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How to equip terminators

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How to equip terminators Empty How to equip terminators

Post by meecham63 Thu Jun 06, 2013 3:46 pm

Hi brothers !

I recently bought a bunch of terminators at a ridiculous price. They were all glued and painted, and I still have 5 to build. I hesitate on how to equip them, and I would like your opinion.

Till now, I have :

- 3 hammers
- 2 with scepters
- 2 with a pair of "little swords" (sorry I don't know the english word Wink
- 6 with helberds
- 4 with swords

On the 5 remaining, I would equip 1 with a banner, but the others, I don't know. Hammers are usefull against vehicles, but do I need more than 1 per squad ? Swords give a 4+ inv save, but helberds give +2 ini... I don't really know, I would like to have your opinion.

Thanks !
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Post by zhambah Thu Jun 06, 2013 4:07 pm

per 5 man squad i normally run 1 hammer, and 4 halbards.

I occasionally run a stave (scepter) so the champ can accept challenges and laugh about it

But I hardly ever run swords or falchions (little swords)

thats my 2 cents. hammers and halbards are useful, staves can be in certain situations, but swords and falchions are not worth it

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Post by Rion Thu Jun 06, 2013 4:41 pm

Swords give your terminators a 4+ invulnerable save in close combat so I tend to run them a lot in my lists
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Post by DonFer Thu Jun 06, 2013 4:56 pm

+1! I like 4+ Invul on Termies.

I run 5 Termies with one Hammer, 2 swords and 2 halberds.
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Post by Sai Fri Jun 07, 2013 2:18 am

I think the sword vs. halberd debate depends on how many powerfists you're likely to face. In an ideal world my shooting has brought the enemy unit down to a size where a terminator charge will kill them all before anyone strikes back.

My units are all mixed up because I never bothered finding spare weapon arms for my metal models, but that said they tend to be good all-purpose units. My main terminator squad has one hammer, four swords and five halberds. I use the halberds to murder normal troopers before I'm forced to make a bunch of 2+ saves and the swords to absorb AP2 hits (as much as a 4++ does). They're in no way optimised or even planned, but they've worked out better than I expected.

I used to always combat squad them but units of 5 terminators are a bit flimsy and everyone expects a unit like this because that's how codex marines tend to use them, as small elite units. Terminators are our tactical squads and teleporting 10 onto an objective will start to worry enemies without ap2 blasts.

My second squad is only five men, with two hammers and three halberds led by Thawn. They tend to get sent off to do something dangerous, hence the hammers and hope equipment.


Last edited by Sai on Fri Jun 07, 2013 8:15 am; edited 1 time in total
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Post by meecham63 Fri Jun 07, 2013 4:04 am

Agree Sai about the powerfist : several opponents playing Dark Angel equiped their Deathwimg Terminators with only Powerfist, and this really is boring against non-AP2 equiped terminators, as GK are
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Post by kjhome Mon Jun 17, 2013 2:34 pm

Another train of thought is you could use the same models as paladins. If that's something you would think about, the psycannon and/or incinerator is wonderful. With paladins, you could run 2 each in a 5 man squad which would increase their firepower tremendously (and point cost). If you don't want to use them as paladins then I suggest 2 swords/2 halbreds and thunderhammer as well.

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Post by jeffersonian000 Sat Jun 29, 2013 9:21 am

These days I run my GKT with 2 Psycannons, 4 Hammers, and either 6 Halberds or 5 Halberds + Banner, with Psybolts if the points are available.  In my Ghostwing, I normally take two 10-man GKT squads, one with Banner, one without.

However, recently I've been playing around with Quicksilver, and I'm starting to think my Banner squad might be better off with Swords instead of Halberds, as these are the guys that'll get it stuck in more often near the Libby.  Or I might just keep all of my Ghosts with Swords (and Banner) rather than the Halberds I'm running on the purchased Ghosts.  Good thing I magnetize!

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Post by meecham63 Sat Aug 10, 2013 12:36 pm

I just check on the codex, and I realize that halberds are 2 handed weapons. That means that I lost 1 attack in CC, isn't it ?
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Post by Sai Sun Aug 11, 2013 3:23 am

You never had an extra hand-to-hand weapon anyway so it makes no difference. The way to get the extra attack is to take falchions.
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