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 Post subject: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 12:55 am 
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Nurgling
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So my Infinitus's Infiniknights plaguemarine army has 1 terminator squad...
6 of them are Termies, and 1 is a Termie Lord, making 7 termies altogether.

I built 5 of them from AOBR termies (+1 more AOBR termie from White Dwarf)...
and as you may know, all AOBR terminators come with Power Fists.

I was reading through the Death Guard tactica on this forum, and I highly respect it because I really don't know much of what I'm doing from a gaming standpoint, as I still haven't played a formal game (so far I just love modeling and painting!).. But the whole point of making this army is to use it for playing W40k games!

....and, apparently Powerfists on Termies are very overpriced and overrated and not a good choice when they already come with Power Weapons, right???

So, I have the parts to transform at least 3 of those termies into Power Weapons, instead of Powerfists... and the Lord aready has a Power Weapon instead.

The Question: Should I...

A. change 3 more termies to Power Weapons (making 4 power weapons, and 3 powerfists)

B. change ALL the termies to Power Weapons.

C. Keep 6 of them as Powerfists like they already are right now.

... what do you think????

p.s. I don't give Mark of Nurgle to any non-plaguemarine units, it is too overpriced...
and I can take more troops without it!... but I still convert them to be super Nurgley!


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 7:04 am 
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Aghkam'ghran'ngi
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ChankTheLank wrote:
So my Infinitus's Infiniknights plaguemarine army has 1 terminator squad...
6 of them are Termies, and 1 is a Termie Lord, making 7 termies altogether.

The Question: Should I...

A. change 3 more termies to Power Weapons (making 4 power weapons, and 3 powerfists)

B. change ALL the termies to Power Weapons.

C. Keep 6 of them as Powerfists like they already are right now.


First right away, I know that there is this WYSIWYG rule for 40k, but in nurgle sake ignore it if you don't have the models. No one will take harm if you claim these Powerfist to be Powerweapons.

For your question I'd rather say it depends on what you are planning to do with your Termies:
- Will the ride in a LandRaider
- deepstriking?!?
- Or do they walk like all of the Rest?

If you bring them via Raider to the Front leave them bare naked. The Raider should give them enough survivability. And they can charge out of it.

If you let them deepstrike, I would go for Pfists or Pclaws, just let them rain down on a enemy unit and give it to 'em.
Most of the guys here prefer combiweapons aswell, although I am no fan of these. So a choice of combiflamers does work on most foes and it's sure that you can fire. Not like me rolling always 1s when I want to shot my combi plasmagun :squigfail:

And if you let your termies walk... well then I would give 'em the mark of Nurgle. You can be sure that they will be shot from all side from first turn or so. They can handle a lot of fire, but with the MoN the can handle even more. But then I also would add no further gear to them.

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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 7:20 am 
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These boyz will be Deep Striking!

thanks for the advice!

so you think keeping the fists is fine then? (easiest option for me, as they are already modeled and Green Stuffed)..


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 9:50 am 
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Perhaps upgrade a fist or two to chainfists? Should be an easy conversion to do.

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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 2:12 pm 
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hmm, well i am currently in favour of mainly power weapons with one chain fist and a couple of combi weapons. but then i give all my units MoN and need to keep the points down.

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Cassarus « Wed Dec 09, 2009 8:14 pm »
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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 2:59 pm 
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Oops, I forgot to mention that I do have a chainfisted one. So there are only 5 powerfists (one with a combi-melta)...

Phil, do you find the MoN keeps your army really small? that's what worried me about it.


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 5:38 pm 
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for my 5 man squad I got the ultimate comb
1guy with icon+p.w.+combi bolter
1guy with h. flamer+c.fist
2guy with combi melta+p.w.
1guy with combi bolter+p.f

as you can see except the icon bearer each of the termies have good standing chance against both infantry & armor...


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Sun Oct 11, 2009 8:16 pm 
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ChankTheLank wrote:
Oops, I forgot to mention that I do have a chainfisted one. So there are only 5 powerfists (one with a combi-melta)...

Phil, do you find the MoN keeps your army really small? that's what worried me about it.



nope. in my standard 1500pt list i have 4 squads of 7 PM's and 5 termies.

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Mabrothrax wrote:
I could go into more detail and quote rulebook stuff, but I'm mostly naked and drinking tea.

Squiggy wrote:
Anything that has a hole in it is fair game

Squiggy wrote:
Oh by the way, the Princess got kidnapped! Since she's been doing that for almost 30 years now I am beginning to think she is just an attention whore.

Squiggy wrote:
Why do nerds suddenly appear
Every time Phill is near?
Just like geeks, they long to chill
Close to Phill.


Squiggy's Motto:
You are SO banned now, mister. :hate:


"Unlike Rosa Parks, your momma loves it in the back of the bus": David Cameron

Cassarus « Wed Dec 09, 2009 8:14 pm »
I'm severely lacking in the genital department


Warvault Webring

Death Guard:
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 Post subject: Re: Terminator Squad Issues...
PostPosted: Tue Oct 13, 2009 4:03 pm 
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You're right, in my 2000 pts. list, I upgraded my non-PM units to all have Icons/Mark of Nurgle.

