I run two Ballistus and one Lancer as the foundation of my anti-tank. I'll fire the two Ballistus first and if they average out the damage then they've done enough to nearly guarantee the lancer finishes the job. If they spike and kill the target then the Lancer can aim at something else, with a good change at one shotting it. Usually none of these are my OoM target. So the rest of my army can converge fire on that. Once most the enemy anti-armour is finished the Ballistus can move up and support objectives in the mid-field.
That stormlance dark angels list from the other week has been some of the most fun ive had on TTS the lion is very fun as a vanguard unit for terminator waves
Hell yeah, I was really surprised to see Storm Lance working so well in DA. I wish the Ride Hard, Ride Fast could work on infantry😂 “Life could be dream” 🔥
@@Kaldoran54 Dark Angels are crazy. I have 9 lists in the pipeline with 5 different Detachments, shooting, fighting or mixed. I have no time for other army's. xD
@@Kaldoran54 I was (positively) shocked as I saw the Stormlance list. That must be a joke right? Only Melee, not one mounted unit in a detachment for riders? but it makes perfect sense. Advance and charge all the time is nice but the reactive move of flat 6"... you can avoid or force engagements to your terms. brilliant.
Space wolves here. Ballistus, regular termies with storm bolters and a frag launcher, 2 wolf guard termies, ballista, brutalis, and a redemptor dread. It's a point and destroy "that direction". The point change was fantastic for my army
For Terminators, while not the most competitive unit, I have been really enjoying running a squad of 10 of them with a captain. (5 just never seem to do anything, as soon as you loose 2-3 they barely do anything). I run the Deathwing Terminators in the Inner Circle Detachment. What I do against shooting armies, is that I deepstrike turn 1(enhancement) in the middle of the map, with access to cover. Shoot some smaller units. Then on the return, they dont want to get too close which gives me board control, when they decide to shoot them, they have to expose their units. I use 1 CP for Armor of contempt and use the free CP for the -1 to wound stratagem. This combo is cover means that I am -2 to their AP and -1 to wound on terminator profile. This makes them ridiculously tanky ( you can run some maths, but its stupid). Then they do far less damage than they expected and only kill a couple terminators. Termies are free to charge in and wreck mayhem. My hellblasters and other shooty units move up and conter attack with devastating force. So I get massive board control, 10 terminators in the soft underbelly of my opponent and a lot of dead enemies. I have done this 5 times and 5 times it was a decisive Dark Angels victory. Mind you, it does not work as well against melee armies. But the fight on death stratagem, reroll to wounds and +1 to wound on objective gives you enough to trade very well. I love terminators and have been trying to find a way to make them work well in 10th edition. This has been the absolute best I found. I liek the shooty version because they can clear out screens and chaff that would block my charges.
This does look like a very functional and powerful combo! Have you found it difficult to play against armies with a lot of fast screen or infiltrators that could make DS turn 1 problematic?
@vfminiatures infiltrating units aren't bad. Infiltrators on the other hand are. But I have seen that the 3 inch deepstrike threat from 10 terminators generally makes the opponent put his infiltrators on his home objective more than the midboard
Haha, yeah! Unfortunately our golden boys are really locked into playing the same variations of lists over and over again and despite the fact that I thoroughly enjoy playing those lists I’d appreciate having more variety. Custodes now have some of the worst internal codex balance of all factions I think. And thank you Charm! I sincerely appreciate your compliments🤗🤗🤗🤗
Termie bolters hitting on 2s with oath is often a bad idea as the unit generally choosing to charge into the oath unit to maximise the power fists. Great to hurt a nearby soft unit and charge something fists like is a nice combo though.
@vfminiatures sorry I meant to add making the charge potentially extra hard if you shoot the unit you want to charge! Thanks for all the vids and effort!
