Yes, as many as you want really (though since you only have the option for two thats all you get).Seb wrote:Oh I see, only one unit goes into one transport eh, thanks for that info.
Can I add several independant characters to the same unit? Like the chaplain and chapter master to one unit of terminators?
Units to accompany chapter master
Re: Units to accompany chapter master
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Re: Units to accompany chapter master
I am really with prime when I say I almost never run an HQ on foot I have never taken honor guard because they are to expensive it I were to take an Chapter Master I would take Pedro Kantor he is cheap as chips and he makes Stern guard better because with him they can score...
If I were to take a chapter master I and the honor guard.
CM with TH and SS
Chapter Campion Relic Blade and Combat Shield
HG with Chapter Banner
HG with standard War Gear
but TBH I like the Company command squad and the Captain much better
The not only have more options but they have FNP
I would attache a Chapter Master to Terminators or Assault Marines but I really like the Captain and the Chaplin much better..
If I were to take a chapter master I and the honor guard.
CM with TH and SS
Chapter Campion Relic Blade and Combat Shield
HG with Chapter Banner
HG with standard War Gear
but TBH I like the Company command squad and the Captain much better
The not only have more options but they have FNP
I would attache a Chapter Master to Terminators or Assault Marines but I really like the Captain and the Chaplin much better..
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Re: Units to accompany chapter master
Thanks for your help guys,
I have made up my mind
I didn't know that you could take multiple independent characters in one squad, the fact that you can is awesome.
I have made up my mind
I didn't know that you could take multiple independent characters in one squad, the fact that you can is awesome.
Re: Units to accompany chapter master
If I take a squad of assault terminators, what do you reckon is the best config? All TH and SS or 2-3 SS rest claws? I wonder what is good about mixing. Is the reason for 2-3 SS terminators that you usually get 2-3 power attacks on you coming from 1 model? I guess you can allocate the power wounds to your SS terminators so that your claws are fine?Primarch wrote:However, you dont need to give every model a storm shield. 2 or 3 in a unit should be enough.
Re: Units to accompany chapter master
Well, with Thammers, you're always going last, with claws you have a chance of going first (depending on the opponent). Lightning claws give you an extra attack and let you reroll your rolls to wound. Against marines, the claws cause more wounds on average. If you're going to go with all the models having the same weapons, then hammers are probably your best bet since the shield boosts your save and the hammers are more versatile. Mixing the squad gives you options with wound allocations though.Seb wrote:If I take a squad of assault terminators, what do you reckon is the best config? All TH and SS or 2-3 SS rest claws? I wonder what is good about mixing. Is the reason for 2-3 SS terminators that you usually get 2-3 power attacks on you coming from 1 model? I guess you can allocate the power wounds to your SS terminators so that your claws are fine?
Plus if you havent already assembled your black reach terminators, try this:
Go to a bits site and buy 5 pairs of terminator shoulder pads. Buy 1 assault terminator boxed set. You get 5 pairs of claws and 5 hammers/shields in the box. Use the black reach terminators and the extra pads to build 10 assault terminators and then you can pick and mix which models you want to use. www.bitsandkits.co.uk sells the pads in pairs at £1.50 each. You can even buy space wolf terminator shoulder pads individually for £1.00. So thats £7.50 instead of £25+ for an extra 5 assault terminators.
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Re: Units to accompany chapter master
That's really nice, I want to get some bitz for my dreadnought as well to to be able to make it into an ironclad.Primarch wrote: Plus if you havent already assembled your black reach terminators, try this:
Go to a bits site and buy 5 pairs of terminator shoulder pads. Buy 1 assault terminator boxed set. You get 5 pairs of claws and 5 hammers/shields in the box. Use the black reach terminators and the extra pads to build 10 assault terminators and then you can pick and mix which models you want to use. http://www.bitsandkits.co.uk sells the pads in pairs at £1.50 each. You can even buy space wolf terminator shoulder pads individually for £1.00. So thats £7.50 instead of £25+ for an extra 5 assault terminators.
But, I am thinking of fielding my chapter master with a squad of terminators, but cant get it straight whether I should go with normal terminators because of the chapter master's bolter drill (darnath rules) or with assault terminators, if I go with assault terminators I don't have any use of the bolter drill but they get a really good punch together with the chapter master.
Maybe the bolter drill rule can be afforded to be wasted.
Lastly, and ideas on how to get 10 terminators into the heat of the battle? There is only teleportation, right?
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Re: Units to accompany chapter master
10 terminators need to come in VIA teleport but it is a a very expensive unit you have to make it count and I would always take shooty Terminators with an HQ if that way you can deal out some hard hits when you come down...
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Re: Units to accompany chapter master
Speaking as a non-marine player, the first thing I think of when Im considering terminator units is "how do I kill them?"
*edit* sorry - can you even get ten-man termi squads? if not, replace the words "ten man" with "two five-man" from here on in
If you run a 10 man terminator squad with any weapon load-out, the moment it appears on the battlefield I am going to turn every single plasma gun in my army (and thats a lot, btw) on them and shoot them until they are all dead. a ten man termi squad represents such a huge chunk of your army's total points that if I can annhilate them I will be almost assured a win. If Lysander is in the squad, too, then that makes it even more of a tempting target.
