Most inexperienced players don't see the potential behind terminators. They only register the price per model, not the capabilities of these awesome warriors. It is the function of this essay to attempt to clarify the uses a Space Marine commander could employ his terminators, and to aid the ambitious Dark Angel commander that wishes to test his skill by fielding the mighty Deathwing detachment.
Weapons Selections
Before I continue to explain the virtues of the Deathwing, or for that matter any terminator marine, I must first educate you on the weaponry available to them.
Storm Bolter: The standard weapon for Terminators. Although it is not very powerful, with a strength of 4, and its armor penetration is somewhat weak, being a meager 5, this weapon performs quite admirably if you know how to use it to its full effect. The primary advantage of this weapon is that it is an assault weapon, meaning that the quantity of ammunition it discharges is so indiscriminate it will perform equally well if the bearer is stationary or charging towards an enemy position. The best way to utilize this advantage is to keep the weapon moving, allowing it to flank targets or to out range them. The second advantage of this weapon is its high rate of fire, being assault 2. What this equates to is that the 5 terminators armed with storm bolters will have the same amount of firepower while they are moving as a squad of stationary marines.
Another advantage to the storm bolter is its AP of 5. While many look on this as a low AP, not being able to cut through the thick power armor and mesh armor, this AP does enable the Terminators to completely bypass the armor on their more numerous, and thus poorly equipped enemies, such as the Orks, Tyranids, Imperial Guard and the Dark Eldar. What most commanders do not realize is that this is the saving grace of the bolter / storm bolter. The fact that the armies that tend to swarm you will be shredded before they reach an assault possition.
Assault Cannon: A powerful gattling cannon that can shred infantry and light vehicles. Most commanders would classify this as a staple selection for a Terminator squad, it has a medium-high strength of 6, and a respectable AP of 4. The greatest advantage of this weapon is its high rate of fire, firing of 3 bursts per turn. These burst are quite capable of rending light to medium armored infantry units, ie: hormagaunts to eldar aspect warriors, and light vehicles such as landspeeders and trukks. Another important fact to remember about the assault cannon is that it is capable of dispatching power-armored troops at the same rate as a lascannon. Although the lascannon will penetrate the power armor automatically, the law of averages will probably allow you to kill one power-armored trooper per turn.
Although the assault cannon can be used to penetrated the weak armor of tanks, this is a more of a waste then a benefit. The storm bolters will not be able to accomplish anything, and there lies the distinct possibility that the assault cannon will not be able to penetrate the armor. The assault cannon should be only used as a secondary weapon. Although it does fire three time per turn, it lacks the strength to make it effective against hard troops, and it can only hit three troops per turn if you are facing numerous opponents. The most effective use of an assault cannon is to use it to hunt skimmers and bike squads. You should always have at least one of these cannons in your army.
Cyclone Missile Launcher: In my opinion, the most practical of the terminator weapons. It has the ability to puncture armor, as well as the ability to cover an area with fragments and shrapnel, kill light infantry enmass. The greatest advantage of this weapon is its ability to be fired in concert with the storm bolter, in effect, adding an extra weapon to the squad. This ability is best demonstrated against lightly armored infantry, where the terminators can fire their storm bolters at a squad, and engulf them in frag missile fire. Another great advantage of this weapon, is that it is the only ranged weapon available to Terminators that allows them to punch through powered armor. Cyclone missile launchers are by far a more flexible choice. They can either fire krak missiles, with can puncture tanks or kill marines, or they can fire frag area effect missiles, which are horrendously effective against massed creature, as they have a nasty habit of pilling up to cross through tight terrain.
Heavy Flamer: Another weapon designed for indiscriminate destruction. Although it possesses a limited range, this weapon will wreak havoc on enemy infantry, wounding more models then any other weapon available to your troops. Use this weapon when assaulting an entrenched position, as cover has no effect against this monstrosity, and the strength of 5 coupled with the AP of 4 will send most infantry reeling. Torching the interior of a bunker is an incredibly effective use of this weapon, as the flames will lick every single occupant of the bunker. Heavy flamers should only be taken if you know your opponent will have massed infantry at a location that you must assault (i.e.: strong point assault.)
Power Fist: Standard issue to all Terminators. This weapon is quite effective at puncturing medium to heavy armored vehicles. It will also squash most infantry in HTH, although it is a double-edged sword. As it is so unwieldy, a figure wearing a power fist will always strike last, meaning that you must be wary of the units you are assaulting or are about to assault you. DO NOT ASSAULT UNITS THAT ARE EQUIPPED WITH POWER WEAPONS, as they will cleave through your armor before you are able to strike at them. The best way to use the power fist is to charge vehicles, or any unit that outnumbers you by 2 to 1 or less, and is not equipped with power weapons.
Chain Fist: The melee weapon of choice if you are faced with an opponent bent on fielding pillars of vehicles, or if you have to destroy bunkers. If neither of these situations is bound to arise when you fight your opponent, Tyranids for example, simply leave the chain fists at home. Only field these weapons if you are assaulting bunkers, or if your are playing against an opponent that enjoys fielding columns of tanks.
Thunder Hammer and Storm Shield: Another weapon designed to disrupt enemy vehicular movements. This weapon combines the strength of a power fist with many unique advantages. The most important advantage of this outfit is that the Terminator is entitled to invulnerable saves against a single opponent in HTH. While it is limited, it does provide the terminators with survivability when assaulting power weapon armed troops. Another great advantage of this out fit is that if the thunder hammer strikes and wounds a model, (i.e. Avatars, Daemons, and Carnifexes), and the model survives the turn, it may not strike in HTH during the following turn. Furthermore, the thunder hammer will always shake the crew of an enemy vehicle, even if the blow does not penetrate the hull.
Equip thunder hammers and storm shields when you know the opponent has power weapons, and/or a higher initiative. They do not provide you with the same amount of attacks and ability to reroll wound as lightning claws do, but they do provide you the ability to survive power weapon wounds. A squad armed with these can decimate specialized HTH combat troops such as Howling Banshees and Genestealers (although doing the latter is much more difficult.) Field these weapons if the opponent has a lot of light vehicles.
Lightning Claws: The premiere HTH weapon of choice if your opponent does not have power weapons. These devils will allow you Terminators to strike according to their initiative value. Although these weapons do not double your terminators' strength, it does allow you to reroll failed wounds, making your attacks much more effective. (I.e. it increases the probability of wounding a toughness 4 creature with your strength 4 attack from a 50% chance to a 75% chance.) Furthermore, this is the only weapon outfit that will provide you terminators a bonus attack for two weapons. When charging an enemy squad, this bonus is compiled with the charge bonus, providing you with 4 attacks per Terminator during the first round of combat. Choose lightning claws when you are facing opponents who do not posses power weapons, or have troops equipped with only power fists, such as other terminators. The lightning claws will allow you strike according to your initiative, meaning that you will strike before most troops and always before units sporting power fists. You should not have any trouble ripping a squad to shred with these weapons if you charged in. |