I would definitely add the Lightning Claws to your termies. I've been running 7 termies (4 TH/SS and 3 LC) in my Templars. With Furious Charge they are insane (reroll misses AND wounds at Str 5 and Init 5). While you won't be able to give yours the added goodness, having some attacks that will thin the opponent's herd at Init 4 will minimize your losses and give him something else to worry about. Plus you can always apply saves to the Claw guy and remove him in place of a TH that has yet to go, maximizing the chances you'll have to do work at Init 1. As for the extra AP of a chain fist, if your Hammers can't take care of the tank you'd be better off using your meltas. Just my thoughts.
I find that standard powerfists generally do the job of killing vehicles with everything going to rear armor in 5th ed. It might be good to keep 2 or so chainfists in the list just in case you run into an LR, which are pretty common.
4 comments:
build up a crater around the ball on the ground would looks cool when you do the basing.
I would definitely add the Lightning Claws to your termies. I've been running 7 termies (4 TH/SS and 3 LC) in my Templars. With Furious Charge they are insane (reroll misses AND wounds at Str 5 and Init 5). While you won't be able to give yours the added goodness, having some attacks that will thin the opponent's herd at Init 4 will minimize your losses and give him something else to worry about. Plus you can always apply saves to the Claw guy and remove him in place of a TH that has yet to go, maximizing the chances you'll have to do work at Init 1. As for the extra AP of a chain fist, if your Hammers can't take care of the tank you'd be better off using your meltas. Just my thoughts.
I say field the Terror Tot Titan!
He is sure to win you every game!
:-)
I find that standard powerfists generally do the job of killing vehicles with everything going to rear armor in 5th ed. It might be good to keep 2 or so chainfists in the list just in case you run into an LR, which are pretty common.
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