(Crabowl @ Dec. 19 2007,11:29)
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(rpr @ Dec. 19 2007,09:44)
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If something like this is needed, I would make them CC 2+, inv. save and no FF/ranged attacks
(grenades have quite short range after all). The a bit better storm hammer would be reflected by upped CC, storm shield as inv. save. Could then be a bit cheaper, like 275 for 4.
As someone mentioned earlier the terminators are used in 90% of the cases to whack the crap out of the enemy in CC. Changing their CC from 3+ to 2+ and effectively raising their CC by 100% and when a regular termie would have a relative power of 1.0, these would have 1.8 ((1.0 - 0.1) * 2). With inv save they would get extra 1/6 * 0.25 (maybe 1/6 * 0.30 with all the macros out there). They're 1.85 times as powerful as regular termies are and they should cost maybe 40% more (assuming 2.0x power would be sqrt(2.0) cost). So when regulars cost 325 these should cost 450. With the 0-1 limitation it might be only 425. Even if the ratio between CC and FF/shooting wouldn't be 90%, say 67% it would still mean that the new termies would have to cost 50 to 75 points more than the regular ones. The ultimate balance would have to be tested out of course but it is slightly easier when you scale the new units to existing units instead of randomly adding new stuff..
I'm confused Crabowl. Are you saying that a unit with a 20% better to hit, an Inv save and a 4% better save (vs normal attacks)but no ranged of FF ability is worth more than one with ranged and FF ability.
Sure if they get into base contact they will inflict an extra 0.66 MW (0.86 if they have a character) hits and an extra 0.66 normal hits, but after that they are a 15cm speed CC formation and your opponent will be mad to let them with 15cm of a second formation.
As for assault being the termies ain job, I use their assault cannons quite often, especailly if they are mounted in land raiders, or my favourite. When they fail an engage order when facing the reversing lights of a SHT company.