The codex definitely neutered them. I just got into the tabletop and I’m playing DAngels and going from kitting out my 10 man squad to them becoming basically regular Terms felt like a huge kick to the holy globules.
I use a ten terminal brick with captain in sons of sanguinius every game. Strength 10 powerfists works very well with a +1 to wound from the free red rampage. Does well for me.
I was doing the same but I found their slow speed really hurts them, I'm switch to an aggressor block and a redeemer for extra 50 points. Also death company are far better at rapid ingressing
@drewbg333 I already was bringing DC. It's a blood angel army lol. And that's why you rapid ingress them. Aggressors die to easily with no invulnerable save. Death company are either in landraiders or start on the board and jump cover to cover.
Dude I was just looking over old videos you did covering these guys as 10th started and here you ARE making a specific video covering them! It's still a shame they didn't come down in points or go up in lethality.
Rapid Ingress can be a game changer. I've had a few matches go completely sideways with an All-of-a-sudden Terminator charge that's now only half the distance.
Terminators have been the best looking and most practical of the Space Marine units. And in the lore when they show up with their devastating firepower and almost impenetrable armor they can give hope to allies or bring despair to their foes. My favorite ones are the Tyrant Siege Terminators of the Iron Warriors or the Death Wing of the Dark Angels. Great video.
Thank you for doing this video. I’ve been building my 10 man terminator squad for a bit now lead by the terminator captain. Seems very strong in the right circumstances.
For a space wolf player there is literally no reason to take them except for thematic reasons. They are quite tough, but one squad with a leader costs more than a repulsor executioner. Thunder wolf calvalry on the other hand have the same stat line, but with 12” move, 6T, better Characters, a 3+ with 4+inv. instead of 2+ with 4+inv. being their only downside and all that for only 30 pts a model not 39. I play against custodes and iron hands a lot, and terminators have proven to be quite useless against any other elite units and vehicles where as, what my friends have dubbed, mounted terminators, are simply one of the most under-costed units in the game.
@Yortman11 depends on the detachment. Rn Decistator Centurions are a popular pick for Vanguard detachment. But yeah Terminators are more general use and Tankier over so they should not be cheaper
pretty hot take. Blood angels can teleport centurions around the board. Most other marines prolly take Terminators instead, cheaper, more wounds, invul, deepstrike. Love them silly missiles on the centurions though, krak missile with blast is silly, especially if you have plunging fire.
T5 3wounds on 4+ invuln isnt gonna save you as much as you think. Given the reduction in ap across armies a 2+ save for Centurions is comparable. Slow? Yes thats why we have deepstrike characters and vanguard detachments @@Yortman11
One benefit of Deathwatch Terminators is if you put them in a Proteus Kill Team, you can attach a Lieutenant to that unit and give their Cyclone Missile Launchers Lethal Hits.
Lieutenant AND Apothecary to revive Terminators and make Dark Angels even Greener with envy. Not to mention the all important sacrificial Veteran Biker in that squad back every turn.
@@stuartbanana5083huh? There isn't a terminator apothecary anymore in 10th If you're referring to the command squad, that's also limited to not being deathwatch, like op is talking about. And they're sadly being phased out. But they should bring the apothecary back as a leader, regardless of chapter.
I'm sure we'll see a new Assault Terminator squad. If you can't wait, the Lightning Claws/Thunderhammer & Stormshield arms from the old kit fit the new kit.
Thx soo much for this video. Forgot to notice that Gladius can also have +1 to wound roll if charge with the stratagem "honor the chapter" (and even +1 ap if assaults' doctrine). This detachment is not bad for terminators.
@@doctordoubledakka3939 Yep but fallaback and charge is the point. However the +1 to wound with "honor of the chapter" makes the termies at least playable for this detachement. Without it I will not even think to put it in my gladius list.
I know that they aren’t good but I’ve been on the fence for a while about getting the Salamanders Firedrakes from Horus Heresy as a terminator assault squad. For one I just think the heresy era terminator patterns all look 10x better than the Indomitus but also it’s the only unit I’ve seen where they are *all* left-handed. I’m sure that in the lore all marines are ambidextrous blah blah blah but there’s something special about actually *seeing* marines with the same dominant hand as me for once.
The problem I have with them is damage output. A big 10 man brick with a captain is a big points investment and when you run them into something big like a greater daemon or a c'tan they just can't kill them. It's a real shame...
18:25 I mentioned this a while back, so long as you do not have your units in Strategic Reserve, you can Deep Strike turn one. The only thing that enhancement does is protect your deep strike from any mission rules that might delay reserves. The Raven Wing and Storm Lance early Strategic Reserve arrival is a much better enhancement (Space Wolves have something similar, but it escapes my recollection).
@Seti12345 Yeah, maybe I'm just biased because every time I try to use them, my 5 man squad with Helbrecht and an Apothacary is a 2 man squad at most by the time they get to melee.