With this is mind, if youre dead set on a ten-man termi squad, then storm shields become much more of an attractive option. Terminator armour is not invulnerable, so long as the opponent brought the right guns.
if the option of killing them becomes too resource consuming, option 2 is "how do i avoid them?"
For all that the termis can teleport in, the opponent can counter them easily by just running away. If youre planning on 'porting in a 10 man assault termi unit, you have to be very, very good at controlling your opponent's movement, or he will just move all his guys away, shooting as they go. A thunder hammer wielding terminator is exactly as useful as a snotling with a stick, right up until he gets into close combat. As long as your opponent can avoid combat, then he has just turned your extremely expensive termi into a snotling. (note that you could use this fear-factor to control your opponent's movement, but that's a different discussion)
You also mentioned that you were concerned about high Initiative power weapon-wielding opposition, and youd be right in thinking that Eldar fit the bill - howling banshees (bane of the terminator...) have Initiative 10, 3 attacks on the charge (they also have counter-attack) and all have power weapons. The only redeeming factor is that theyre S3 (but then if a farseer gets involved, they get re-rolls to wound...)
How do you deal with these 'orrible ladies?
easy - blow up their transport and make them walk. Then shoot them to death. This is where force synergy comes in.
Most any well designed enemy army will have something that is capable of killing your terminator squad, whatever load-out you give it. The key is to have other things in your army that can neutralise these threats, thus allowing your terminators to get in and whack stuff unmolested.
The down side of this is that in order to get a nice balanced force, youre probably going to have to down-size your termi squad. 10 of them plus lysander will just munch too many points, leaving you unable to buy the support you need.
So, to summarise, my tuppenceworth is:
storm shields will help you more than lightning claws if you port in, because youre gonna be drawing hellish fire for a turn, at least. If youre in a land raider, then claws become viable.
a ten-man squad is impractically expensive.
with regards to bolters vs H2H gear, Im not sure. Ive never gotten the hang of using termis, only killing them, so get Prim's advice on this one.
hope that all helped
*edit* sorry - can you even get ten-man termi squads? if not, replace the words "ten man" with "two five-man" from here on in
If you run a 10 man terminator squad with any weapon load-out, the moment it appears on the battlefield I am going to turn every single plasma gun in my army (and thats a lot, btw) on them and shoot them until they are all dead. a ten man termi squad represents such a huge chunk of your army's total points that if I can annhilate them I will be almost assured a win. If Lysander is in the squad, too, then that makes it even more of a tempting target.
With this is mind, if youre dead set on a ten-man termi squad, then storm shields become much more of an attractive option. Terminator armour is not invulnerable, so long as the opponent brought the right guns.
if the option of killing them becomes too resource consuming, option 2 is "how do i avoid them?"
For all that the termis can teleport in, the opponent can counter them easily by just running away. If youre planning on 'porting in a 10 man assault termi unit, you have to be very, very good at controlling your opponent's movement, or he will just move all his guys away, shooting as they go. A thunder hammer wielding terminator is exactly as useful as a snotling with a stick, right up until he gets into close combat. As long as your opponent can avoid combat, then he has just turned your extremely expensive termi into a snotling. (note that you could use this fear-factor to control your opponent's movement, but that's a different discussion)
You also mentioned that you were concerned about high Initiative power weapon-wielding opposition, and youd be right in thinking that Eldar fit the bill - howling banshees (bane of the terminator...) have Initiative 10, 3 attacks on the charge (they also have counter-attack) and all have power weapons. The only redeeming factor is that theyre S3 (but then if a farseer gets involved, they get re-rolls to wound...)
How do you deal with these 'orrible ladies?
easy - blow up their transport and make them walk. Then shoot them to death. This is where force synergy comes in.
Most any well designed enemy army will have something that is capable of killing your terminator squad, whatever load-out you give it. The key is to have other things in your army that can neutralise these threats, thus allowing your terminators to get in and whack stuff unmolested.
The down side of this is that in order to get a nice balanced force, youre probably going to have to down-size your termi squad. 10 of them plus lysander will just munch too many points, leaving you unable to buy the support you need.
So, to summarise, my tuppenceworth is:
storm shields will help you more than lightning claws if you port in, because youre gonna be drawing hellish fire for a turn, at least. If youre in a land raider, then claws become viable.
a ten-man squad is impractically expensive.
with regards to bolters vs H2H gear, Im not sure. Ive never gotten the hang of using termis, only killing them, so get Prim's advice on this one.
hope that all helped
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Wow. And then Corona happened. Just....crickets, all the way through to 2023...
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Wow. And then Corona happened. Just....crickets, all the way through to 2023...
Re: Units to accompany chapter master
Thanks for the response, a 10 man terminator squad with chapter master might be overkill, I guess that the most efficient is what fits in a land raider.
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Re: Units to accompany chapter master
10 terminators is a bit like one of MIJs or primes posts...the could just tell you quick answer and let you figure it out.. that way you get in a bit more practice.. 10 terminators work but cost a lot and can get a lot done, but they are too much for most jobs unless they you want them to be taking shots for you... and if you can get your opponent to shoot them and not your troops on the objective then you may be in good shape...
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