No worries and thank you! I understood what you meant - I think where it might be still worth it if you are relatively close to an elite unit that will maybe lose 2-3 models from the shooting but you have 4-5 models in min charge range so killing that won’t in any way hurt your charge probability
Suppressors are nice in Anvil Siege Force. Drop them in the enemy's rear and sit them there. Hitting on 3's with +1 to wound they can do decent chip damage to vehicles and even wound Terminators on 2's.
I run them in anvil and they've been really useful. I usually just stand them still first couple turns for that +1 to wound, then make it to objectives because they're speedy.
@@vfminiatures I ran it against GSC and it had enough shots to do some work, but when I ran it against deathguard it did nothing - I was hoping that +1 AP would help kill Terminators and plague Marines but it didn't.
I played 2 Ballistus with 1 Stormspeeder Thunderstrike lately and it works just fine. The speeder also helps my Hellblasters. As a buffing unit the Thunderstrike is nice, also rly fast and with deep strike you can create a bit of space at the start of the game. But it dies rly fast. If the enemy wants to cripple your anti Tank shooting, he focus the speeder first. If you have a lot of mid strength shooting the speeder will help you, if not take two Lancers, they are just crazy good but a little bit boring for me.
GW needs to update all the basic Space Marine models before redoing every faction.* That Terminator in the bottom right @ 5:30 just looks sad compared to his Primaris brother located above him. *Space Wolves need a huge Primaris upgrade sprue LAST YEAR, and probably needed it the most of all chapters. They're Space Vikings with a wolf motif, coloring them ice-blue in no way makes me think of Vikings. Most Imperial Space Marines have already gotten a new upgrade sprue, though it could be something bad like they're not getting a complete overhaul, so their new upgrade sprue was rushed to market. The Raven Guard, White Scars, Salamanders, Iron Hands, and Imperial Fists have all gotten new upgrade sprues without a range refresh. All the upgrade sprues for them are pretty poor (though IF just need a coat of yellow paint and then a fist decal, they're not visually unique). Blood Angels is mid range quality, nothing really special. Then the Dark Angels and Black Templars are pretty good upgrade sprues, with the BT taking the top spot. No new SW or UM. The SW should mostly be pelts and totems. Their Primaris just sucks, and their Astartes, while better, has a single pelt. Even though I'm a GK fanboy, they get no love and don't need an upgrade sprue, just a refresh. The Custodes have been having a 10,000-year pity party but have a huge selection of minis, that haven't ever done anything in lore.
Terminators are Unit you have to commit. 10 Deathwing terminators, with a Captain in Gladius are strong. If you give them support with strategems, they are killing mashines.
Running 3 Ballistus out of Anvil Strike Force felt great. Having +1 on their weapons + rerolls makes them super consistent, and with the Sustained 1 and crits on 5's strat that Anvil has, you can spike some crazy damage!
@@harrisonsaynor8568would be the same to say that ranged combat sucked because 10 overcharged plasma pistols wont kill a rhino on average tbh. Thunderhammers are now anti elite, not anti tank
@@Onkel_Ranger Lol 😂, first off what unit even has ten plasma pistols, second you seem to be missing the point here, a 360pt combat unit can't kill a fucking 75pt unit in combat, balance hello?
