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Close Combat Terminators


werewolf_nr

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I've got a squad of Close Combat Terminators on the way, along with a Terminator Chaplain. What are the best ways to get them into combat and how should I kit them.

 

I was figuring that I would give my scout squad a teleport homer and kit the termies with dual lightning claws. With the chaplain, this would give me a re-roll on all failed to-hit and to-wound rolls when I charged.

 

What do you guys think? Should I get an LRC and drive them to the fight instead of teleporting?

 

Thx in advance brothers.

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What do you guys think? Should I get an LRC and drive them to the fight instead of teleporting?

 

Yes.

 

Your termies can't charge the turn they teleport in so that gives the enemy time to walk their units away from you. A termy squad kitted solely for close combat can't shoot that turn ethier, so now your stuck foot slogging it after the enemy taking round after round of shooting to the face.

 

Teleporting them near a squad thats already stuck in close combat could work but depending on the army your playing you have no garuentee what turn those termies are going to teleport in so this makes timing extremely tricky.

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What do you guys think? Should I get an LRC and drive them to the fight instead of teleporting?

 

Yes.

 

Your termies can't charge the turn they teleport in so that gives the enemy time to walk their units away from you. A termy squad kitted solely for close combat can't shoot that turn ethier, so now your stuck foot slogging it after the enemy taking round after round of shooting to the face.

 

Teleporting them near a squad thats already stuck in close combat could work but depending on the army your playing you have no garuentee what turn those termies are going to teleport in so this makes timing extremely tricky.

 

I am playing a custom chapter that does not have anything that modifies Deep Strikes so... I guess I will pick up an LRC then. Thanks for the help.

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5 Close Combat Terminators with Lightning Claws + Chaplain with Termie armor + Libby in Termie Armor + LRC = The saddest face you will ever see.

 

I assume you don't mean the opponent's face. Look, I've played BA Assault Termies for years in an LRC, and they've never seen combat. Once your opponent knows that you've got 500+ points tied up in one box (with a 24" range) it's gone. If you really want to make it work, then take two LRs. It sounds really crazy I know, but people almost never are able to take out two AV14 vehicles before one of them does the job. Besides, it's better to have a mix of LR and LRC rather than just the LRC, IMHO.

 

If you do manage to make it work, please let us know your tactics... :)

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5 Close Combat Terminators with Lightning Claws + Chaplain with Termie armor + Libby in Termie Armor + LRC = The saddest face you will ever see.

 

I assume you don't mean the opponent's face. Look, I've played BA Assault Termies for years in an LRC, and they've never seen combat. Once your opponent knows that you've got 500+ points tied up in one box (with a 24" range) it's gone. If you really want to make it work, then take two LRs. It sounds really crazy I know, but people almost never are able to take out two AV14 vehicles before one of them does the job. Besides, it's better to have a mix of LR and LRC rather than just the LRC, IMHO.

 

If you do manage to make it work, please let us know your tactics... :)

 

I am not quite as worried about them all popping the LRC first, I have a Predator Annhilator and Dreadnought to ride shotgun on it and provide more targets.

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It's a matter of target priority for your enemy though. He needs at least str 8 stuff hitting your LRC to have a hope in hec of taking it out. However he only needs str 7 or 6 to have a chance of taking out the dread and pred. He can divide his shots up pretty easily in that case. Melta's and LC's at the LRC and plasma/AC at the dread/pred.

 

Raphael's suggesting of 2 av14 vehicles makes the enemy go "Uh Oh" because most of the time they aren't going to know which is the bigger threat and probably don't have enough melta/LC's to be able to take both out. It is an expensive option though, so something to think about.

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  • 3 months later...
I always go with 6 terminators and 1 chaplain in an LRC (along with another LRC filled with cc veterans to split the enemy fire), 3 of the termis get lightning claws and 3 get thunderhammers. With this setup, the entire squad gets a 4+ invulnerable save in assault because the majority of the units (chaplain and the 3 termis with thunderhammers) have that feature. Add in furious charge and you've got a squad that'll slaughter anything in melee.
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Termi Chaplain, 5 Termis with LC's and an LRC. =]

 

Threadmancy much? Since this has been dragged out after several blissful months in the grave...

 

I now use a terminator chaplain leading 5x LC termies. I intend to get 2 TH to make up the 8 transport capacity for the LRC so the squad can have a bit of variety. It has worked pretty well, but only makes it all the way about 1/2 of the time. When it does, it utterly destroys whatever it was up against.

 

20 man conscript mob, no problem.

3x5 gunline of space marines, no problem (until 5th).

Hive tyrant w/ bodyguard (or whatever they are called), no problem.

 

Thanks for the help.

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Haven't fielded him much post-5th, never under 1.5k, and they are the "centerpiece" of the army. A bit late at night, if I remember I will come back and give a proper response.

