Thursday, April 4, 2013

Chaos review..Elite #8


There is one unit in every marine codex that I really enjoy the aesthetic and story of, the Terminators! I have always liked the look of these guys. The PS1 game Vengeance of the Blood Angels, still warms a cockle of my heart. Then there was the original Space Hulk game and the PC version as well. Both of these were a good time and started my appreciation of Space Marines in Tactical Dreadnought armor.




Now Chaos has Terminator units like pretty much every other Marine codex. They share all the same statistics of regular Astartes Terminators; they just have a few differences in starting unit size and gear to separate them from the Imperial versions. The Chaos Terminator comes armed with a power weapon (of whatever variety) a combi-bolter and the ability to Deep Strike. Chaos Terminators start in a three man (one is designated a champion but he has the exact same stats as everyone else) squad for just five points under 100. They may add up to 7 more gents to the squad at a cost of 31 points each.



Then the fun starts as any member of the squad can start grabbing upgrades. They can swap from a combi-bolter to a combi-weapon of any variety for +5 points. They can also swap out their power weapon for: lightning claw +3, powerfist +7, chainfist +12, or a pair of lightning claws for +7 points. One guy in every five can take a heavy flamer +10 or a Reaper Autocannon (twin linked autocannon for those outside the “know”) +25 points.

The champion can take the gold standard Gift o’ randomness/ Mutation +10 points. He can also purchase stuff from the Terminator wargear section. The problem here is that the items cost more in that list than in the unit upgrade list. That is both weird and stupid as it states “any member my take” and “then the champion may take”……… So if any remember may take, why is the unit champion forced to take more expensive weapons? He is no different than the squad. Why pay more points for the same wargear when this guy is the same as every other squad member? A super dumb bit of writing there.

The squad can also take a Land Raider as a dedicated transport.

They can also grab Veterans o’ the Long War for +3 points per guy. Being leadership 9 and Terminators is this really needed?

Then there are the Marks and associated Icons. Here they are a bit more expensive than other units in the codex. The Marks run at: Khorne +3/guy, Tzeencth +5/guy, Nurgle +6/guy, and Slaanesh +4/guy. The Icons are comparable in cost to everyone else: Wrath +25, Flame +15, Despair +10, Excess +40 and Vengeance +35. This is where the unit can get pricey fast. It is also where they can be made to really fit a playstyle.

The fact that a bare bone Chaos Terminator is 9 points cheaper than the standard Imperial counterpart is great. It also leads to a bit of wiggle room to spend on goodies. Khorne marked squads with just power weapons can be a nice assault squad. If you like you Terminators more defensive, then Nurgle and even Tzeencth are good choices. Toughness 5 and 2+ armor is pretty tough (except from anything AP 2 related) and a 4++ save is not awful and is loads better than a janketiy 5++. Finally, Slaanesh is always great as initiative 5 Terminators are not be trifled with in an initiative 4 Marine drive game.

The Icons do all the same stuff and are there if you really want them. The Icon of Flame is still a lowly turd, only over shadowed by the huge stinking shit pile that is Icon o’ Despair.  If you invested a ton of points in the unit and want them around then the fearless granting Vengeance Icon is probably needed for you. That or if you like rolling dice and think a 5++ with an additional 5++ Feel No Pain roll is great; then drop the 40 points for the Icon of Excess for you Slaanesh Terminators. Just stay far away from all the strength 8 weapons out there.

I like this unit and can see a lot of potential. A three man combi-melta suicide squad (as per last edition) might still be useful? A ten man Khorne marked squad with just power weapons (of the sword, ax and maul variety) to wreck face as an elite assault force looks good. A five man squad with a heavy flamer and 4 combi-flamers to help clear an objective is always an option! The anti-Terminator squad with 5 combi-plasma guns to deep strike in and crack off fiery hot plasma death into those pesky 2+ save units. A five man squad with power mauls and Nurgle marks for two strength 6 attacks each, and base toughness 5. This really appeals to me for some reason, probably from the modeling/conversion aspect.

I think there are only a few problems with the unit. First, people will think they need a Land Raider to get them into position. I say nuts to that! The world of pre-measuring has made deep striking a lot less scary. Then add in that dangerous terrain tests allow armor saves, the mishap chart is less scary and the reserve rolls starting at 3+ to start all help make this deployment option better. Deep Striking is so much better now, yet people still fear it without a power, homer, beacon or what have you.

Second, is the inability to make these a scoring unit. This really cheeses me off! With half of the good guy Marine armies able to take Terminators as troops or unlock them as troops, Chaos gets a swift kick here. If there is a unit that Abbadon should unlock as troops it is this one! Who better to safe guard him into battle than a group of guys with the same armor.

Third, why does the unit champion have the same stats as the rest of the squad? At least give the guy and extra attack. Is that too much to ask? Do something to justify him paying more (double and sometimes triple) points for weapons from the Terminator only list.

Last is squad size. If you are sticking these guys in elite only, then let them grow beyond the ten man squad size. Give them the ability to run up to twenty. How awesome would that be? Very is how! Is it broken to take 10+ Terminators in a squad? No! If there are armies that can take six units that are scoring troops, then why not allow an Chaos 10+ terminators in a squad? Why not? These guys don’t have the “Know No Psychology” rule, so they could be swept away. They cannot score so squad size shouldn’t matter there either. It could generate more sales since people would want more models. So why not allow a bigger unit? Who knows?It does seem like G.W. writing has missed the boat again, with a unit. It seems that only good guy Marines (1/2 of them) can take 2+ armored troops that will never flee the battlefield and can camp/hold objectives.

Rant over…………

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