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Post by Stretch on Nov 22, 2013 20:37:59 GMT
I'm after a few opinions guys. If you take multiple terminator squads in an army do you kit each squad out for a specific task or mix and match within the squad to balance them out?
Thoughts please
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Post by paladin7221 on Nov 22, 2013 23:02:15 GMT
Well, there's a difference between normal Termies and WG of course; WG have a flexibility in individual weapons that codex termies just can't get.
But as a rule of thumb then personally I mix Cyclones with gun squads for a little ranged AT punch if foot slogging or if they're 'porting in then an AC or two (in a ten man squad, that is) just for rate of fire.
Assault termies always need a hauler.
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Post by doomzombie on Nov 23, 2013 11:20:31 GMT
For the meet i had 2 six man T/squads...............
Squad 1 had six Thunder Hammers and Storm Shields, being as the Sarge in this squad had to be armed with the same weapons as the rest.
Squad 2 had 5 Storm bolters 1 AC 5 Powerfists and 1 power sword, the Sarge in this squad could be armed with anything the dex allowed.
As James says about WG, they have a "Flexibility" others don`t. So depending on what weapon lay out your after, i`d say look at other marine armies and take it from there...................
Doom....
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Post by Harkon Greywolf on Nov 23, 2013 13:25:51 GMT
Mix and match!
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The Irontooth
Bloodclaw
Tale of Gamers: 3 units, 4 pieces of terrain
Posts: 387
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Post by The Irontooth on Nov 24, 2013 19:29:58 GMT
WG: (SW) Mix
I often use: 3XSShield/Paxe + THammer/SBolter + ChainF/Hflamer (EDIT: in droppod ofcourse ) HFlamer gives them something to do on drop turn. For a cheap 5p this dropping heavy flamer can do a lot of damage versus most armies. SB is only there because of point issues (normally don't have the points for the 4th stormshield). One thunderhammer is crucial versus monstrous creatures (stunning them to I1 really makes a big difference the next close combat turns). Chainfist is there to not get trapped by dreadnoughts and both hammer and fist are very compatible with the axes set-up. Would want to switch the axes for fists, but WG termies are too expensive if you equip them SS/PF or SS/TH. ... Termies: (BA) As much the same as possibleAs much THammers/SShields as I have points for, but dual LC being cheaper I take 1 or 2 of these if I need the 5 or 10p somewhere else. (EDIT: in stormraven or landraider)
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Post by Geifer on Nov 25, 2013 10:02:37 GMT
All the same with a caveat for me, please.
If you put a lot of points into Terminators, you won't have much else in your army, so the Terminators need to do what they do as best as they can. Mixing in weapon loadouts that dilute their purpose doesn't help. If you want a shooty squad, you need all the storm bolters you can get. A few won't do. If you want close combat, mixing is easier, but mixing in storm bolters doesn't help. The only shooting weapon a close combat squad should consider is a heavy weapon, and since you have to decide between running and shooting and heavy weapons are too expensive to be needlessly stuck in close combat, you may not want one after all. Mixing shooting and close combat for a jack of all trades units does not work with Terminators in my experience.
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Post by Farseer Kyladras on Nov 25, 2013 10:21:11 GMT
If you put a lot of points into Terminators, you won't have much else in your army, so the Terminators need to do what they do as best as they can. Speaking as someone who has never used terminators but have faced them on many occasions the above quote is so true! I actually smile when I see terminators in my opponent's list for this very reason, I have never struggled with taking squads of terminators out using either my Orks (swamp them with bikes/ powerklaws) or my Eldar (fire dragons!) so if I see terminators in my opponent's army I know it won't necessarily be an easy win but I would rather face 5 of them than a lot of other things... So my advice (as someone who has never used them of course!) is to keep the squad as cheap as possible and tailor it to one specific task, oh and make them complete this task before the fusion gun armed fire dragons get near them FK
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Post by Max_Dammit on Nov 25, 2013 11:21:52 GMT
Go comby id say, you get your 2 shots that gives a storm bolter, but that extra plasma/melta shot is something SW TDA have over normal TDA
beyond that its a matter if you want to hit first/at the same time or last making the decision to go wolfclaw or fist or even shield.
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Post by sw1 on Nov 25, 2013 21:44:22 GMT
I struggle with this and have left doing the TDA WG till last for this reason.
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