Granted though, that's around 140 pts just on "marks". I could've spent on more units... but it feels fluffy to have a longer lasting but small little band of bubonic blubbers.

I gave the mark to my Raptors, Termies, and my Havocs...

IDEA: wouldn't it have made so much more sense to include a reduced initiative value with the Mark of Nurgle, and have a lower price! It would've been perfect. As it stands, MoN is the most expensive mark!

50 points is a whopper of a mark... especially when it's value varies depending on how many troops are in the squad. (it's still 50 pts. if you have 10, and still 50 pts. if you have 5... how does that make any sense??)


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Tue Oct 13, 2009 4:20 pm 
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The "normal" Marines with Mark of Nurgle are still cheaper than the "real" PlagueMarines, but they do come without the Plaguegrenades (or I find you tittilating and mildly arousing it's called in english) And normal Marines with the MoN have no FnP - FnP is very very cool.
So why even take CSM with MoN?
It just makes large squads more resillent especially against SM's the T5 saved me easily from so much Bolterfire, so it's sometimes worth to take the MoN for Havocs/Raptors and such.
If you want to play a fluffy list standard CSM makes no sense, fluff- as pointwise.

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 Post subject: Re: Terminator Squad Issues...
PostPosted: Tue Oct 13, 2009 5:24 pm 
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I confess I am not a fan of the icon/mark...once you lose it you lose the bonus makes no sence to me simply because that means the power is in the icon and not the marine. I assume the idea here is to do with the wound allocation process and doing it that way adds another tactical consideration to your choice..

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Mabrothrax wrote:
I could go into more detail and quote rulebook stuff, but I'm mostly naked and drinking tea.

Squiggy wrote:
Anything that has a hole in it is fair game

Squiggy wrote:
Oh by the way, the Princess got kidnapped! Since she's been doing that for almost 30 years now I am beginning to think she is just an attention whore.

Squiggy wrote:
Why do nerds suddenly appear
Every time Phill is near?
Just like geeks, they long to chill
Close to Phill.


Squiggy's Motto:
You are SO banned now, mister. :hate:


"Unlike Rosa Parks, your momma loves it in the back of the bus": David Cameron

Cassarus « Wed Dec 09, 2009 8:14 pm »
I'm severely lacking in the genital department


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Death Guard:
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 Post subject: Re: Terminator Squad Issues...
PostPosted: Thu Oct 15, 2009 5:08 am 
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Holy hell! is that true? about if the icon bearer dies, so does the T5 bonus? WOW! how flawed!

GW really needs to fix that CSM codex, big time.

The whole point of the mark is for turning your generic choices, like termies, raptors, and havocs, into something similiar to the bloated and resilient plaguemarines... The idea that they lose that T5 that i always assumed was because they are bloated and half-undead... means that my toops can lose their bloated and undeadness??? That is completely stupid... GW miffed that up real good.


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Thu Oct 15, 2009 5:39 am 
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I am not one that thinks the CSM codex is crappy and there are many...maaaaaaaaaaaaannnnnnnyyyyyy threads on sites that go on and on about it lol.

As for the loss of icon, maybe have 7 marines/termies/raptors etc all GS'ed to be bloated and then make a second batch of the same squad with mass amounts of loose skin hanging down? So when you lose the icon you can switch them round and it will look like PAPA took away their special bloatedness.....probably for being so crap they couldnt look after a simple icon to his name

_________________
Mabrothrax wrote:
I could go into more detail and quote rulebook stuff, but I'm mostly naked and drinking tea.

Squiggy wrote:
Anything that has a hole in it is fair game

Squiggy wrote:
Oh by the way, the Princess got kidnapped! Since she's been doing that for almost 30 years now I am beginning to think she is just an attention whore.

Squiggy wrote:
Why do nerds suddenly appear
Every time Phill is near?
Just like geeks, they long to chill
Close to Phill.


Squiggy's Motto:
You are SO banned now, mister. :hate:


"Unlike Rosa Parks, your momma loves it in the back of the bus": David Cameron

Cassarus « Wed Dec 09, 2009 8:14 pm »
I'm severely lacking in the genital department


Warvault Webring

Death Guard:
Wins-Lost-Draws 2-0-5
Item Shelf


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Thu Oct 15, 2009 8:37 pm 
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english speaker: yes
But you gotta admit, that's pretty unfluffy to all the sudden lose your undeadness, and be a normal marine again? doesn't make any sense at all. Not well thought out...

Also makes me look at those 50 pts. and say "what the hell?"


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 Post subject: Re: Terminator Squad Issues...
PostPosted: Thu Oct 15, 2009 8:57 pm 
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Look at it as punishment for losing a relic/standard/icon of Nurgle etc.

Besides, It's important to remember that an icon has other inherent functions, so use units that can make use of them - daemons for example

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For a moment there I got all excited....Mabs only ever posts if you have done an awesome job or screwed something up...Sadly I had screwed up.

nurglephill wrote:
I would like to have an original idea.

Khestra the Unbeheld wrote:
Horus: "Brother, our Dad is selling us downriver for godhood. The voices in my head told me. Let's go kill him and take over."
Mortarion: "You've been drinking bleach again, haven't you?"

pestilescence wrote:
Phill, I don't think I've read a single thread you haven't posted in. Even if the post was just to say you had nothing to say.
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