Posted by Jawaballs at 11:55 AM
Today I want to talk about Blood Angels Terminators, more specifically, Assault Terminators. The most glaring and stupid failure of the Blood Angels PDF was the refusal to give them the 3+ storm shields that are used in the Space Marine codex, saying that some chapters would use different wargear as an excuse for laziness. The updated PDF came out after Codex: Space Marines and would have taken no time at all to fix. Instead, the BA were left with a 4+ storm shield that only worked in close combat while generic marines used 3+ storm shields that worked vs close combat and shooting attacks. What a crock! Why would the most assaulty Space Marine chapter use inferior assault gear?
Well thankfully that was fixed with the new BA codex. I had always maintained that if they ever switched the shields over, I would play a terminator squad coming out of a Land Raider Crusader. Well Happy Birthday Jawaballs!
Why do I like terminators? Well, without a doubt, the army that has repeatedly given me the most trouble has been one packing T hammer termies. They are simply hard to kill. Put them into a LRC with a couple of buffing Independent Characters and blammo... Death Star! But it's not just effectiveness. Terminators are some of the coolest Space Marine models to play. I like Land Raiders too. All of this made the decision a no brainer. I finally just primed and started painting the LRC and Termy squad I bought over a year ago!
Above you can see one of my terminators Work in Progreess.
Terminators in the BA codex are an Elite choice that do cost a bit more then their generic brethren. The unit costs the same, but you have to pay 5 points a piece for the storm shields. The unit I am using consists of 4 th/ss and 1 lightning claw. Why so many storm shields? Well in combat they are way over redundant. Plus the TH reduces them down to Initiative 1. Normally this would result in bad things for a squad consisting most of th/ss, but not so in my case. I have attached 3 independent characters to the squad, all of whom attack in I 5 and 6 on the charge. The ICs and lightning claw termy give enough high initiative attacks to kill just about any squad they charge before they even get to strike back. Then the hammers finish off any survivors. But why so many hammers over claws?
Well, it is my experience that the Land Raider gets immobilized or knocked out early. People hate them and know that they have to stop it. With so many speeders, bikes, and other melta units, it is hard to keep em alive. More often than not, the termies end up hoofing it, and taking LOTS of AP1 and 2 heavy weapons fire. That is where the storm shields come in. With so many ICs to deliver high initiative attacks, the shields are there to make sure the squad survives to get across the table.
Now here is some useful stuff.
Play against lots of Eldar? Have no idea how to take down fast moving vehicles? Well assault the crap out of them! "But Jawa, you need a 6 to hit vehicles that moved 12". Sure you do. That is why I have a chaplain packed into my squad. For 130 points taking up an HQ slot, the reclusiarch is the way to go. With so many attacks, you are guaranteed a few 6s, and the best part is that the Chaplain reroll works against vehicles. So take all those non6s and roll them again! Now all of your regular attacks are wounding on a 5 or 6, and the hammers are auto glancing on 1. (I have a priest in the squad who gives furious charge.) I'm not sure but the lightning claw may even work on failed rolls to wound! Eldar players like to put their transport access points up against the edge of the board or other tanks too, that means it is easier to trap the occupants. I pulled it off in Hard Boys! Ohh so satisfying.
In actual close combat, the shields are a boon. Most squads in assault are usually packing at least a power weapon or fist. If you are good, you can use the storm shield guys to suck up those shots. Going up against a squad with ICs attached? Throw the shields up against the enemy ICs while your own ICs assault and slaughter the unit. Odds are your termies will make most of the dangerous saves from the IC while your characters kill the squad and do not have to make any saves themselves. Then, if the enemy IC survives the hammers, he still has to make a leadership test for losing combat, or take saves from being fearless. He will probably go down too under the weight of the assault.
The rest is pretty straight forward for terminators. They have some weaknesses. They are larger models, on big bases, so are hard to hide. That means they will almost always be taking shots if they are caught on the table and not in combat. It also means they have a hard time maneuvering around the table. Once the sheet hits the fan, the table becomes cluttered with difficult and dangerous terrain. You are pretty much assured that your terminators will be assaulting through terrain. Their lack of Frag grenades hurts them, leaving even the lightning claws attacking last. But wait... I only have one LC terminator in my squad... Ahhh Ha! Welcome to the last reason why I take 4 hammer termies. Unless they are assaulting out of a Land Raider, all terminators go last no matter what if attacking through terrain. Since you are going last, might as well have most of your boys packing big boom sticks!
For more on how my terminators perform, check out this article!
More to come...