Do you ever tryed an 2k Ironstom list? 3x Techmarines 5 Intercessors 2x5 Scouts 3x Ballistus 2x Brutalis 2x Redemptor 1x Carnis Rex pure Walker power...is this Meta? nonway! Fun as all? oh yeah...the face of your opponent? priceless xD
Do my eyes deceive me? Might my 10x terminators be more viable now? 😂 Chaplain with Tannhausers Bones says yes. Along with Righteous Crusaders with Lethal hits? Dont mind if i do
I’ve been playing a 30 Wolf Guard Terminators list since the new points dropped. Sort of meme list in a very competitive setting. Main takeaways from my experience, Terminators are still Mid. Run 10 with hammer and shield led by Logan and Arjac 10 standard shooting / power fist led by a battle leader/LT for lethal hits 10 with twin lightning claws led by a chaplain. The hammers have been a letdown for almost 6 games in a row. At 52 Wounds with 2 characters and a 6+ FNP I use them as the anvil of my list to brawl on center objective. They still die surprisingly fast and wiff their hammer attacks. The shooty squad is solid. Lethals make it a dangerous over watch threat. Performs as you’d expect. I use them to push through one of the sides. (Normally natural expansion for the angles) Finally 10 lightning claws with chaplain. Absolute MVP 50 attacks hitting on 2s against oath. Normally have sustained or lethals on. Re roll hits, S5, +1 to wound from chaplain, twin linked AP-2. Absolutely shred anything they get into. I use them as my hammer and rapid ingress them to support the shooty squad and push through the flank im targeting. Biggest feels bad game was going against a tau max crisis suit list that picked up an entire block of 10 terminators each battle round.
I run two Ballistus and one Lancer as the foundation of my anti-tank. I'll fire the two Ballistus first and if they average out the damage then they've done enough to nearly guarantee the lancer finishes the job. If they spike and kill the target then the Lancer can aim at something else, with a good change at one shotting it. Usually none of these are my OoM target. So the rest of my army can converge fire on that. Once most the enemy anti-armour is finished the Ballistus can move up and support objectives in the mid-field.
Suppressors points isn't the issue. They still haven't had a individual model release
I have 9, everyone just shoots them the moment i go into the open! Which always confuses me!
@@drewburnard They're trying to prevent that -1 to hit from sticking to them.
They just need an LT Suppressor to lead them 😂
@@HorizonIsHere1337Somewhere a GW exec just woke up with a brilliant idea.
Gulliman is great support and Damage 2 sweep. Feels really bad to fail the 3+ to rez him. Lion misses his -1 to wound and damage 2 sweep.
That stormlance dark angels list from the other week has been some of the most fun ive had on TTS the lion is very fun as a vanguard unit for terminator waves
Hell yeah, I was really surprised to see Storm Lance working so well in DA. I wish the Ride Hard, Ride Fast could work on infantry😂 “Life could be dream” 🔥
@@Kaldoran54 Dark Angels are crazy. I have 9 lists in the pipeline with 5 different Detachments, shooting, fighting or mixed. I have no time for other army's. xD
@@mathiasschulze6148 for sure the stormlance list was just perfect for my oonga boonga custodes/world eaters brain
@@Kaldoran54 I was (positively) shocked as I saw the Stormlance list. That must be a joke right? Only Melee, not one mounted unit in a detachment for riders? but it makes perfect sense. Advance and charge all the time is nice but the reactive move of flat 6"... you can avoid or force engagements to your terms. brilliant.
Space wolves here. Ballistus, regular termies with storm bolters and a frag launcher, 2 wolf guard termies, ballista, brutalis, and a redemptor dread. It's a point and destroy "that direction". The point change was fantastic for my army
For Terminators, while not the most competitive unit, I have been really enjoying running a squad of 10 of them with a captain. (5 just never seem to do anything, as soon as you loose 2-3 they barely do anything). I run the Deathwing Terminators in the Inner Circle Detachment.
What I do against shooting armies, is that I deepstrike turn 1(enhancement) in the middle of the map, with access to cover. Shoot some smaller units. Then on the return, they dont want to get too close which gives me board control, when they decide to shoot them, they have to expose their units. I use 1 CP for Armor of contempt and use the free CP for the -1 to wound stratagem. This combo is cover means that I am -2 to their AP and -1 to wound on terminator profile. This makes them ridiculously tanky ( you can run some maths, but its stupid). Then they do far less damage than they expected and only kill a couple terminators. Termies are free to charge in and wreck mayhem. My hellblasters and other shooty units move up and conter attack with devastating force. So I get massive board control, 10 terminators in the soft underbelly of my opponent and a lot of dead enemies.
