Sunday, November 29, 2009
Space Marines 101 - Terminators & Assault Terminators
Terminators
The normal variant of the terminators are extremely durable and can put out a good amount of storm bolter shots, whilst being effective in close combat with powerfists and the sergeants sword.
These guys really don't need a land raider transport, as the land raider doesn't have any firing points. They are better used as fire magnets whilst walking towards the enemy line. This can be pretty effective combined with their relentless rule, allowing them to shoot their heavy weapons whilst moving forward.
With their 2+ and 5++ they can take a lot of beating, but once the AP 1-2 or other armor ignoring weapons start showing up, their 5++ only last for so long. But if you add a independent character (like Lysander) you can use their better invul save to take some pounding, at least if its only a lascannon or two, just make sure its a IC with the eternal warrior rule.
But overall they are a good versatile unit as they can take on even some of the best close combat units with their power fists, and then lay out some good firing with heavy weapons and storm bolters.
Wargear
For each five terminators in the squad you can take an additional upgrade weapon: the heavy flamer, assault cannon or a cyclone missile launcher.
Heavy Flamer
This is used best against hordes, and will do pretty good against them as well, due to the fact that it ignores cover saves, and 4+ or worse armor saves. The upgrade itself is very cheap, and an okay choice if you don't have more than 5p to spare on upgrades for them. But due to the template range it will only get to fire once or twice per game, and sometimes it might have been better laying out more storm bolter shots. But I think its worth taking if you only have 5p to spare, and only in 5 man squads of terminators.
Assault Cannon:
This weapon is great, it lays down 4 rending shots a turn at strength 6 and AP 4. Its best used against elite infantry and tanks. You actually have (statistically) better odds of destroying a land raider with an assault cannon, than a lascannon. But the range is only 24", but that isn't really a problem for terminators as the rest of the squad have 24" storm bolters, and the fact that they can move 6" and still fire them. The problem with this upgrade however is that it makes the assault cannon wielding terminator cost a whooping 70p. So you might not want to take these on smaller cheaper squads of terminators.
Cyclone Missile Launcher:
My favorite upgrade choice for the terminators. This weapon basically shoots like two missile launchers, whilst the user moves and fire his storm bolter on the side. This is great as you don't lose anything when taking the upgrade. The CML can take down light transports, and if lucky even tougher targets. And if there are no tanks to shoot at, then you can fire small blasts on hordes. If you have two of these, in a 10 man squad you get a total of 20 storm bolter shots and 4 small blasts, it really puts a lot of hurt on infantry.
They also have the chainfist upgrade, which basically grants the user 2D6 against armor penetration. I usually take one of these in case I got the points, as it adds to the versatility of the squad, and thats always a good thing.
Assault Terminators
Often thought as one of the best, if not the best choice for an elite slot in the space marine army. And this is due to the fact that they get free thunder hammers and storm shields or dual lightning claws. With thunder hammers and storm shields they are a great unit against other elite units, with 2+ and 3++. If you take the lightning claws they are better versus less elite units as they lose the 3++ and str 8, but gain extra attack and reroll to wound.
If you plan on bringing assault terminators, you really need a transportation for them. Their only choice is a land raider variant, and if you want the most transport space the Crusader variant is the one you should consider. You can deep strike them into enemy territory, but you have to remember that they get one turn of shooting, and if they are a shooty army you'll just get shredded to pieces before being able to assault. The land raider is a great transport for these guys, as you can drive 12", disembark 2" and assault 6" making a effective 20" 'bubble of terror'.
Thunder Hammer & Storm Shield:
This are the guys you want if you need to take down monsterous creatures, (mega armored) nobz or basically any other elite unit. The reason I say "any other elite unit" is because you will get ripped to shreds by 30 ork slugga boyz on the charge, not due to the fact that it ignores your armor, but because you only have 1 wound and with every 1 you roll, one terminator dies. Oh and on the charge you only get 3 attacks per terminator AND the boyz strike first. If you plan on going against a lot of boyz you'll want to take lightning claws instead.
But overall this is the favorable choice of weapon load out for these guys. You'll really show the enemy what terminators are made off.
Dual Lightning Claws:
This load out is great for taking down hordes of things. But you will lack against other elite targets as you still only have your 5++ to keep you alive, and against monsterous creatures your strength wont be great (however the reroll to wound might help).
Combination:
The preferred way is to take most thunder hammers and storm shields, but with some lightning claw terminators thrown in the mix. This way you might pick off some units before they get to strike, but put the armor ignoring wounds on the shields. Sometimes if your in a tight spot you might want to put the armor ignoring wounds on the 5++ lightning claw terminators as they might already have struck and you need every thunder hammer to strike back at them.
Sidenote:
Always remember that one assault terminator squad and one terminator squad in your army can take a land raider as a dedicated transport, meaning it doesn't take up a heavy support slot. This way you could field 5 land raiders, or 2 land raiders and 3 predators/vindicators/whirlwinds etc.