Just won my first 4k 2v2 game against knights and Tau using an imperial fist darnath Lysander 10 man terminator brick with an ancient with the Blade Driven Deep to start turn 1 into their deployment zone. It was glorious!
I play Black Templars with Tenhauser's Bones on a Terminator Captain giving them a 2+ 4++ and 5+++. This with free armour of contempt from the captain and re-rolls out of deep strike make them suepr useful. It also eats up a ton of points that helps a newbie like me only have to remember a couple datasheets 😂
I'm actually painting up 10 Termies right now, a set of five were from the launch box, then picked up another five. Definitely not optimal but flexible loadouts, and can just pull the models that aren't relevant to the situation. 1st squad: SW: Cyclone ML Melee: 1 power sword, 2 PF, 2 CF 2nd squad: SW: Autocannon Melee: 3 PF, 2 CF
2nd Edition Player here…Terminators were my first big investment as a young gamer girl. I loved Dark Angels and i saw all these great 1st edition and Space Hulk Art works for the Death Wing. I wanted My Terminators to be my big unit. I got the basic Terminator Box… with the Flamer…but everyone else had Assualt Cannons, rolling a d10 for attacks. I saved my money and found in the Citadel Catalog the assault cannon terminator…i couldn’t afford another box of 5 when i was 14 yrs old. First Battle i rolled a 1 and blew up. 😢😢😢 17:15
2nd ed was great....except all the power gamers were running Wolf Guard terminators each with assault cannons and cyclone missile launchers....dumping all 12 cyclone (krak) missiles produced, IIRC, a 6" AoE. That eventually got patched for obvious reasons.
Firestorm Detach - Terminator Chaplain with an Assault Terminator Squad (4 Claws + 1 Hammer). Chaplain gets the Enhancement "Forged in Battle". Once per Turn change the Result of a Hit or Saving Throw to a 6. That's pretty handy combined with the OoM.
"Thick adamantium plating " Judging by how fast they go down in books and games I have come to the conclusion that "adamantium" is just low-gothic for bronze .
One thing to consider about assault termies vs regular termies is that the regular ones have the storm bolters and all their special guns help vs hordes. So unlike the assault termies, you can have anti swarm and still punch up to tougher units in melee. It's hard to justify lightning claws for assault terminators when 4W termies is on the table as an option. But without any claws, your expensive terminator unit risks getting bogged down with swarms. They need more force protection to get their job done.
I've run a squad of 5 termies (Fists + Cyclone) in Firestorm with a Librarian + Forged in Battle. The +1S makes the Storm Bolters significantly better and the Forged in Battle 6 is handy for either the Cyclone getting a sustained hit (works for Overwatch too, I believe) or to clutch a save when you need it vs a big hit.
I will always love terminators but they always seem to be in need of a bit of an adjustment of one sort or another. Either a bit more damage output, a bit more toughness, a bit of a drop in points; I don't think it's ever been perfect. The biggest issue they face though is covered well in this video - the SM line has a wealth of miniatures and there is no shortage of options that are viable competitors. Still, I'll always have my Deathwing on hand to swoop in save the day (or die trying ; )
i love a big pack of 10 Deathwing Terminator with a librarian , if you target Oath of moment that 40 storm bolter shot 4D6 blast missiles , with Sustain Hit 1 that hit on 2+ rerollable completly destry any medium or light infentery at the shooting phase , followed by a charge phase that is also very effective
I love my terminators Had such a fun winning moment with 1st company task Mission was the one where 1 final no mans land objective is leftmy bladeguard captain was the last living guy on the last middle objective. I go first on round 5, deepstrike strat and drop my big 10 man+captain block right on the objective around that loan captain Allowed me to score 15 points and deny my opponent 15 at the end of the game Without that re-deepstrike strat, i wouldnt have been able to prevent him taking the final objective for 15 Fun fact, i never once used my Extremis level threat ability 😂 I COMPLETELY forgot about it
I think Lightning claws on assault terminators are pretty underrated. Since termies are good against elite and battleline infantry ...the claws with +1 to wound from Chaplain is usually enough. and thos twin linked rerolls are pretty effective with oath. You could use 1 or 2 of the squad with hammer and shield for the first save rolls.
I just completed an Assault Terminator squad by fitting the arms from the old kit on the new Leviathan models. The good thing is that GW have only lengthened the torso, so with a tough of plasticard work, the Lightning Claw, Shormshield and Thunderhammer arms match the Leviathan Terminators just fine! I also have someone sculpting a bigger version of Lysander's stormshield for leading my Assault Terminators... Lysander will be a conversion of the Leviathan Terminator Captain, with a different head and some extra details.
@@theviewbot It's pretty easy... you do need to remove the U-shaped lip and replace with a circle of plasticard, just so the flat joint holds the arm a little bit away from the body (so the shoulderpads fit on). I also pinned the arm for extra strength (drill a hole, fit a paperclip).