 

What point level are you playing. Personally, i wouldn't field 5LC+chappie+LR combo in games under 2.5k. For obvious reasons, and because of the new scoring unit rule
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  • 2 weeks later...
Greetings. I use a chappie and 5 termies, 3 TH's and 2 LC's. as our local shop likes to maximize space, im usually fortunate enough to team up with someone with great ordinance/heavy support units, like my last battle where an imperial guard player with a nice basilisk and i stomped a tau/ork collaboration. i havent taken my chappie led termies against any vehicles yet, but foolishly unattached independent characters like the Tau Shas'.....something or another, and heavy support units that didnt want to move losing their ability to shoot were easy pickings. if the rumor of 3+ Invul. saves for TH/SS termies in the new codex is true, i'll yank the claws and field pure hammery goodness. i deep strike them into battle after some softening up by my/our heavies, ideally within charging distance of their main shooters. yes, it is nervewracking taking fire until the next assault phase, but their pretty good about absorbing damage. i keep forgetting to bring my teleport homer, but then i've gotta figure out what brave souls will carry it right into the maelstrom. any suggestions?
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Greetings. I use a chappie and 5 termies, 3 TH's and 2 LC's. as our local shop likes to maximize space, im usually fortunate enough to team up with someone with great ordinance/heavy support units, like my last battle where an imperial guard player with a nice basilisk and i stomped a tau/ork collaboration. i havent taken my chappie led termies against any vehicles yet, but foolishly unattached independent characters like the Tau Shas'.....something or another, and heavy support units that didnt want to move losing their ability to shoot were easy pickings. if the rumor of 3+ Invul. saves for TH/SS termies in the new codex is true, i'll yank the claws and field pure hammery goodness. i deep strike them into battle after some softening up by my/our heavies, ideally within charging distance of their main shooters. yes, it is nervewracking taking fire until the next assault phase, but their pretty good about absorbing damage. i keep forgetting to bring my teleport homer, but then i've gotta figure out what brave souls will carry it right into the maelstrom. any suggestions?

 

5 man disposable scout squad w/ homer. Infiltrate somewhere and wait for the termies to arrive. You don't actually have to model the homer (if that was what you meant by "forgetting to bring").

 

This has worked well when I have done it. Normally I make it a BP+CCW scout squad and park them in cover to prevent my enemy from assaulting. A HB can deter them from getting too close.

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does the idea of using assault marines to carry the teleporter make sense? my theory is to lock a unit in combat with the assault squad then teleport the termies behind the enemy within the 6" rule. Hopefully the asault squad can force the enemy to fall back into the termies. sound reasonable? then we can march around the board, looking for more targets using the termies as a moving shield, try to jump the assaulters in behind the enemy and repeat as necessary.

 

and yeah i mean actually bring the teleporter model that came with the termies, i forget to bring it to game night ;)

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I have been wondering the same question as the parent poster! Having not played the game in 10 years, I went out and bought a chaplain and CC terminators as items to paint while recovering from surgery. Now I have this really great looking unit that I can't imagine ever fielding. Regular Terminators look much better to me since they can fire. I am not sure about th e new rules since I only have the new book, and my codex is from 3rd edition, but could a LRC filled with 5 CC terms, A Chaplain, and a hero work? The two ICs could provide some firepower while waiting to walk into combat. I am not even sure to ICs can join the same unit, but until the new codex comes out I am really not sure what to do with these awesome miniatures. You'd think that they would at least make them useful since they are supposed to be super cool relics! I read this thread while putting them together and took Bob-Bot's advice about the TH and LC distribution!
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Great points all, im seeing my battle plan really come together. Note to Drathmere, as the boys at BellofLostSouls are reporting 3+ invul. save for ranged AND close combat attacks, i will be swapping my LC's for a pure TH/SS combo, i cant pass up a 2 outta 3 chance to save. i think i will shadow them with a dreadnought or termie command squad to give them some kinda moving covering fire while they are slogging towards the enemy. does anybody know if you can teleport more than one squad of termies with one teleporter?
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I have been wondering the same question as the parent poster! Having not played the game in 10 years, I went out and bought a chaplain and CC terminators as items to paint while recovering from surgery. Now I have this really great looking unit that I can't imagine ever fielding. Regular Terminators look much better to me since they can fire. I am not sure about th e new rules since I only have the new book, and my codex is from 3rd edition, but could a LRC filled with 5 CC terms, A Chaplain, and a hero work? The two ICs could provide some firepower while waiting to walk into combat. I am not even sure to ICs can join the same unit, but until the new codex comes out I am really not sure what to do with these awesome miniatures. You'd think that they would at least make them useful since they are supposed to be super cool relics! I read this thread while putting them together and took Bob-Bot's advice about the TH and LC distribution!

 

from what im reading in the rule book it sounds like two IC's can join a squad. i deduced that where it says "IC's can join squads" (barring special restrictions) and "IC's can join each other to form powerhouses". so if an IC can join a squad and another IC, that equals multiple IC's joining the same squad. in the current codex captains chaplains and librarians can lead terminator squads, so i think we're good. im sure the more exprienced brethren will correct or verify. hope i helped.

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Any HQ that can take terminator armour can take a terminator HQ (worth noting that you can take a squad of 4 in this case). As for two ICs joining one squad, *I think* you can only do it for command squads.
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  • 2 weeks later...
5 Close Combat Terminators with Lightning Claws + Chaplain with Termie armor + Libby in Termie Armor + LRC = The saddest face you will ever see.

 

You're already quoted in my sig... stop being so damn funny

And too boot that is only one HQ selection, scuse if someone said this before, I skipped everything else when I saw this...

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I recall a game I played not too long ago with a guy who tried the assault terminators with lightning claws, a thunder hammer and a chaplain. He autolost because he had nothing that could kill my dreadnoughts (I had three of them) and I was about to kill his LRC on turn 3. If you are going to take Terminators, make sure they are properly supported.
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I recall a game I played not too long ago with a guy who tried the assault terminators with lightning claws, a thunder hammer and a chaplain. He autolost because he had nothing that could kill my dreadnoughts (I had three of them) and I was about to kill his LRC on turn 3. If you are going to take Terminators, make sure they are properly supported.

 

A thunder hammer could have hurt the dreadnought. I keep 2 now.

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