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Terminator Weapon combat weapon loadouts


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33 replies to this topic

#26
RolandTHTG

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I'm still tempted but the Mauls getting to S8 on units that are base S5, from Bile or other features.  Wounding marines on 2+ is tasty. 


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#27
Putrid Choir

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I will go Axes still on my blightlords. Axes match my flails now, +2S and -2AP.

#28
Jings

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We've also yet to see what Chainaxes do, we know that chainswords give -1ap hopefully axes get a difference like they (currently) do

 

I wouldn't cross your fingers. +1A is a similar bonus to +1S (probably a bit better tbh). I think both are going to become 0/1 point options each with no changes apart from the Chainsword gaining AP-1. 


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#29
Iron Father Ferrum

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My combiplasma Terminator squad is keeping their axes. S6 is sufficient for T4 targets, but it also wounds T5 units on a 3+ -- something that swords cannot do without stratagem help -- and I imagine we're going to see plenty of T5 units popping up in the very near future coughheavyintercessorscough.

My combimelta Terminator squad is also keeping their mauls. Originally they were so equipped because that was what was left over, but now? Now they hit at S7. Most vehicles are T7. With meltas, they're anti-vehicle squad. It just fits, and it's a lot cheaper in points and cash than rounding up enough power fists to re-equip them.

Edited by Iron Father Ferrum, 15 September 2020 - 06:45 PM.

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#30
Squike

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A mix of swords and axes I think, be interesting to see if they are all pointed the same, as I think that will decide it.

#31
Cheex

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Shame about the power mauls, though them going up to D2 was always a bit of wishful thinking. Still, S7 isn't so bad, but I think the AP of the other weapons will be more frequently useful. I'm thinking axes are the best balance here: easier to wound T5 (i.e. Gravis armour), with sufficient AP to work well against most targets. It'd still be worth sprinkling in a chainfist or two for the added Damage, IMHO.

 

I don't see my Red Butchers changing (2x pairs of lightning claws, 2x chainfists, 4x chainaxes). They're already S5 base and if I need the AP there's a strat for that. But they're a bit of a fringe case.


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#32
MegaVolt87

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I would prefer if they did something more radical/ different with mauls. Maul with no strength boost, AP-4 but an additional would for every unmodified base wound roll of 6. 


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#33
Xenith

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I'm still tempted but the Mauls getting to S8 on units that are base S5, from Bile or other features.  Wounding marines on 2+ is tasty. 

 

Wounding marines on a 2+ sure is nice, but the 2 worse AP of the maul leaves more marines alive despite the easier to wound roll. 

 

You're causing 25% more wounds than the sword, but MEQ are passing 200% more saves.

 

Even against vehicles, going from 5+ to 4+ to wound v T7 is countered by the change from 4+ save from the maul and 6+ save from the sword. 


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#34
Cheex

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I'm still tempted but the Mauls getting to S8 on units that are base S5, from Bile or other features.  Wounding marines on 2+ is tasty. 

 

Wounding marines on a 2+ sure is nice, but the 2 worse AP of the maul leaves more marines alive despite the easier to wound roll. 

 

You're causing 25% more wounds than the sword, but MEQ are passing 200% more saves.

 

Even against vehicles, going from 5+ to 4+ to wound v T7 is countered by the change from 4+ save from the maul and 6+ save from the sword. 

 

 

Pretty much exactly this. Mauls need to be a point or two cheaper than swords/axes for them to be worth it IMHO, but even then, on a squad like Terminators you'd be better off skimming points from elsewhere to make them killier. If you need a budget option, get a chainaxe.

 

Shame they didn't go to +2S, -1AP, 2D like the crozius. Hell, I'd even sacrifice the AP for that damage. That'd give them an interesting niche rather than just being a slightly-better-but-more-expensive-chainaxe.






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