
[Being a study on the forces of the
Dark Gods]
CHAOS TERMINATOR TACTICA REPORT
by Erik Whitney
Chaos terminators seem to be a great buy, but are they
really? For those of you out there, there are a few different type of Chaos Terminators
from which you could make. Here is the list: A. Basic Terminator, B.
Aspiring Champion Terminator Chaos Undivided Mark(retinue), C. Aspiring Champion
Terminator Khorne Mark(retinue), D. Khorne Cult Terminator, E. Aspiring
Champion Nurgle Terminator(retinue), F. Nurgle Cult Terminator, G. Aspiring
Champion Slaanesh Terminator(retinue), H. Slaanesh Cult Terminator, I.
Aspiring Champion Tzeentch Terminator(retinue), J. Tzeentch Cult Terminator
And for the truly Terminator Chaos player, Cult Terminator
Aspiring Champion Terminator with Mark of apprpriate Chaos God (retinue)
We will use the basic 5 man Terminator squad with no upgrade
weapons so it doesnt get confusing.
Now we shall look at the difference between an Aspiring
Champion (A.C.) Terminator and a Cult Terminator A.C. Terminator cost +15 + Mark, Cult
Terminator cost +20
A.C. Terminators are NOT fearless, where as Cult Terminators
ARE fearless.
A.C Terminators MAY be possessed, where as Cult Terminators
CANNOT be possessed.
A.C. Terminators with a Mark may pick from the GIFT section
of their God if they can use it wearing Terminator Armour, where as Cult Terminators
cannot pick from the GIFT section.
Now on to the Cost difference:
A. 5 basic terminator squad = 36 points per figure = 180
enough said.
B. 5 Aspiring Champion Terminators Chaos Undivided Mark
(retinue): Creating Aspiring Champion Terminators "undivided" = 36 points + 15
for Aspiring Champion +0 for mark chaos undivided = 51 points per figure x 5 = 255
Why have A. C. Terminators with Chaos Undivided Mark. 1. If
the HQ dies and they need to make a moral check at any time during the game each figure
gets to re-roll a failed moral check for the group! And the Mark is free!
Another "huge reason is a Greater Demon. The best
way to use a greater Demon is to have it possess a figure where you want it to be most
effective. There is no better way than to have your terminators teleport where you want
them on the battlefield and then roll 6 dice (1 for your HQ) 5 for youre A.C.
Terminators before melee and have your Greater Demon come into play! Surrounded by your
HQ(hopefully) and 4 other Terminators! Note: your terminators may not melee the turn they
teleported, but your Greater Demon can.
The only other reason would be to purchase from the Armoury.
But the only item you can purchase in the Armoury that you cannot purchase for A. basic
Terminators is a pair of Lightning Claws at a cost of 30 points. Very costly if you want a
Terminator assault Squad with Lightning Claws.
C. 5 A.C. Khorne Terminator squad = 51 + 5 for Mark of Khorne
(+1 Str) = 56 points per figure x 5 = 280
D. 5 Khorne Cult Terminator squad = 56 (+1 Str) points per
figure x 5 = 280
E. 5 A.C. Nurgle Terminator squad = 51 + 10 for the Mark of
Nurgle (+1 T) = 61 points per figure x 5 = 305
F. 5 Nurgle Cult Terminator squad = 56 (+1 T) points per
figure x 5 = 280
The Nurgle Cult Terminator is cheaper than the A.C.
Terminator with the Mark of Nurgle by an amount of 25 points. But the Nurgle Cult
Terminator does NOT get the Gift Section.
G. 5 A.C. Slaanesh Terminator squad = 51 + 5 for the Mark of
Slaanesh (+1 Att) = 56 points per figure x 5 = 280
H. 5 Slaanesh Cult Terminator squad = 56 (+1 Att) per figure
x 5 = 280
The point cost is the same but as the A.C. Terminators get to
use the Gift section, The Slaanesh Cult Terminator get to choose from the Noise Marine
Weapons as follows:
I. 5 A.C. Tzeentch Terminator squad = 51 + 5 for Mark of
Tzeentch (do not need to pass a psychic test) = 56 points per figure x 5 = 280
J. 5 Tzeentch Cult Terminator squad = 56 (Shooting attacks
Strength 4 or less will not effect a Thousand Sons Terminator) per figure x 5 = 280
The point cost may be the same but definatlly not the
specials. Youre A.C. Terminators have no use for the Mark of Tzeentch since they are
not Sorcerers, but still get the basic armoury and possession. However, the Tzeentch Cult
Terminators are protected against any firing weapon of strength 4 or less.
For those who are Terminator crazy, here is what you get if
you combine cult Terminators with A.C. Terminators with the Mark of their God.
1.A.C. Cult Terminator with Mark of Chaos Undivided gives you
nothing since there is no Cult Chaos Undivided.
