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===Troops=== *'''Strike Squad:''' Oh boy, where do we start? Costing 17 points including the mandatory gear, costing the same as an Intercessor. Strike Squads are your "budget" troop choice. They can still teleport right onto the battlefield, still one in five can drop all his weapons to grab an Incinerator, Psilencer or Psycannon instead, and they are still viable for Psyker spam (this edition with Smite), but do not excel at it. However, they desperately want to be in CC using with Falchions to rip up with 3 Ap-2 attacks per model, and still definitely worthwhile despite the lack of AP compared to the sword and hammer. A solid unit overall, if somewhat fragile for their price. **These will generally ''completely'' outperform a Terminator Squad at the same points offensively. Since they also get Objective Secured, these should be your go-to for muscling in on an objective. Not anymore. With Chapter Approved 2019 and changes from Ritual of the Damned one Terminator costs just 1 point over 2 Strike Squad members and offers better output in shooting (at long range, the same in 12") and hit with 1 less attack in melee. Instead offers increased durability especially due to new stratagems and powers. *** This is arguably one of the most efficient units in the codex. The ability to deep strike, smite, and then fire off 20 storm bolter shots is nothing to sneeze at, especially when you have a Grandmaster at hand to reroll the ones. Then you can pair it with the Psybolt stratagem, and have 20 heavy bolter shots instead. Just be aware that they have the same old crummy durability as all marines, and your PAGK will get sneezed off of the board if anything glances their way in future turns. Additionally, 10-man squads are sub-optimal thanks to potential leadership losses and wound allocation, so position wisely if you want to bring them for the Psybolt stratagem. *'''Terminator Squad:''' They're still the famed Terminator troops of yore, these guys will still ask you to mortgage your house to afford to bring any. They have filled the role of objective holders. Each model is 35 points, 1 point more than two Strike squad members. Strike squads and Paladin are for your offense, while Terminator is for defensive objective holding. At Round 2, place a square on an objective, getting priority because they are a troop choice, lay fire at range with bolterDisaplin Storm Bolters + one in five can take a Heavy Weapon, then buff them with magic and Stratagems to make their W2 Sv2+/5++ even tankier. **These chaps buffed with Hammerhand wound everything on 5+ minimum, delivering d3 wounds in the process, so most of the monsters/vehicles you charge are highly likely to go "poof" with their 2 attacks base, and Swords and Falchions are generally better against anything <T8. That being said, bearers of something with d2 and higher with good AP are the bane of their existence and are generally better dealt with using Strike Squads. With new stratagems and powers you can greatly mitigate this problem.
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