The normal variant of the terminators are extremely durable and can put out a good amount of storm bolter shots, whilst being effective in close combat with powerfists and the sergeants sword.
These guys really don't need a land raider transport, as the land raider doesn't have any firing points. They are better used as fire magnets whilst walking towards the enemy line. This can be pretty effective combined with their relentless rule, allowing them to shoot their heavy weapons whilst moving forward.
With their 2+ and 5++ they can take a lot of beating, but once the AP 1-2 or other armor ignoring weapons start showing up, their 5++ only last for so long. But if you add a independent character (like Lysander) you can use their better invul save to take some pounding, at least if its only a lascannon or two, just make sure its a IC with the eternal warrior rule.
But overall they are a good versatile unit as they can take on even some of the best close combat units with their power fists, and then lay out some good firing with heavy weapons and storm bolters.
Wargear
For each five terminators in the squad you can take an additional upgrade weapon: the heavy flamer, assault cannon or a cyclone missile launcher.
Heavy Flamer
This is used best against hordes, and will do pretty good against them as well, due to the fact that it ignores cover saves, and 4+ or worse armor saves. The upgrade itself is very cheap, and an okay choice if you don't have more than 5p to spare on upgrades for them. But due to the template range it will only get to fire once or twice per game, and sometimes it might have been better laying out more storm bolter shots. But I think its worth taking if you only have 5p to spare, and only in 5 man squads of terminators.
Assault Cannon:
This weapon is great, it lays down 4 rending shots a turn at strength 6 and AP 4. Its best used against elite infantry and tanks. You actually have (statistically) better odds of destroying a land raider with an assault cannon, than a lascannon. But the range is only 24", but that isn't really a problem for terminators as the rest of the squad have 24" storm bolters, and the fact that they can move 6" and still fire them. The problem with this upgrade however is that it makes the assault cannon wielding terminator cost a whooping 70p. So you might not want to take these on smaller cheaper squads of terminators.
Cyclone Missile Launcher:
My favorite upgrade choice for the terminators. This weapon basically shoots like two missile launchers, whilst the user moves and fire his storm bolter on the side. This is great as you don't lose anything when taking the upgrade. The CML can take down light transports, and if lucky even tougher targets. And if there are no tanks to shoot at, then you can fire small blasts on hordes. If you have two of these, in a 10 man squad you get a total of 20 storm bolter shots and 4 small blasts, it really puts a lot of hurt on infantry.
They also have the chainfist upgrade, which basically grants the user 2D6 against armor penetration. I usually take one of these in case I got the points, as it adds to the versatility of the squad, and thats always a good thing.
Assault Terminators
Often thought as one of the best, if not the best choice for an elite slot in the space marine army. And this is due to the fact that they get free thunder hammers and storm shields or dual lightning claws. With thunder hammers and storm shields they are a great unit against other elite units, with 2+ and 3++. If you take the lightning claws they are better versus less elite units as they lose the 3++ and str 8, but gain extra attack and reroll to wound.
If you plan on bringing assault terminators, you really need a transportation for them. Their only choice is a land raider variant, and if you want the most transport space the Crusader variant is the one you should consider. You can deep strike them into enemy territory, but you have to remember that they get one turn of shooting, and if they are a shooty army you'll just get shredded to pieces before being able to assault. The land raider is a great transport for these guys, as you can drive 12", disembark 2" and assault 6" making a effective 20" 'bubble of terror'.
Thunder Hammer & Storm Shield:
This are the guys you want if you need to take down monsterous creatures, (mega armored) nobz or basically any other elite unit. The reason I say "any other elite unit" is because you will get ripped to shreds by 30 ork slugga boyz on the charge, not due to the fact that it ignores your armor, but because you only have 1 wound and with every 1 you roll, one terminator dies. Oh and on the charge you only get 3 attacks per terminator AND the boyz strike first. If you plan on going against a lot of boyz you'll want to take lightning claws instead.
But overall this is the favorable choice of weapon load out for these guys. You'll really show the enemy what terminators are made off.
Dual Lightning Claws:
This load out is great for taking down hordes of things. But you will lack against other elite targets as you still only have your 5++ to keep you alive, and against monsterous creatures your strength wont be great (however the reroll to wound might help).
Combination:
The preferred way is to take most thunder hammers and storm shields, but with some lightning claw terminators thrown in the mix. This way you might pick off some units before they get to strike, but put the armor ignoring wounds on the shields. Sometimes if your in a tight spot you might want to put the armor ignoring wounds on the 5++ lightning claw terminators as they might already have struck and you need every thunder hammer to strike back at them.
Sidenote:
Always remember that one assault terminator squad and one terminator squad in your army can take a land raider as a dedicated transport, meaning it doesn't take up a heavy support slot. This way you could field 5 land raiders, or 2 land raiders and 3 predators/vindicators/whirlwinds etc.
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