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Equiping CC Terminators
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Old 09 Apr 2007, 08:09   #1 (permalink)
Kroot Shaper
 
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Default Equiping CC Terminators

Hi, I was wondering what would be the optimal configuration for my deathwing terminator close combat squad.

At the moment I am considering 3 pairs of lightning claws and two thunder hammers and storm shields. However, I am starting to dislike thunder hammers as going last and not ignoring armour saves makes the double strength redundant.

Would you advise a squad of 3 claws and two hammers or a squad with 5 claws?

BTW, my main opponent plays necrons.
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Old 09 Apr 2007, 10:01   #2 (permalink)
Shas'Vre
 
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Default Re: Equiping CC Terminators

ummmmm thunder hammers are power fists...

qoute from page 25, third column, second paragraph, second sentence of the Space Marines Codex:
[qoute] A thunder hammer counts as a power fist.[/qoute]

on top of that you have the added effects.

You have a good mix there. You still dish out lots of attacks at Initiative, and if anything survives, you can then finish them off with the thunder hammers. Or if you run into anything with an armour value, you can easily handle it. You have a nice all around CC unit of Terminators right there! The only thing you have to worry about is the fact that thunder hammers strike last is all.

Snow
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Old 09 Apr 2007, 14:12   #3 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

Well you've overlooked something important - Deathwing terminator squads still get a heavy weapon even if you give them combat weapons! How sweet is that?

I'd go for this configuration personally

3 Terminators w/ lightning claws
1 w/ thunderhammer and storm sheild
1 w/ power fist and assault cannon

You've got your nice big rend gun there, 6 Initiative 4 attacks (9 on the charge ) followed up by 4 initiative 1 strength 8 attacks. The one thunderhammer guy can have the first combat wound that ignores saves allocated to him (to take advantage of that 4+ invulnerable save) and if you're stuck in a losing combat and the powerfist isn't helping you could always pull the assault cannon model.

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Old 09 Apr 2007, 17:08   #4 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

I would suggest equipping the sergeant with the power sword from the DA upgrade sprue and an assault cannon. Then taking 2 PoLC Terminators and two TH & SS Terminators or 4 Claws or however you want to have it. If you can get your hands on the parts you could even give the sergeant a cyclone launcher, storm bolter and power weapon. Either way you can give the sergeant the heavy weapon and save the rest of the squad to have other weaponry and you can also do the power weapon and assault cannon combo with the bits that come with the DA sprue.
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Old 09 Apr 2007, 17:15   #5 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

Are you sure you can give the seargant the heavy weapon?

Even if you can why would you want too? The heavy weapon is a liability in the combat squad. For the same number of points you're better off taking the powefist so it hits harder. The lightning claws are there to give you lots of fast power weapon attacks that will do way more damage than the dinky power sword.
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Old 09 Apr 2007, 17:17   #6 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

It may be a liability in close combat but think of it this way:

How do you get to combat in the first place? With what you get from the Dark Angels army set, you don't have a Land Raider to cart them around and while you can teleport, if you have no guns they are sitting ducks for a full turn in which those 5 little Terminators can be shot to pieces.

So the option I very much prefere is having them stay with the army, using the assault cannon to mow down enemy troops or punch armor before wading in swinging.
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Old 09 Apr 2007, 19:01   #7 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

I know the assault cannon is a great idea for them. I'm just wondering why you wanted the assault cannon trooper to have a power weapon, when for no extra point he could have the much better power fist?

Thats the part that puzzled me.
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Old 09 Apr 2007, 19:05   #8 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

Oh cause its not a trooper, its the sergeant. The Deathwing marines can't have the option of a power weapon, but the sergeant can. Where as to take the assault cannon the other Terminators would need to take a power fist, or chainfist, which makes them strike at initiative 1 (something the creator of this thread said they weren't fond of) whereas the sergeant can take a power weapon and thus strike at normal initiative, although with decreased effectiveness. Which is what is good about say the Cyclone Missile Launcher, you can have the sergeant with a Thunder Hammer and Storm Shield, or a Pair of Lightning claws, that is also armed with the cyclone launcher. This is good for making sure the weapon stays around to the last marine as you usually wouldn't want to remove the sergeant early on IMO.
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Old 09 Apr 2007, 19:13   #9 (permalink)
Shas'O
 
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Default Re: Equiping CC Terminators

I think the reason that Pttocs didn't like the thunderhammer was because he thought it didn't ignore saves (which it does)

Are you sure you can give the seargant the heavy weapon?

Also in all the games I've played against regular marines I've seen the seargant in terminator squads removed first 99/100.
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Old 09 Apr 2007, 19:30   #10 (permalink)
Shas'La
 
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Default Re: Equiping CC Terminators

I would go with the assault cannon as well but id go with all 4 others with lightning claws because if your fielding Devastators then why not get them to take out the big things
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