I play space wolves using gladius. Squad of 10, two missile launchers, combi weapons with power fist. Captain with fire discipline and battle leader. Sustained and lethal on 6s, 5s during dev. Big points investment but loads of fun.
Loved the WG terminator with flexibility with they loadout, PF + stormshield also lethal hit from WG battleleader is really threatening, also arjac and logan have good abilities to wrecking havoc
The regular Terminator squad will never get the nod in output comparison so their role will never be big midfield damage dealer (like aggressors for example). Their strength lies in their input flexibility and deep strike capability. A really cool combo i like to field is 5 dudes with chainfists and missile launcher supported by a librarian with forged in battle. The libby gives them sustained 1 and with forged in battle you are guaranteed 3 S10 missile launcher hits within 12". Thus their prime targets are T9 vehicles like nightspinners in the opponent's backfield. Their Bolters go up to S5 as well. Since their Power fists are rather bad against the field i like to take chainfists. Against the Oath target they hit 8/9 attacks again but have the capability to wound every vehicle reliably. Lastly Forged in Battle capitalizes on their input capabilities, making them surprisingly tanky. I recommend testing this 270 pts unit in your games.
I wish they let you customize their loadouts more. I love HH 1.0 where I could kit out my Salamander Terminators with 3x TH/SS and 2x CF and Combi Meltas.
Claw Termies in Sons of Sanguinus detachment. Librarian as the character 6As each. S7 AP2 with Sustained. THey have twin linked so oaths target gets full rerolls. Lance and Lethal for 1CP. They're solid for Blood angels.
About to watch but to be honest I use Gravis Armour now in its place 90% of the time. Basic terminators are just very low power. And Assault terminators are decent on the melee output, but can be a pain to get there at times.
I have tried Captain, Chaplain, and the Ancient. They are all good options, though IMO the Captain is too expensive to have off the board waiting in deepstrike. - that's points better spent on other things. I do prefer the ancient though. This allows them to have the OC to threaten battle line units and doesn't feel so much a waste of points off the board half the game.
A hard counter to termies if you're also play marines is inceptors, they can easily counter deepstrike and gun them down. The special rule that lets them come in within 3" is a brutal play. Also Tau plasma rifle spam can ruin your day...Ask me how I know 😢
The nerfing of Chainfists and Thunder Hammers hits pretty hard, these were once iconic weapons within the 40k setting but are now little more than tooth picks compared to some Primaris Marine armed with a generic sword / power fist.
Definitely need to go to 3 damage on Chainfists and TH's. THs are no problem since its a different datasheet. But then how to balance Chainfist vs. Power fist? Unified points costs had kinda been a nightmare for cases with verrry similar wargear. Honestly I would be fine if they rolled them both into one strong profile and just made it an aesthetic choice.
I think another thing that hurts them is Gravis units having T6. 2+ saves is nice, but it feels much easier to counter than an extra point of toughness.
I would disagree, 2+ beats +1 toughness in most cases. No infantry unit is as tough and hardy as the terminators u have to consider, t5 (not behd) 2+ save (cover saves + AOC ohhh yeah) and then the 4++ invul, then you need to knock 3 wounds off 10 models. the chonk of the 'nators can never be underestimated, keep rippin em!
Personally I love terminators. I will always bring them no matter how bad they are. I’m a Crimson Fist so they just work for me theming wise and even though they don’t perform as well as I want they have done some amazing feats such as killing a Warhound Titan in melee with Chainfists. Also I just finished kitbashing the new multipart Termie Captain into an ancient and I can’t wait to play him since his rules are actually pretty good
I had one Terminator fight against a Necron lord for three rounds of combat. They kept hitting and making their saves on each other. Third round though he was suffering from his previous wounds and lost.
I Wish Deathwatch Terminators got 3 Heavy weapons Per 5, but alas, it’s Up to Three May have them. Makes it worth it to usually only do smaller 5 man squads. But a big brick with 6 Cyclone Missile Launchers And a Librarian for Sustained hits? I’d try it!
Terminator characters are pretty good, though. A Librarian, for example, gets an extra wound, an extra point of T and a 4+ invulnerable. Pretty conveneint for the points difference.
Speaking as a Tyranid player, I find Terminators to be very strong enemies. I have piles and piles of dead Genestealers, Hormagaunts and Termagants to prove it.
My termie brick has always been the MVP in my armor. One shot a Ctan and power fist the Silent King to death all in 1 turn. Then destroy 6 Wraiths in the next turn. Nothing can beat 10 WGT (Space Wolves) with a battle leader and captain with Bolter Discipline.
The main problem with them right now is that they’re slow bulky melee units that suffer when trying to kill anything besides light infantry with shooting. At that point you might as well get a vehicle that’s tough enough to hold back enemies for a few turns or invest in 10 dc jump packs so you get melee potential with a movement score that isn’t pitiful. They either need a significant buff or a points drop to be worth looking at
So, i'm thinking about getting a fresh new box of termis (next to my ones from leviathan) and use them with lightning claws, maybe as wolf guard terminators. Any tips if they worth it?
