if you want to keep your Lord reasonably cheap then the Crimson Slaughter is generally the way to go.
    Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
    I probably come across as a bit of an ***, don't worry I just cannot abide stupid.

  7. #7
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    Hmmm yeah I just looked up that Legacy: "Auloth the Primordial Iterator". I can see this working really well and it could stack with other nearby units as well which is cool. I think it's just too expensive for a 1500 point list but definitely doable for 1850 or higher.

    Taking these termi style lists using the khorne daemonkin is something I think everyone is overlooking. This unit:

    1 x Champion with lightning claws
    3 x termies with power lances and combi-bolters, 1 with icon of wrath (love the idea of evil paladins)

    ...is actually insane with a chaos lord and herald with loci of wrath in a "brazen onslaught" formation. 36 attacks on the charge using the level 4 blood tithe, at Initiative, rerolling hits; all S6 or S7 AP3 or AP2. That is going to be a bad day for someone. Did the rough maths against a squad of marines they're going to be getting something like 23 kills on average

    Really like this idea. Mobbing them is of no use as the formation gives them more attacks when outnumbered. Blood crushers can follow along behind the tank and add to the slaughter.

    I'm actually now considering getting another 5 termies and making another unit, Brazen onslaught can have up to 4 squads of terminators. Is this something that people would be able to deal with? Would it be survivable/competitive. I think it would but needs play testing obviously. Also I can imagine enemy terminators or units with lots of invulnerable saves to be pretty effective against it. In addition its a big points sink due to the characters and land raider.
    BLOOD FOR THE BLOOD GOD - SKULLS FOR KHORNE

  8. #8
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    DONT put LCs of the champion, he pays a stupid excess over the regular terminators for no major benefit. (Unless they fixed that in daemonkin)
    Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
    I probably come across as a bit of an ***, don't worry I just cannot abide stupid.

  9. #9
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    Any model in the unit can have lightning claws for 7 points, you don't need to purchase from the army wargear list like you did in the chaos codex. The upgrades are all in the unit entry
    BLOOD FOR THE BLOOD GOD - SKULLS FOR KHORNE

  10. #10
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    In that case good choice
    Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
    I probably come across as a bit of an ***, don't worry I just cannot abide stupid.

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