TELEPORT ATTACK The most difficult attack to master, but potentially the most devestating. This is all about (2) Terrain, (4) Controlling where and who you fight and (5) Timing. You're going to be deepstriking either near or amongst the enemy and you will not be able to assault on the turn you teleport in. You MUST make sure you will appear somewhere that you can survive the enemies counter attack and be able to attack your target after they've responded to your Terminators arrival. You must select a point to deepstrike where terrain (or units in close combat) will shield you from return fire, but where your target will not be able to escape. And, of course, you have to allow for scatter... Timing is the difficult bit, because you can not control when your reserves come in. So every turn you have to plan ahead for if they Terminators arrive, BUT you must not dedicate your battle plan around it, otherwise if they don't turn up till later you will be let down or the rest of your army will not draw away those nasty Firedragons, Plasmacannons, etc. The key to success with this tactic is always planning ahead and using the rest of your army to draw enemy units out, spreading the enemy thin so that your Terminators can deliver a crushing blow. For this sort of attack I would always take shooty Terminators, you need to be able to deal with threats that you may scatter near, so Storm Bolters, Assault Cannons, Heavy Flamers and Cyclones are the key here.
WEAPON OPTIONS Even though I use Deathwing, regardless of opponent 90% of the time I use a squad consisting of:
Sergeant - Powersword & Stormbolter 3x Powerfist & Stormbolter 1x Assault Cannon
This isn't that wise, ideally you should take two Heavy weapons and as Deathwing mix in some Lightning Claws and/or Thunderhammers. But this was the Terminator squad I bought when they first came out and I'm loathe to change them after all that combat history! Plus they still kick arse on a regular basis. However, not being an ego monkey, but I've had a lot of practice with them, so really I would advise varying what you use more. Here's some rough guidelines against the different races for Deathwing or normal Codex: Spacemarine Terminators based on five marine squads.
CHAOS or SPACEMARINES With all that power armour and equal Initiative you want some Lightning Claws, but also Thunderhammers would be good for dealing with Daemon Princes and Greater Daemons. Cyclones are good dealing with anything. -Deathwing = 2 Lightning Claws, 2 Cyclone Missile Launchers, Sergeant. -Terminator Assault Squad = 2 Lightning Claws, 2 Thunderhammers, Sergeant.
ELDAR Against most stuff you will hit last, so take Powerfists for the Strength 8 hits. - Deathwing/Terminator Squad = 2 Stormbolter & Powerfist, 2 Assault Cannons, Sergeant.
DARK ELDAR Same as Eldar... - Deathwing/Terminator Squad = 2 Stormbolter & Powerfist, 2 Assault Cannons, Sergeant.
ORKS Make the most of your superior shooting ability and Orks poor armour, avoid melee and their Choppas. - Deathwing/Terminator Squad = 2 Stormbolter & Powerfist, 2 Assault Cannons, Sergeant.
TYRANIDS Shoot them silly, it's best to deal with these hordes at range. - Deathwing/Terminator Squad = 2 Stormbolter & Powerfist, 2 Assault Cannons, Sergeant.
TAU Make the most of their awfull close combat ability - Deathing/Terminator Assault Squad = 4 Lightning Claws, Sergeant
NECRONS Again, make the most of their poor close combat ability and weakness to power weapons. Keep a thunderhammer or 2 for dealing with C'tan. - Deathing/Terminator Assault Squad = 2 Lightning Claws, 2 Thunderhammers, Sergeant
IMPERIAL GUARD Cyclones for popping tanks and laying blast markers, Storm Bolters for reaping down infantry, you're much better in close combat anyway. - Deathwing/Terminator Squad = 2 Stormbolter & Powerfist, 2 Cyclones, Sergeant. Anyway, that's me done, hope it helps you maybe get a bit more out of your Terminators, or at least amused you |