I have done this 5 times and 5 times it was a decisive Dark Angels victory. Mind you, it does not work as well against melee armies. But the fight on death stratagem, reroll to wounds and +1 to wound on objective gives you enough to trade very well.
I love terminators and have been trying to find a way to make them work well in 10th edition. This has been the absolute best I found. I liek the shooty version because they can clear out screens and chaff that would block my charges.
This does look like a very functional and powerful combo! Have you found it difficult to play against armies with a lot of fast screen or infiltrators that could make DS turn 1 problematic?
@vfminiatures infiltrating units aren't bad. Infiltrators on the other hand are.
But I have seen that the 3 inch deepstrike threat from 10 terminators generally makes the opponent put his infiltrators on his home objective more than the midboard
Hammerstrike has a total of 7 shots. Been a fan of Stormspeeders at the start of 10th. Happy with points decreases on them.
Looks sadly from behind the dark Custodes corner of shame. If only we had more than 4.5 unit choices!! 😂
Another solid breakdown. You’re unstoppable!
Haha, yeah! Unfortunately our golden boys are really locked into playing the same variations of lists over and over again and despite the fact that I thoroughly enjoy playing those lists I’d appreciate having more variety. Custodes now have some of the worst internal codex balance of all factions I think.
And thank you Charm! I sincerely appreciate your compliments🤗🤗🤗🤗
Termie bolters hitting on 2s with oath is often a bad idea as the unit generally choosing to charge into the oath unit to maximise the power fists. Great to hurt a nearby soft unit and charge something fists like is a nice combo though.
Good point💪
@vfminiatures sorry I meant to add making the charge potentially extra hard if you shoot the unit you want to charge!
Thanks for all the vids and effort!
No worries and thank you! I understood what you meant - I think where it might be still worth it if you are relatively close to an elite unit that will maybe lose 2-3 models from the shooting but you have 4-5 models in min charge range so killing that won’t in any way hurt your charge probability
Shoot something else.
Suppressors are nice in Anvil Siege Force. Drop them in the enemy's rear and sit them there. Hitting on 3's with +1 to wound they can do decent chip damage to vehicles and even wound Terminators on 2's.
I run them in anvil and they've been really useful. I usually just stand them still first couple turns for that +1 to wound, then make it to objectives because they're speedy.
Do you mean speeders?
@vfminiatures my bad! Suppressors!
I do run speeders though too. I play crusade and hammerstrike has been a workhorse, and recently added a hail.
How do you like the hailstrike?
@@vfminiatures I ran it against GSC and it had enough shots to do some work, but when I ran it against deathguard it did nothing - I was hoping that +1 AP would help kill Terminators and plague Marines but it didn't.
I played 2 Ballistus with 1 Stormspeeder Thunderstrike lately and it works just fine. The speeder also helps my Hellblasters. As a buffing unit the Thunderstrike is nice, also rly fast and with deep strike you can create a bit of space at the start of the game. But it dies rly fast. If the enemy wants to cripple your anti Tank shooting, he focus the speeder first.
If you have a lot of mid strength shooting the speeder will help you, if not take two Lancers, they are just crazy good but a little bit boring for me.
GW needs to update all the basic Space Marine models before redoing every faction.* That Terminator in the bottom right @ 5:30 just looks sad compared to his Primaris brother located above him.
*Space Wolves need a huge Primaris upgrade sprue LAST YEAR, and probably needed it the most of all chapters. They're Space Vikings with a wolf motif, coloring them ice-blue in no way makes me think of Vikings. Most Imperial Space Marines have already gotten a new upgrade sprue, though it could be something bad like they're not getting a complete overhaul, so their new upgrade sprue was rushed to market. The Raven Guard, White Scars, Salamanders, Iron Hands, and Imperial Fists have all gotten new upgrade sprues without a range refresh. All the upgrade sprues for them are pretty poor (though IF just need a coat of yellow paint and then a fist decal, they're not visually unique). Blood Angels is mid range quality, nothing really special. Then the Dark Angels and Black Templars are pretty good upgrade sprues, with the BT taking the top spot.
