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.
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.
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.
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.
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.
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.
@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
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.
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.
@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.
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
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.
"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 .
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.
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 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.
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.
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.
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.
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 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 😂
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'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 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
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.
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 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 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.
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.
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.
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).
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
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.
This is where team turnaments shine. In single turnaments terminators are sort of okay, but not realy good. In teams pair them up against a low AP army and terminators are insane.
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.
Saw a stream where Implausible Nature had a guest that talked about a 10 man TH/SS squad with a term chaplin and tänhauser's bones for 500pts on the nose. It sounds like an absolute bully of a unit with 4 wounds per model and a 5+FNP
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!
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
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
Still cant belive GW rather milk release by spreading normal and assault terminator releases rather than reducing the massive stren on their line of supply by making it a dual kit.
I can honestly say they'd be good if they were cheaper. 185 points for units that basically shoot rapid fire bolters without the ap and one/two heavy weapons. Cheapen them down and I think they'd be worth it as just chaff destroyers. And in melee they are pretty good not gonna downplay that.
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.
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.
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.