I use TH/SS terminators quite a bit. Although if the rumored change to make power weapons AP3 comes about, i'll be much happier putting together a shooty squad. Two heavy weapons per 5 terminators would also help with that...
I use TH/SS terminators quite a bit. Although if the rumored change to make power weapons AP3 comes about, i'll be much happier putting together a shooty squad. Two heavy weapons per 5 terminators would also help with that...
Stuff I'm working on:
40k - Pre Badab Astral Claws - Hive Fleet Phobos - *New* Imperial Fists Heresy Era
Fantasy - One nation under Hashut
What I mean is from the point my 'raider is taken out of the game, I pretty much know that no matter what happens, that unit will still be effective in my next turn. Yeah, hap shitens and all that, but on the premise of battle plans I know that wherever you throw 3 bolter squads at it or even a Leman Russ Executioner, I'm still gonna have 3/4 terminators left for the task at hand next turn. Yes, a turn after that it becomes dodgy, but it's hard to ask for more than one-turn-in-advance planning that isn't inherently vague.
With regular terminators I wouldn't have that - once their 'raider is gone I don't know if they will laugh at the storm of bolter shells or if your Executioner is gonna tear them a new one. I can tell what happens if one or both of them decide to fire, but I cannot tell IF you are going to decide to fire that Executioner; with my Thundershields it doesn't really matter because the saves are close enough, however with regular old termies or even a 4++ variant I'm not putting money or battle plans on an outcome.
I believe the saves and durability of the termies should rely on what you expect of them - I expect mine to be a solid bulwark that I can anchor the rest of my force around, thus I turtle them up with some Storm Shields. My second unit however, I expect to be offensive, and if that means it becomes a glass cannon (which termies never should be but have become, however that might be fixed by these "ap 3 power weps") that's fine - you shouldn't get the chance to shoot them or bring a fight in any medium which they aren't capable off handling anyway if I play right. It would be good if you had the option - take the 'claws for a flurry of attacks, a middle ground of a 4++ and some re-rolling to wound power weapon attacks without any attack bonuses, and a Dorn-ensque turtle Shieldhammer unit.
Going off here, but regarding 'raiders - in your re-write, have you upped the firepower of a crusader's sponsons? I know it's primarily a transport vehicle, but 6 shots each at the very least sounds right - 24 shots within 12" wouldn't make me scoff like its shooting usually does (even if, once again, it's not designed to be that, however it's an Astartes vehicle; I expect shooty Killy death rivalling a Terminus Ultra with my bolters) Or atleast give it an attribute to back up whatever excuse it's defenders come up with - if it's a suppressive vehicle give it pinning or grant the frag 'Andes ability to it while keeping the frag nades' for something else, maybe like the Tau Fletchette discharger. Yes, it'll nerf redeemers in their assault role, but I field redeemers, and you have to take away a LOT to make me stop loving those flamestorms.
Unless that is balanced with some massive other change in the close combat rules, that would be such a game balance breaking decision that even GW would balk at it, I think...
I usually see THSS terminators mixed in with Lightening Claws to help thin out the numbers of enemies before they get to swing...
Mark.