@@Zeratoi disagree, the new ones does their name justice , they actually look like knights plus their helmets are dope af … only thing I would change is maybe get hoods for them
Terminator characters run on there own can be fairly reasonably priced deeps trike scoring units for tactical missions that are difficult to screen as its 1 base and fairly tough to kill especially when used as a secondary role to attack chaff units on home objectives or to set up as a trading unit (logan is great for this). But otherwise I have found terminator units to be disappointing.
With Primaris shooting can't help but feel some AP- should have been added to assault cannon and storm bolters. Plus the sergeant power sword beefed up. The numbers are disappointing for such an iconic and now well-modelled unit.
Does anybody knows when are coming the updated miniatures for the Assault Terminators or if a mini upgrade kit will be released so you can turn standard Terminators to Assault
Strong. 10 man with a chaplain or librarian is great once assault terminators get revamped I’ll be running 10 with the chaplain and 2 squads of 5 with the librarian and captain
When my squad of 5 thunderhammer terminators+ captain did 1 wound against a necron doomsday ark, I knew 10th edition was a different game than 9th.
Gotta get those chain fists mah boi
My love of termies is what drew me to 40k
Deathwing is the reason I play DAngels
Such a shame about the codex.
The codex definitely neutered them. I just got into the tabletop and I’m playing DAngels and going from kitting out my 10 man squad to them becoming basically regular Terms felt like a huge kick to the holy globules.
I'll still use them no matter what, rule of cool and all that.
Finally someone sensible
Reivers. Terminators. Servitors.
I might lose, but at least I'll have fun.
Amen.
They are to 40K as cheese is to the burger.
The only way to play the game
Its the warp spiders 30th birthday today say happy birthday to the oldest? Unchanged model
if rumors are true new version is finally coming :)
@@peters6345 If only we can get some Catachans too.
They at least got a resin update. Essentially a re-master. I am 90% sure the oldest unchanged model in 40k is Ezekiel.
Wow that makes me feel old. I remember when they first came out, they looked pretty good for the time 🤣
I use a ten terminal brick with captain in sons of sanguinius every game. Strength 10 powerfists works very well with a +1 to wound from the free red rampage. Does well for me.
(Quietly packs up Hormagaunts, sneaks away)
I was doing the same but I found their slow speed really hurts them, I'm switch to an aggressor block and a redeemer for extra 50 points. Also death company are far better at rapid ingressing
@drewbg333 I already was bringing DC. It's a blood angel army lol. And that's why you rapid ingress them. Aggressors die to easily with no invulnerable save. Death company are either in landraiders or start on the board and jump cover to cover.
That's not vanilla terminators 🤡
Sounds like something that can be easily held up by hordes of chaff.
My entire army is terminators, dreadnoughts, and one sternguard veterans squad
My dream army, i just got the chaplain in terminator armor to my 10 terminator squad but i dont have any dreadnougth or sternguard veterans
Blessed
Honestly, that sounds awesome.
You aren't convincing me that doesn't work. Hell yeah
🔥🔥🔥
Dude I was just looking over old videos you did covering these guys as 10th started and here you ARE making a specific video covering them! It's still a shame they didn't come down in points or go up in lethality.
Rapid Ingress can be a game changer. I've had a few matches go completely sideways with an All-of-a-sudden Terminator charge that's now only half the distance.
I agree, being able to Ingress behind terrain and have a nice short charge is lovely.
Terminators have been the best looking and most practical of the Space Marine units. And in the lore when they show up with their devastating firepower and almost impenetrable armor they can give hope to allies or bring despair to their foes. My favorite ones are the Tyrant Siege Terminators of the Iron Warriors or the Death Wing of the Dark Angels. Great video.
Thank you for doing this video. I’ve been building my 10 man terminator squad for a bit now lead by the terminator captain. Seems very strong in the right circumstances.
For a space wolf player there is literally no reason to take them except for thematic reasons. They are quite tough, but one squad with a leader costs more than a repulsor executioner. Thunder wolf calvalry on the other hand have the same stat line, but with 12” move, 6T, better Characters, a 3+ with 4+inv. instead of 2+ with 4+inv. being their only downside and all that for only 30 pts a model not 39. I play against custodes and iron hands a lot, and terminators have proven to be quite useless against any other elite units and vehicles where as, what my friends have dubbed, mounted terminators, are simply one of the most under-costed units in the game.
*10” move 😊
Terminators are quite good, but probably need to be slightly cheaper than say centurions, which are an auto take over these guys right now
lol no
Centurions are all the disadvantages of being a vehicle (no invuln, low OC, no character support)
with none of the advantages ( slow, unrepairable)
@Yortman11 depends on the detachment. Rn Decistator Centurions are a popular pick for Vanguard detachment. But yeah Terminators are more general use and Tankier over so they should not be cheaper
pretty hot take. Blood angels can teleport centurions around the board. Most other marines prolly take Terminators instead, cheaper, more wounds, invul, deepstrike. Love them silly missiles on the centurions though, krak missile with blast is silly, especially if you have plunging fire.