No new SW or UM. The SW should mostly be pelts and totems. Their Primaris just sucks, and their Astartes, while better, has a single pelt.
Even though I'm a GK fanboy, they get no love and don't need an upgrade sprue, just a refresh. The Custodes have been having a 10,000-year pity party but have a huge selection of minis, that haven't ever done anything in lore.
I play suppressors a lot and let me tell you, they shred space marines
Terminators are Unit you have to commit. 10 Deathwing terminators, with a Captain in Gladius are strong. If you give them support with strategems, they are killing mashines.
In blood angels list Terminators aren't even close to BG in damage output
Running 3 Ballistus out of Anvil Strike Force felt great. Having +1 on their weapons + rerolls makes them super consistent, and with the Sustained 1 and crits on 5's strat that Anvil has, you can spike some crazy damage!
You have some real cojones to run anvil 😄 Glad it works well for you💪💪💪
Shockingly ten assault terminators dont pick up a rhino on average
Yes, that’s how stupid what GW have done with melee in 10th is 🤦♂️
That’s crazy!
@@Powaup yep do the math it's absurd, melee sucks in 10th dont care what anyone says
@@harrisonsaynor8568would be the same to say that ranged combat sucked because 10 overcharged plasma pistols wont kill a rhino on average tbh. Thunderhammers are now anti elite, not anti tank
@@Onkel_Ranger Lol 😂, first off what unit even has ten plasma pistols, second you seem to be missing the point here, a 360pt combat unit can't kill a fucking 75pt unit in combat, balance hello?
Do you ever tryed an 2k Ironstom list?
3x Techmarines
5 Intercessors
2x5 Scouts
3x Ballistus
2x Brutalis
2x Redemptor
1x Carnis Rex
pure Walker power...is this Meta? nonway! Fun as all? oh yeah...the face of your opponent? priceless xD
Haha, it does look intimidating for sure💪💪💪
Do my eyes deceive me? Might my 10x terminators be more viable now? 😂 Chaplain with Tannhausers Bones says yes. Along with Righteous Crusaders with Lethal hits? Dont mind if i do
I’d say the bones are definitely a key piece to make it work! Without them it’s still good but not anywhere near as tanky😂
You want an ancient with siggy seal and captain with t bones now that strategems impact enhancements
Fine I'll buy some surppressors ... errr . ... fine I'll buy some terminators.
😂😂😂💪💪💪
I’ve been playing a 30 Wolf Guard Terminators list since the new points dropped.
Sort of meme list in a very competitive setting.
Main takeaways from my experience, Terminators are still Mid.
Run 10 with hammer and shield led by Logan and Arjac
10 standard shooting / power fist led by a battle leader/LT for lethal hits
10 with twin lightning claws led by a chaplain.
The hammers have been a letdown for almost 6 games in a row. At 52 Wounds with 2 characters and a 6+ FNP I use them as the anvil of my list to brawl on center objective. They still die surprisingly fast and wiff their hammer attacks.
The shooty squad is solid. Lethals make it a dangerous over watch threat. Performs as you’d expect. I use them to push through one of the sides. (Normally natural expansion for the angles)
Finally 10 lightning claws with chaplain.
Absolute MVP
50 attacks hitting on 2s against oath. Normally have sustained or lethals on. Re roll hits, S5, +1 to wound from chaplain, twin linked AP-2.
Absolutely shred anything they get into. I use them as my hammer and rapid ingress them to support the shooty squad and push through the flank im targeting.
Biggest feels bad game was going against a tau max crisis suit list that picked up an entire block of 10 terminators each battle round.
@@tjwhalen4307 damn Tau…