Warhammer 40K: GW Needs to Fix Assault Terminators – But How?
New 40K Space Marine Assault Terminators are here. But their rules really need to be tune-up. Here’s how GW can get them back to hacking and slashing.
Did you know a new boxed set is coming out with a boatload of Assault Terminators? Do you know what they do? Have you read their datasheet and thought – why are these even scary? Well today I want to talk about it and give some ideas on how to fix these guys. I think the new Space Marine models are swell and I was hoping for a full datasheet refresh at some point but right now they seem a bit lack luster.
Assault Terminators – Now
Let’s look at what they do now. The only extra rule they have beyond Teleport Homer (which all terminators have) is that after they end their charge move, they cause all enemy units within engagement range to make a battleshock test. That’s it and while I can understand the fluff reason this rule really doesn’t do a ton for the game state. If you are hitting something with a weak Leadership, you are probably going to kill it easily. If you hit any of the other rocks in this game, you will do nothing and then hope your 4+ to hit attacks do something.
Assault Terminators – Some Solutions
Let’s think of some ways we could make this idea of a crushing assault better. I don’t think we need to make them any tougher. I like the idea of Detachments creating tougher units and not making the individual unit itself tougher. Creating a hard to shift unit can become an issue when you have something like a faster than average detachment or a more offensive related option. I would rather leave the detachment having rules that create decision making for the player instead of just having an amazing unit that can do everything.
Crushing Assault – Mortal Wounds?
What does crushing assault mean to you? I think one way we can do it is creating a sort of tank shock for these giant Terminators to utilize. I think something like each model that gets base to base with the enemy can pass on a Mortal Wound to the enemy they are base to base with. Yes, this could make up to 10 mortal wounds hitting a unit but if we limit it to just models getting base to base should limit it enough. It also lets you do some fun things like rushing in, running over a single model unit, and maybe consolidating into the enemy behind.
Crushing Assault – Harder to Hit?
If it isn’t a way to pass on more damage the other idea of a crushing assault could be something like causing the enemy to get a -1 to hit against the Terminators. You are throwing in this giant unit of murder machines into the enemy and causing some kind of fear would be a neat way to show this. The issue of course is that a lot of units either hit on a 2+ or just don’t care about “modifiers” so maybe we even push it further into something they are only hit on a 4+ but -1 to hit should work for most things.
Crushing Assault – Sustained Hits?
Finally, I wonder if something a simple as adding in Sustained hits 1 to the unit might be good enough on a charge. This smashing of the enemy in your thunderous charge might be cool. I always thought a few more “charge” activated powers might be interesting in the game to push for a bit more dynamic assault phase might be cool. I do worry the issues that happen when combining this type of unit into some of the detachments that double up even more abilities when charging but this is an expensive unit so it should be good.
What do you think? Is the issue with giving the unit some rules might make some characters that join up too good? I think with the unit being so expensive it won’t dominate the table but if Assault Terminators are too good, I think that is ok for the Grimdark universe of 40k.
How would you tweak Assault Terminators to make them live up to their legend?