T5 3wounds on 4+ invuln isnt gonna save you as much as you think. Given the reduction in ap across armies a 2+ save for Centurions is comparable. Slow? Yes thats why we have deepstrike characters and vanguard detachments
@@Yortman11
A brick of space wolf terminators led by Logan Grimnar for the charge reroll and Arjac who can attach too kills pretty much any unit. It's very fun
Now we need an upsized update. New larger woofguard termies and updated thunderwoofs would be a great gift to the Allfather.
One benefit of Deathwatch Terminators is if you put them in a Proteus Kill Team, you can attach a Lieutenant to that unit and give their Cyclone Missile Launchers Lethal Hits.
Mmm
Lieutenant AND Apothecary to revive Terminators and make Dark Angels even Greener with envy. Not to mention the all important sacrificial Veteran Biker in that squad back every turn.
@@stuartbanana5083huh? There isn't a terminator apothecary anymore in 10th
If you're referring to the command squad, that's also limited to not being deathwatch, like op is talking about.
And they're sadly being phased out.
But they should bring the apothecary back as a leader, regardless of chapter.
@@william9557You can attach an apothecary to a Proteus Killteam that has 4 terminators and a Bike in it.
Maybe one day they remade the terminator assault squad to scale with primaris.
I think they'll release those with a blood angels updates
This, plus vanguard veterans
I think woofguard are due an update when the space woofs get their book. Those and thunderwoofs.
I'm sure we'll see a new Assault Terminator squad.
If you can't wait, the Lightning Claws/Thunderhammer & Stormshield arms from the old kit fit the new kit.
You could just put thunder hammers and shields on new terminators. Easy to pick up on eBay at times or on groups
I'm still unhappy with the change from mixed assault/ranged to picking one or the other. Dark Angel terminators/Knights were awesome in 9th
Remember that kids, a Chain Fist can kill a Titan, Baneblade or Manta easier than a Carnifex. xD
Mine are on the table with Lysander in pretty much every game i have with Fists.
Thx soo much for this video. Forgot to notice that Gladius can also have +1 to wound roll if charge with the stratagem "honor the chapter" (and even +1 ap if assaults' doctrine). This detachment is not bad for terminators.
gladius is just overall pretty bonkers good. Letting termies fallback and shoot is really useful too
@@doctordoubledakka3939 Yep but fallaback and charge is the point. However the +1 to wound with "honor of the chapter" makes the termies at least playable for this detachement. Without it I will not even think to put it in my gladius list.
I think terminators are good but could drop slightly in points down to 175
Nah, just switch the +1 to hit on oath target to +1 to wound oath target. Termies good. Then they are worth their price because the unit is better.
i'd pay 50pts a model for that, chainfist would be really sad though@@jimmysmith2249
@@jimmysmith2249I like that ! Problem is it would make the chaplain irrelevant. Perhaps a reroll 1s to wound on Oath would be a good middle ground
I religiously run 10 Termis led by a Termi Captain in both Righteous Crusaders and Vanguard. Haven't let me down ever
I know that they aren’t good but I’ve been on the fence for a while about getting the Salamanders Firedrakes from Horus Heresy as a terminator assault squad.
For one I just think the heresy era terminator patterns all look 10x better than the Indomitus but also it’s the only unit I’ve seen where they are *all* left-handed. I’m sure that in the lore all marines are ambidextrous blah blah blah but there’s something special about actually *seeing* marines with the same dominant hand as me for once.
Spot on analyses, you the man Auspex. Keep up the good work, ur the gold standard
The problem I have with them is damage output. A big 10 man brick with a captain is a big points investment and when you run them into something big like a greater daemon or a c'tan they just can't kill them. It's a real shame...
18:25 I mentioned this a while back, so long as you do not have your units in Strategic Reserve, you can Deep Strike turn one. The only thing that enhancement does is protect your deep strike from any mission rules that might delay reserves. The Raven Wing and Storm Lance early Strategic Reserve arrival is a much better enhancement (Space Wolves have something similar, but it escapes my recollection).
I want to play termis in my BT army, but sword bros are so good
The lack of an invul on the Sword Brethren is so painful.
Sword brethren damage output is absolutely disgusting. They’re so good
I run both a 10 man brick of SB and 10 man brick of Termi in my Righteous Crusader lists
@Seti12345 Yeah, maybe I'm just biased because every time I try to use them, my 5 man squad with Helbrecht and an Apothacary is a 2 man squad at most by the time they get to melee.
@@FireTalon24 you have to run them in 10 man units, you just have to. Stick them in a land raider and zoom them into battle
I'm a big fan of durable blocks of troops so I have generally been building my lists around a 10 terminator block with a captain.
