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Are Terminators viable in an 8th edition RG army?


Trask

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Hey all,

 

Just getting back into the hobby, and looking to build an army of RG. I have stacks of Terminator models (both assault and shooty). Do they have any place in 8th ed. RG forces?

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Termiantors are generally overcosted currently, however in 8th you can expect constant point adjustments in form of the Chapter Approved books (and apparently the big FAQs too) so that can change any time.

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Termies have ALWAYS been overcosted in and edition imo. So assuming you like them for the cool factor, I always had a couple squads in the old days ready to go .... Raven Guard SftS give you an excellent opportunity to double down on prime placement ability and gives them a breath of survivability at >12 inches.

 

Admitted I’d usually go with Deep Striking them as part of a Beta strike, but having potential to Alpha Strike rerolling the Charge is awful tempting.

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Thanks very much everyone, appreciate the feedback. I've started ripping off lightning claws to put on VVs. I might paint them purely for the points value in the upcoming ETL ;)
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  • 2 weeks later...

I'm going shooty with my units of Terminators, with Cyclone Missile Launchers.

 

I'd give a kidney to be able to mix and match shooty and choppy Terminators in a single squad.

Like you could in 3rd edition. Or like every other marine codex but Blood Angels can do. Yeah me too, friend. Me too.

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Only Dark Angels and Deathwatch can mix and match terminator wargear, unless you are talking cataphractii or tartaros.

Grey Knights and Chaos Marines as well. And I know last edition, Space Wolves could too, and I'm betting they will again when they get a codex. No marine book arbitrarily splits their close combat and shooty options besides vanilla and Blood Angels.

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I've looked at adding a Watch Captain or Librarian in TDA and a squad of Deathwatch Terminators to my collection, but haven't been able to choke down that points cost yet, nor have I been able to justify the single Kill Team tax for a Patrol Detachment.
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Mine are getting added to my Deathwatch.

 

Because why WOULDN'T I take a 5 man squad with 3 assault cannons?

 

I'm waiting until the Codex comes out to make sure that is still a legal loadout.

 

Terminators with 3 Assault Cannons and two Storm Shields sounds way too sexy. You could even give the AssCannon ones Power Lances (mounted on the AssCannons) ... and no I don't care that other things might be stronger or more logical. I now want such a unit allied to my Blood Angels. :D

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Only Dark Angels and Deathwatch can mix and match terminator wargear, unless you are talking cataphractii or tartaros.

Grey Knights and Chaos Marines as well. And I know last edition, Space Wolves could too, and I'm betting they will again when they get a codex. No marine book arbitrarily splits their close combat and shooty options besides vanilla and Blood Angels.

 

 

:whistling: ...I totally forgot about wolf guard and I didn't even think about chaos!  Grey knights are kind of an exception, as their power armored guys are armed the exact same way as their terminators.

 

Still, being able to mix lightning claws in with the shooty options on tartaros is decent alternative to regular tactical terminators... although storm shields and thunder hammers would be better.

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Termies have ALWAYS been overcosted in and edition imo. So assuming you like them for the cool factor, I always had a couple squads in the old days ready to go .... Raven Guard SftS give you an excellent opportunity to double down on prime placement ability and gives them a breath of survivability at >12 inches.

 

Admitted I’d usually go with Deep Striking them as part of a Beta strike, but having potential to Alpha Strike rerolling the Charge is awful tempting.

 

2E Wolf Guard. IIRC,they could take both an assault cannon (S8, -3 save, d10 wounds, 3 sustained fire dice) and a cyclone missile launcher (twelve shots, S8, -6 save, d10 wounds) as a unit of 5-20 with a 3+ save on 2d6. That one unit could be your entire force and if you somehow lost it you gave up...

 

... 2 victory points.

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Yeah I had that Space Wolf army in 2E. Two squads could wipe out an entire army of Tyranids ... that then completely came back on the board. Epic ... and broken. Transition to 3E was a special time for the game. The entire game changed. Whole armies changed the way they played.

. . . Sound familiar?

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My only real complaint with 8e, having missed 6th and 7th all together ... Melee resolution. I don't understand what was so "difficult" about using comparative WS to determine the "to hit"? It makes no sense to me that it is as equally difficult/easy for a Marine to hit a Fire Warrior as it is a Banshee in hand to hand combat? Some things we just live with for playability I suppose.

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My only real complaint with 8e, having missed 6th and 7th all together ... Melee resolution. I don't understand what was so "difficult" about using comparative WS to determine the "to hit"? It makes no sense to me that it is as equally difficult/easy for a Marine to hit a Fire Warrior as it is a Banshee in hand to hand combat? Some things we just live with for playability I suppose.

It was to speed the game up.

 

You only have to remember 1 WS value, instead of having to consult a chart every time you face a different unit.

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Yeah it's just to speed up things. And I honestly don't mind. Things that were good in melee did hit most things on the same result most of the time anyway so having a fix value instead is not much different and same goes for things that were bad in melee (T'au hitting everything on 5+ now and then and getting hit by mediocre units on 4+ and better units on 3+ for example).

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