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Cataphractii Terminators


Rommel44

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Hey mates. With the recent leaked updates for Terminators being revealed and the fact that they are going up to 3 wounds and overall having either a very minor point increase or even a minor point decrease in some cases, safe to say they are much more appealing. In the case of Cataphractii Terminators, that also seems to be the case so in your opinion, do you think Cataphractii Terminators will be worth taking in 9th Edition?
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I really believe so. Being able to teleport onto the table at a location to provide board control (or contest it if your opponent is doing similar) so the slower movement is mitigated will be crucial in their use outside transports (which are specific to certain builds of course).
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They were never bad to begin with? Cats were the only viable Terminators for C:SM for the entirety of 8e really, with other options only being viable for Dark Angels and Space Wolves.

Edited by Volt
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I've already been using them to great effect in my Dark Angels. A squad of 5 managed to tie up a Riptide an entire game for me :laugh.:

 

That's kind of lucky on your part to be fair. I've tried the exact same tactic, only to have the Riptide blow away most of the squad in its shooting phase. 

 

A third wound could make a huge difference in the short run, but I have a feeling the damage of a lot of weapons, game wide, is going to ramp up. 

 

So on the surface I think they'll be a good, solid choice, but my gut tells me the point adjustments might be just too painful to fit in your typical 2K once all the 'new wounds' in your army are accounted for.

Edited by Prot
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I've already been using them to great effect in my Dark Angels. A squad of 5 managed to tie up a Riptide an entire game for me :laugh.:

That's kind of lucky on your part to be fair. I've tried the exact same tactic, only to have the Riptide blow away most of the squad in it's shooting phase. 

 

A third wound could make a huge difference in the short run, but I have a feeling the damage of a lot of weapons, game wide, is going to ramp up. 

 

So on the surface I think they'll be a good, solid choice, but my gut tells me the point adjustments might be just too painful to fit in your typical 2K once all the 'new wounds' in your army are accounted for.

Stand Firm (A Deathwing squad gets +1 T) + Transhuman Physiology (only wounded on a 4+) = I only lost one model to the Riptide's shooting in two turns :laugh.:

 

Because a T5 2W 2+/4++ unit that can only be wounded on a 4+ is actually atrociously hard to injure :laugh.:. I almost felt like I was playing Death Guard again.

Edited by Gederas
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If weapon options in most armies are going up so much (so small arms diminishes in the face of multi-damage weapons) then Marines will be in a bad place competitively in comparison to armies with cheaper bodies on the table.

 

I still think small arms will be predominant. Although there have been a bunch of weapon changes, the only ones that are more efficient at killing Marines than they were are Heavy Bolters. Multi-meltas going to 2 shots just makes them better at killing vehicles, Heavy Laser Destroyers are better at hurting large targets and kill Marines just the same.

 

So I'm optimistic 3 wound Terminators will be good still.

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With the new stormshield rules I'm struggling to think of what niche cataphractii will fill.

They are more or less still in the same position as they've always been. Assault Terminators can't shoot, as Tactical and Tartaros Terminators aren't as durable. *shrug. They have always been a middle of the road option.

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Almost as tough as a Storm Shield Terminator, but can still shoot. In fact, against AP-3 or better they give the same survivability.

 

I like them in the centre of the table or a forward objective, tanking opponents' attention and trading fire with infantry.

Edited by Captain Idaho
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Ooo, you can let us know about the new Datasheet!

 

Your gut feeling on them is good in my view. Power Fists are good this edition.

 

What role are you aiming for? If they're marching up the table then Heavy Flamers won't be utilised as often so I'd say save the points and just go Twin Bolters. Of course, by marching I also mean potentially teleporting in on an objective and holding it, or advancing once you've done so.

 

I do use Lightning Claws on my larger squads, for cheaper wound allocation. Plus they look cool. Plus they carve through infantry handily enough too.

Edited by Captain Idaho
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Ooo, you can let us know about the new Datasheet!

Your gut feeling on them is good in my view. Power Fists are good this edition.

What role are you aiming for? If they're marching up the table then Heavy Flamers won't be utilised as often so I'd say save the points and just go Twin Bolters. Of course, by marching I also mean potentially teleporting in on an objective and holding it, or advancing once you've done so.

I do use Lightning Claws on my larger squads, for cheaper wound allocation. Plus they look cool. Plus they carve through infantry handily enough too.

If I get one of the new boxes I'll certainly let everyone know what the data sheet says! :)

 

As for battlefield role, I'm looking to deepstrike them onto objectives to take and then hold them. I like the anti chaff they provide while being durable and fighty. Plus, they can be a good candidate for the fall back and re engage strat for Ultras. They are durable enough to survive a charge from tough units and can then make good use of that strat.

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