2. A.C. Cult Terminator with Mark of Khorne(+2 Str) = 76
points per figure x 5 = 380 points
3. A.C. Cult Terminator with Mark of Nurgle(+2 T) = 81 points
per figure x 5 = 405 points
4. A.C. Cult Terminator with Mark of Slaanesh(+2 Att) = 76
point s per figure x 5 = 380 points
5. A.C. Cult Terminator with Mark of Tzeentch gives you no
other bonus besides the Cult Special. = 76 points per figure x 5 = 380
Final View. If your not looking for a themed Terminator Squad
and dont have a Greater Demon choose (A). If you dont want a themed T. Squad
but have a Greater Demon choose (B) its cheaper. If you want a themed T.Squad and have a
Greater Demon choose the A.C. Terminators from each section. Otherwise, the Cult
Terminators are far better off to play.
Terminator Deep Strike.
Terminators are best when they Deep Strike onto the
battlefield where they are needed most. But there are some considerations you need to
remember. Deep Strike means you need to roll the direction dice and 2d6 to see where they
land. Hopefully they land on target, but you should always count on them moving in any
direction on 2d6 inches. This means on average the Terminators will move from 6" to
9" inches away from your target site. But that may be ok if you have thought about
your Terminators doing that. A combi-meltagun can shoot up to 12" away. Although the
meltagun drops to 8 + 1d6 instead of 2d6 after 6 inches for vehicle penetration it can
still do its job. The Flame Template can reach 8" and the Autocannon can reach
48", and the Bolters reach 24". This means that even if you move a few inches
away from target you will still have targets to shoot at i.e. vehicles and troops.
Are Terminators good in a non Deep Strike Mission? Not
really. They are to far away to do much damage since they are better for assault, and will
usually draw fire from your enemy before they can reach a target, except of course the
autocannon, but then you only get one. Placing the Terminators in front of a Chaos
Dreadnought seems dangerouse and it is if the Dreadnought becomes frenzy, but then again
moving your Terminators and your Dreadnought behind them protects your Dreadnought while
you get closer.
Should I get a Teleport Homer so my Terminators dont
scatter? Yes. It is a good idea, but how should you do it? First off, only a character or
A.C. can get it. If your Character is in Terminator armor dont bother because who
knows when he will come out. Same with a basic troop rhino idea. They may get 12" or
they may not, depending if the rhino survives, and even then the movement is limited. So,
the best way is to have your Character choose a Jump Pack and leap to where you want the
homer placed, or Raptors with an A.C. and homer so they can also Jump Pack to where you
want them. Since Jump Packs allow leaping over building this allows not just a 12"
move but crucial tactics. Instead of moving through streets and maybe get blocked or a
destroyed rhino.
Terminator Attacks
Should I choose range attack or assault for my Terminators?
Both seems to be the best answer, and why not they already come with a power weapon and
you can easily upgrade to a power fist single lightning claw or chainfist for cheap
points. Lets use a 5 man basic Terminator squad again at a cost of 180 points. 3
Terminators with Combi-meltagun can take out vehicles at a range of 12" for 3 points
each it comes to 9 points. This allows the option of using all 3 to destroy a vehicle or
just one or two, allowing you to save the other melta shot for another vehicle. The
Autocannon is nice giving you a 7 Strength and 4 AP at 20 points, but my favorite is the
Heavy Flamer for 15 points. I think its a good tactic to teleport in and flame any
troops around before they shoot at your Terminators. Since you can only have one the total
is 15 points for the Heavy Flamer. For the last Terminator I also choose the Combi-Flamer
at a cost of 2 points so I get that extra Flame attack against the same troop allowing
more casualty. As for the melee section, 3 with power weapons will attack at 4 initiative
and one with a Chainfist at 8 points will make sure a vehicle is destroyed and one with a
power fist at 5 points will also help in that order, also the Chainfist and PowerFist can
be used against tough creatures but remember that they strike last.
What to do about weapons that terminate Terminators. Against
vehicles your best move is to teleport there and take them out with a combi-melta gun.
Against Heavy Weapon troops like Lascannons, this to is the same tactic. Teleport in and
shoot them dead. But the tricky part is what about troops that have a person with a power
weapon that allows no save. This is a big problem. If you dont think you can kill
the Character with your weapons because the Character is close to a troop then your
options are simple. Stay away from that figure or take your chance entering combat and
most likely lose a few or all of the Terminators. This is a hard call and needs to be
thought out.
Here is a non-complete list if you would like to finish
it.
- What is missing: a list of each weapon with an ap of 2 or less
that can terminate a Terminator with no save or any melee weapon with no armour save.
- The Cult Noise Marine Weapon selection and point cost (WD
issue 234 I believe right hand side with a Chaos Sorcerer on it for weapon choice and WD
230 for weapon costs)
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