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Terminator squads?


Zon

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Hey all. Just wanted to ask around if anyone's had experience with running terminator squads. I'm talking the elites choice, not adding terminators into veteran squads, I already know how awesome that is. I've been toying with taking a barebones squad alongside a terminator captain with banebolts as secondary deepstrikers of sorts. They can drop alongside a big kill team Beaconing in or even drop somewhere else to split focus.

 

How have these guys played out for you with the beta bolter rules? The idea of deepstriking in and melting a unit with 24 vengeance rounds seems pretty epic, but even barebones they're not that cheap with the captain and I'm worried they'd just get one volley off and die every game. Honestly the biggest toss up is whether I should just put the points into two 5-man bike squads for more mobility and essentially double the firepower since I'd be getting two units for one. The worry there is the bikers just getting blown off the board before they can do work, since they wouldn't deepstrike.

 

Thoughts appreciated. Cheers

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They should work fine.  They essentially do the same thing as our troops, but with less efficiency per point in a less useful elite slot instead of troops.

Theyre never optimal, but if you like the look, they wont handicap your army by any means.  5 terminators in cover on an objective is a tough nut to crack.

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I'm going to be doing the same. Getting ready to place an order to bring 2x TDA squads w/SB & 2x CML each. My plan is to plant them into cover with my pair of TLLC Ven Dreads and my Primaris Capt. and use them as a fire base to cover my two deep striking 'Inter-Blaster' Fortis KT's that will be accompanied by a TDA Capt w/Bane Bolts & TH and a TDA Libby. Then have them start moving towards a mid-range fire base since they'll keep their Bolter Discipline even when moving. 

 

Each TDA squad will have 5x SB, 2x CML, 4x PF & Sgt w/CF for a total of 20 SB shots & 4+ CML shots each. It may not be the most efficient or min/max unit, but in my case the 'Rule of Cool' takes over - and they won't be bad units either. Each squad is 258pts (as I'm taking them) and I'm fully expecting them to make up more than their points in kills just like my 'Inter-Blasters' do.

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Thanks for the input, all. From what I gather consensus seems to favor them as more defensive units than the offensive role I planned for them to fill. The double cyclone squads in particular seem very hardy and respectable in output. Deepstriking with vengeance rounds is one thing, but rapid firing kraken at 30" seems to be tried and tested.

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I recently have jumped on this for fun and fluff games. 5 with power mauls is only 160pts. The DW power mauls, which look a bit big on veterans, look amazing on terminators. The size fits really nicely. That gives you 10 wounds with a 1+ in cover. 20 shots all the time with the beta bolter rules.

 

Though 5 bikes with a Storm shield and extra storm bolter is a better use of points, unless you need a unit to sit on an objective.

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thinking of doing the same, but was determining a weapon loadout. Maul // lance seems a solid choice, have the idea of pairing them up with chaplain dread, that would be a solid distraction but im only brainstorming
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I was also considering adding another 5man TDA squad w/5x SB + 5x Melta-Fists and having them DS in w/the TDA SB/TH Capt & the TDA Librarian and the 2x 'Inter-Blaster' Squads. 

 

They unit comes in right at 250pts and would lay down 20 shots of Vengeance SIA and then have 5 melta shots. I'm thinking if I placed them right they may be able to take down a high value or a tank on the turn they come in (or both if I split fire and the dice gods smile on me). The only thing I'm worried about is if they'd live past my opponents next turn and if I'd be able to get their points value in kills before they got wiped out or not. 

 

Either way, they would look damned cool and they'd be a fun unit to drop in. I think I have the spare parts to put them together (not sure I have enough chain fists & melta-guns yet though). 

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