Wednesday, July 6, 2011

Grey Knights review Terminators

The second choice for Grey Knight troops are the Terminators. Yup, a troop force organization slot just for them. Hooray! They join the other armies with Terminator troop options, Dark Angels and Grimnar Space Wolves. However, they do not require a HQ to unlock them, so that is the first of a few things that makes these the best Terminators in the game, to date.



They come with the standard Grey Knight rules, flair and tactical Dreadnought Armor. They also have the Astartes rules for Knowing No Fear and Combat squads. They have the typical Terminator stats; all 4’s, 1 wound, 2 attacks, leadership 9 and a 2+/5++ save. They also have frag/krak/ psyk-out grenades (awesome sauce here). They run in squads of 5-10 with one of them being a Justicar (no stat difference). They run the same cost as “vanilla” Terminators and Assault Terminators.
Now, like the Strike Squads they can get ranged and hand-to-hand upgrades. Now they are expensive for a troop choice and adding members and gear will get even more expensive. However, it is probably worth it to add stuff to these guys. They can grab an incinerator for 5 points, a psilencer for 15 points and a psycannon for 25 points (it should be noted that the psycannon can only be fired in heavy by Terminators…wait why would you not fire it that way with these guys?).

They can also swap their Nemesis sword for a halberd or demon hammer for free. They can also grab falchions for 5 points and one guy can get a warding staff for 25 points. Now how can anyone not like the halberd/hammer choice? Free? Really? A free halberd/hammer and two base attacks? Yes please!
Also can grab psybolt ammo for 20 points for the squad. This is always great as strength 5 storm bolters are just really fun. If you have the points grab this for the squad.

Then there is the option for one gentleman to take a Brotherhood Banner. This will give the squad a +1 attack bonus and will auto activate the force weapons in the squad. So....no need to roll to activate, so there is no way to stop it (hood, shadows, rune weapon etc). This works while the bearer of the banner is alive. It will replace a close combat weapon, so there is that to consider. This is a pretty cool upgrade since more attacks are always better. If there are points for it, then take it. Who doesn't want, basically, 3 base Terminator attacks?

I am really suprised they only have Hammerhand for a psy power. I figured they would get something unique. I guess if you want a second mind power and Terminators, you must look elsewhere. Yet, we all know Hammerhand is great, so it is fine they only have that power.

Well after all this why do I think these guys are the best Terminators in game? Simple, they have frag gernades. Where else can you get Terminators with frag gernades? Nowhere. Why is this awesome? Well all Terminators going into/out of cover go at initiative 1, except these guys. Getting their base 4 initiative (or better with halberds) is spectacular. They also come armed with a sword that confers a +1 to existing invulnerable save in close combat. I know it isn't a storm sheild, but a 4++ is so much better than a 5++. Sure this only works in close combat, but this is where these guys will be (hopefully) and it only makes them better. Once again we all know Hammerhand and it adds to the pile of stuff that makes these guys rock. Then they can throw in a Bro banner for fun and get even more killy potential. They do lack a transport option, but they can Deep Strike, ride in a Land Raider, or a Chimera (sure it is silly, but the FAQ allows Terminator armor in a Chimera).

Sure they lack a storm shield and cyclone missiles, like the other popular Marine Terminators: but the gear, abilities and upgrades they can purcahse make them the best of the class.

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