Just won my first 4k 2v2 game against knights and Tau using an imperial fist darnath Lysander 10 man terminator brick with an ancient with the Blade Driven Deep to start turn 1 into their deployment zone. It was glorious!
I play Black Templars with Tenhauser's Bones on a Terminator Captain giving them a 2+ 4++ and 5+++. This with free armour of contempt from the captain and re-rolls out of deep strike make them suepr useful. It also eats up a ton of points that helps a newbie like me only have to remember a couple datasheets 😂
45 Terminators, 30 Sternguard, and no Dreadnoughts! Cause you either come back wearing your armor, or not at all!
I'm actually painting up 10 Termies right now, a set of five were from the launch box, then picked up another five. Definitely not optimal but flexible loadouts, and can just pull the models that aren't relevant to the situation.
1st squad:
SW: Cyclone ML
Melee: 1 power sword, 2 PF, 2 CF
2nd squad:
SW: Autocannon
Melee: 3 PF, 2 CF
2nd Edition Player here…Terminators were my first big investment as a young gamer girl. I loved Dark Angels and i saw all these great 1st edition and Space Hulk Art works for the Death Wing. I wanted My Terminators to be my big unit. I got the basic Terminator Box… with the Flamer…but everyone else had Assualt Cannons, rolling a d10 for attacks. I saved my money and found in the Citadel Catalog the assault cannon terminator…i couldn’t afford another box of 5 when i was 14 yrs old. First Battle i rolled a 1 and blew up. 😢😢😢 17:15
2nd ed was great....except all the power gamers were running Wolf Guard terminators each with assault cannons and cyclone missile launchers....dumping all 12 cyclone (krak) missiles produced, IIRC, a 6" AoE. That eventually got patched for obvious reasons.
Terminators were, are and will always be my favorite unit. They're the first unit every lits gets, both 30 and 40k.
should be toughness 6 imo
Painting mine at the moment 😊
Firestorm Detach - Terminator Chaplain with an Assault Terminator Squad (4 Claws + 1 Hammer). Chaplain gets the Enhancement "Forged in Battle". Once per Turn change the Result of a Hit or Saving Throw to a 6. That's pretty handy combined with the OoM.
"Thick adamantium plating " Judging by how fast they go down in books and games I have come to the conclusion that "adamantium" is just low-gothic for bronze .
I don’t understand how auspex releases a video on time based on my thoughts!
I love the chonky boys so much honestly, they just remind me of an unstoppable force.
One thing to consider about assault termies vs regular termies is that the regular ones have the storm bolters and all their special guns help vs hordes. So unlike the assault termies, you can have anti swarm and still punch up to tougher units in melee. It's hard to justify lightning claws for assault terminators when 4W termies is on the table as an option. But without any claws, your expensive terminator unit risks getting bogged down with swarms. They need more force protection to get their job done.
I've run a squad of 5 termies (Fists + Cyclone) in Firestorm with a Librarian + Forged in Battle. The +1S makes the Storm Bolters significantly better and the Forged in Battle 6 is handy for either the Cyclone getting a sustained hit (works for Overwatch too, I believe) or to clutch a save when you need it vs a big hit.
I will always love terminators but they always seem to be in need of a bit of an adjustment of one sort or another. Either a bit more damage output, a bit more toughness, a bit of a drop in points; I don't think it's ever been perfect. The biggest issue they face though is covered well in this video - the SM line has a wealth of miniatures and there is no shortage of options that are viable competitors. Still, I'll always have my Deathwing on hand to swoop in save the day (or die trying ; )
The most important strength of the Terminators is the Rule of Cool. So even if they're bad, they're still good because they're cool.
at 12:04 under "Terminator Ancient" there is a typo: Pluis extra OC .. just thought I'd let you know. (insert Grammarly affiliate link here) ;)
i love a big pack of 10 Deathwing Terminator with a librarian , if you target Oath of moment that 40 storm bolter shot 4D6 blast missiles , with Sustain Hit 1 that hit on 2+ rerollable
completly destry any medium or light infentery at the shooting phase , followed by a charge phase that is also very effective
I love my terminators
Had such a fun winning moment with 1st company task
Mission was the one where 1 final no mans land objective is leftmy bladeguard captain was the last living guy on the last middle objective. I go first on round 5, deepstrike strat and drop my big 10 man+captain block right on the objective around that loan captain
Allowed me to score 15 points and deny my opponent 15 at the end of the game
Without that re-deepstrike strat, i wouldnt have been able to prevent him taking the final objective for 15
Fun fact, i never once used my Extremis level threat ability 😂
I COMPLETELY forgot about it
I think Lightning claws on assault terminators are pretty underrated. Since termies are good against elite and battleline infantry ...the claws with +1 to wound from Chaplain is usually enough. and thos twin linked rerolls are pretty effective with oath. You could use 1 or 2 of the squad with hammer and shield for the first save rolls.
