g3nius_monkey for writing it.)
Putting it into Practice
is no "best way" of putting all of this to practice, and I will not
even try to attempt to explain the hundreds scenarios in which players
can maximize the effectiveness of their Terminators, but i will give a
few general pointers as to what I've done to improve my game.
these with a pinch of salt but understand that I'm pretty seasoned in
this regard, and while not everything here might not work for you you
can definitely try and adapt it to your play style.
1) Be Flexible
are a utility unit. Whatever ultimate role you plan on your Terminators
filling when you draft up an army list, you should always remember that
you're not limited in your execution. A bad player is one who's thrown
off by the inclusion or un inclusion of a particular unit in an enemy
list. Just because your opponent didn't bring any MC's doesn't mean your
Land Raider loaded up with TH/SS Terminators doesn't have anything to
do anymore; they can be as lethal to regular groups of infantry. And if
your Terminators don't end up soaking up volumes of enemy fire while the
rest of your army advances unharmed, don't waste any time shifting your
role from bullet sponge to death dealer if you have to.
just because you buy a Land Raider for your Terminators doesn't mean
they have to enter play riding it; you ALWAYS have the option of deep
striking if you'd like to, and you'll find that many times you'll wish
you have done so. Also, there's nothing wrong with just walking your
Terminators onto the board from reserve, as few players expect a
Terminator squad from nowhere to walk on your board edge and annihilate
one of the troops they planted in your deployment zone.
an open mind as to what it is your Terminators are going to do in a
certain game. Take a moment to size up your opponent's list to get an
idea of how best to use your men. If mounting a full frontal assault
against a Leman Russ/Vanquisher Battletank line seems like a bad idea,
deep strike your Assault Terminators instead and see if you can get his
tanks to turn around. If a Nid player looks like he's bringing lots of
horde, it might be best to start off with your Squad on foot so it can
start laying down fire right away, instead of waiting to arrive from
reserve. Simple considerations like these can drastically effect the
performance of your Terminators in battle.
you size up an opponents list, there's generally only one or two units
that your Terminators are going to have a maximum effect on. Send your
Terminators after these units on turn one and STAY ON EM!
you've decided that some ork guys Nob Bikers are going to give you a
headache later in the game when you're trying to nab last minute
objectives. If they start running away once you make an aggressive move,
give chase! It's amazing how many players will simply drop their
attention away from the Nobs and randomly try to pursue closer targets,
only to have the Nobs bite them in the rear later game.
yourself feel like your Terminators aren't doing anything just because
they're not killing models; just the fact that your opponent is going
out of his way to avoid them speaks volumes for the psychological impact
they're having on his army. If he chooses not to evade your unit, or
even charges you head on, don't back down. This is a game of chicken
he's likely to lose, and after all its what you wanted anyway, right? I
know opponents who like to play head games (or who think they're being
really smart somehow) by letting me do exactly what I had hoped to
accomplish with a unit, hoping that I'll trip up somehow. Players of
most any game will tell you that you are most likely to make a mistake
the moment you see yourself winning.
The secret is to
keep your cool, and move on to your next target as though the first one
never existed in the first place. Keep up your momentum and they'll win
you a game in no time.
When thinking about how I'll play with my Terminators in any given scenario, I draw inspiration from their text in my Codex;
"Terminators are invincible, they are unstoppable and they never yield."
have little to gain for playing cautiously with your Terminators. They
are too slow to avoid being pummeled by your opponent's heavy weaponry
and cover only marginally improves their resilience to gunfire. It is
for this reason I say that if you are going to move your Terminators
from point A to B, then you do so as quickly as possible with little
regard for enemy resistance.
Better to die marching than crouched in a
crater, I say, and this holds true to the fact that if your opponent is
willing to risk everything he has to stop even a single Terminator from
reaching an objective then it's sure as hell worth trying to get there.
Yes, I've frequently had my Terminators gunned down before they ever got
within charge range of their intended target, but I've also gotten
there with even a single Terminator and the payoff is spectacular. The
reward is always far greater than the risk in these cases, and it is a
better player who tries his luck winning than drawing a game carefully.
bigger message here is to take risks, as whenever there is any risk
involving Terminators then you know that the payoff is going to be
massive. If you're going to deep strike, put your Terminators right next
to the unit you intend to take out the next turn. Yeah, there's always
the chance that you'll lose the squad, but what are your alternatives?
Land somewhere 2' away so they can get shot to hell anyway? I've always
understood that losing an expensive unit to something as stupid as a
mishap severely dampens my ability to win a game overall, but I don't
see the point in even putting them on the table if they're not going to
accomplish what I needed them to anyway.
all I have to say. Hopefully you guys can learn or add something to this
of your own.