I just completed an Assault Terminator squad by fitting the arms from the old kit on the new Leviathan models.
The good thing is that GW have only lengthened the torso, so with a tough of plasticard work, the Lightning Claw, Shormshield and Thunderhammer arms match the Leviathan Terminators just fine!
I also have someone sculpting a bigger version of Lysander's stormshield for leading my Assault Terminators... Lysander will be a conversion of the Leviathan Terminator Captain, with a different head and some extra details.
@@theviewbot It's pretty easy... you do need to remove the U-shaped lip and replace with a circle of plasticard, just so the flat joint holds the arm a little bit away from the body (so the shoulderpads fit on).
I also pinned the arm for extra strength (drill a hole, fit a paperclip).
Would you consider doing Chaos Terminators next, or Allarus Custodians? Or are you waiting for the new codices to arrive first?
A WolfGuard battle leader with fire discipline in a unit of WolfGuard/regular terminator squad is a nice alternative to aggressors and a biologus
I play space wolves using gladius. Squad of 10, two missile launchers, combi weapons with power fist. Captain with fire discipline and battle leader. Sustained and lethal on 6s, 5s during dev. Big points investment but loads of fun.
I bought some termis from eBay as my second Warhammer purchase. I’m going deathwatch and doing mixed ranged and melee with three cyclone
Loved the WG terminator with flexibility with they loadout, PF + stormshield also lethal hit from WG battleleader is really threatening, also arjac and logan have good abilities to wrecking havoc
SO WAIT! I CAN’T HAVE DEATHWING TERMINATOR SQUAD WITH THUNDER HAMMER AND STORM SHIELD?
I used 10 with the termie chappy and I was pleased with the performance
They should make a terminator in dreadknight armor, that'd be cool.
You missed that Deathwing Terminator ignore modifier AND have +1 to hit on Oath og Moment target wich make them hit on 2+ which is sweet
Bought 2 of the new Solar Auxilia big box from gap using your affiliate link.
Thank you sir for saving me 21% off the Aus retail price ^^
don't forget Deathwing Terminators with the DA shoulder pads and plasma cannon cost an extra $40 for the upgrade sprue
Been using them (a 10 man squad with an Ancient leading them) in my Righteous Crusaders with good results recently!
The regular Terminator squad will never get the nod in output comparison so their role will never be big midfield damage dealer (like aggressors for example). Their strength lies in their input flexibility and deep strike capability.
A really cool combo i like to field is 5 dudes with chainfists and missile launcher supported by a librarian with forged in battle. The libby gives them sustained 1 and with forged in battle you are guaranteed 3 S10 missile launcher hits within 12". Thus their prime targets are T9 vehicles like nightspinners in the opponent's backfield. Their Bolters go up to S5 as well. Since their Power fists are rather bad against the field i like to take chainfists. Against the Oath target they hit 8/9 attacks again but have the capability to wound every vehicle reliably. Lastly Forged in Battle capitalizes on their input capabilities, making them surprisingly tanky. I recommend testing this 270 pts unit in your games.
I wish they let you customize their loadouts more. I love HH 1.0 where I could kit out my Salamander Terminators with 3x TH/SS and 2x CF and Combi Meltas.
Claw Termies in Sons of Sanguinus detachment. Librarian as the character
6As each. S7 AP2 with Sustained. THey have twin linked so oaths target gets full rerolls. Lance and Lethal for 1CP. They're solid for Blood angels.
About to watch but to be honest I use Gravis Armour now in its place 90% of the time. Basic terminators are just very low power. And Assault terminators are decent on the melee output, but can be a pain to get there at times.
They are slow, but if you go all in with a land raider and character support, maybe 2
I have tried Captain, Chaplain, and the Ancient. They are all good options, though IMO the Captain is too expensive to have off the board waiting in deepstrike. - that's points better spent on other things. I do prefer the ancient though. This allows them to have the OC to threaten battle line units and doesn't feel so much a waste of points off the board half the game.
A hard counter to termies if you're also play marines is inceptors, they can easily counter deepstrike and gun them down. The special rule that lets them come in within 3" is a brutal play. Also Tau plasma rifle spam can ruin your day...Ask me how I know 😢
The nerfing of Chainfists and Thunder Hammers hits pretty hard, these were once iconic weapons within the 40k setting but are now little more than tooth picks compared to some Primaris Marine armed with a generic sword / power fist.
Definitely need to go to 3 damage on Chainfists and TH's. THs are no problem since its a different datasheet. But then how to balance Chainfist vs. Power fist? Unified points costs had kinda been a nightmare for cases with verrry similar wargear. Honestly I would be fine if they rolled them both into one strong profile and just made it an aesthetic choice.
I think another thing that hurts them is Gravis units having T6. 2+ saves is nice, but it feels much easier to counter than an extra point of toughness.
I would disagree, 2+ beats +1 toughness in most cases. No infantry unit is as tough and hardy as the terminators u have to consider, t5 (not behd) 2+ save (cover saves + AOC ohhh yeah) and then the 4++ invul, then you need to knock 3 wounds off 10 models. the chonk of the 'nators can never be underestimated, keep rippin em!
I love the terminators, can’t wait to get more
they need this:
1) improve stormbolter to have AP -1
2) instantly so that they have -1 to the AP of the enemy's weapons
Personally I love terminators. I will always bring them no matter how bad they are. I’m a Crimson Fist so they just work for me theming wise and even though they don’t perform as well as I want they have done some amazing feats such as killing a Warhound Titan in melee with Chainfists. Also I just finished kitbashing the new multipart Termie Captain into an ancient and I can’t wait to play him since his rules are actually pretty good
I love the new design, tried them a few times on tabletop, but they are too sloooow for me 🙃
I had one Terminator fight against a Necron lord for three rounds of combat. They kept hitting and making their saves on each other. Third round though he was suffering from his previous wounds and lost.
I Wish Deathwatch Terminators got 3 Heavy weapons Per 5, but alas, it’s Up to Three May have them. Makes it worth it to usually only do smaller 5 man squads.
But a big brick with 6 Cyclone Missile Launchers And a Librarian for Sustained hits? I’d try it!
Terminator characters are pretty good, though. A Librarian, for example, gets an extra wound, an extra point of T and a 4+ invulnerable. Pretty conveneint for the points difference.
Where are you seeing that a term sgt can take a power fist/chain fist now?
It no longer states he has to take the sword
if my wallet just waited ONE more day
Speaking as a Tyranid player, I find Terminators to be very strong enemies. I have piles and piles of dead Genestealers, Hormagaunts and Termagants to prove it.
They’re solid but storm bolters feel like they just tickle in this ed
*Looks to my 60 Deathwing Terminators*...
*Sweats*
Terminators should have an AP-1 storm bolted, at bolt gun level strength that thing does nothing. But they are still cool.
how would they comare vs bladeguard? i'm still deciding weather 6 Bg with leiutenant for lethal hits or 10 termies + captain.....
Is it allowed to play the heavy flamethrower and the minigun in a squad of 5? or is that a big nono?
I want to make a fluffy DA list that's mostly Raven Wing w/ a brick of terms to ds on the board for support
I don't care strong or not, this is iconic unit. But honestly, I like them more in Horus Heresy. You can even use Indomitus pattern there
My termie brick has always been the MVP in my armor. One shot a Ctan and power fist the Silent King to death all in 1 turn. Then destroy 6 Wraiths in the next turn. Nothing can beat 10 WGT (Space Wolves) with a battle leader and captain with Bolter Discipline.
Gotta buy these awesome units!
The main problem with them right now is that they’re slow bulky melee units that suffer when trying to kill anything besides light infantry with shooting. At that point you might as well get a vehicle that’s tough enough to hold back enemies for a few turns or invest in 10 dc jump packs so you get melee potential with a movement score that isn’t pitiful. They either need a significant buff or a points drop to be worth looking at
quick pole, Now that the Dark angels codex is out, how would the community feel about letting an opponent just continue using the index instead?
I got two of them midssle launcher and flamer live my flames and missils
So, i'm thinking about getting a fresh new box of termis (next to my ones from leviathan) and use them with lightning claws, maybe as wolf guard terminators. Any tips if they worth it?
The best part of Deathwatch is getting the dopest termi squads. 😁
Old deathwing knights would like a word
Not the new ones though they look like crap
@@Zeratoi disagree, the new ones does their name justice , they actually look like knights plus their helmets are dope af … only thing I would change is maybe get hoods for them
@@tanishdesai3884 nah helmet are bad especially the silly chin straps and the maces are the biggest downgrade since the primaris line
Terminator characters run on there own can be fairly reasonably priced deeps trike scoring units for tactical missions that are difficult to screen as its 1 base and fairly tough to kill especially when used as a secondary role to attack chaff units on home objectives or to set up as a trading unit (logan is great for this). But otherwise I have found terminator units to be disappointing.
please tell me we get a chaos termis video soon
10 plus Terminators a match for 25ish years……I think I’ll try and change it up a bit…going 15
With Primaris shooting can't help but feel some AP- should have been added to assault cannon and storm bolters. Plus the sergeant power sword beefed up. The numbers are disappointing for such an iconic and now well-modelled unit.
That melee damage chart bothers me so much. Like wouldn’t just adding one more attack for power sword make so much sense
Man… deathwatch sounds awesome.
Edit: Bahahaha this comment aged like milk
Does anybody knows when are coming the updated miniatures for the Assault Terminators or if a mini upgrade kit will be released so you can turn standard Terminators to Assault
You can make some pretty sick assault terminators from the DWK dark angel kit.
Strong. 10 man with a chaplain or librarian is great once assault terminators get revamped I’ll be running 10 with the chaplain and 2 squads of 5 with the librarian and captain