Edit: Because Warcasters lost the ability to contest in steamroller scenarios, the Freight train lost his main win-condition. This means that Terminus moved from the very top to the middle of the power curve, and while most of what’s in this article still holds true, you’ll occasionally find yourself unable to seal the deal with only Terminus remaining.
I’ve been meaning to update this for a while, and I think I’ve reached a point where I won’t learn much more about Terminus. Terminus has been my main Warcaster for more than a year, and for months I’ve played him exclusively, so I’d like to introduce you to him properly.
Terminus is an unholy abomination the size of a Helljack, with the ability to ignore just about anything on the table and split a caster in two with a single blow. Terminus can rip apart Colossals, survive a buffed up Mulg to the face, and take down an entire enemy army on his own. Terminus can reach levels of armor that nothing in the game can break, and with enough souls he has the damage output needed to make Butcher cry with envy. Terminus has an answer to almost anything in the game because he just won’t die, and he can kill almost anything without help.
Lich Lord Freight Train
At this time I’ve had 91 games with Terminus, I’ve won 86 of them, lost one because I got seriously ill, lost one because I decided to have fun at the ETC, and lost three games fair and square. These games have been a mix of casual games against opponents ranging from average to highly skilled, tournament games where Terminus has been my main casters (and often my only list), and tournaments against the best players in Denmark.
I’m telling you this to illustrate exactly how powerful a caster I consider Terminus to be, and with the right list I consider him one of the best tournament casters in the game, and on top it of he’s incredibly easy to play. I strongly urge you to stay away from Battlecollege when it comes to Terminus, because the article there sends a lot of people down a path of frustration, failure, and timed out Death-clocks.
Terminus has very few active abilities but a plethora of passive abilities which is what makes him so powerful and easy to play. A player once asked on the Privateer Press forums how to win with Terminus and the answer he got was: Run at caster, win! This is not true but like most jokes it has a core of truth that makes it a good joke, because when you play Terminus he does exactly nothing except advance on most turns, and then he charges and ends the game.
- Feat: Dragon’s Call
This feat is what defines Terminus. Cull Soul allows Terminus to gather soul tokens when a living enemy model dies within 2″ of him, and the following round those souls turn into Focus. Dragon’s Call extends that soul collecting ability to 12″ and for every soul he has he gains +1 armor.
This means that Terminus with five souls and Dragon’s Call will be armor 29 which is nearly impossible to crack, and my personal best is armor 40 which only Butcher with every available buff and feat can hope to crack, and he has to roll really really well to do it (eStryker rolling absurdly well can also crack him, thanks dmeep) . Souls you gather before activating Dragon’s Call also turn into armor, so you can kill things within 2″ of him and then feat later without getting in trouble.
My personal rule is armor 28 on feat turn. this means I’ll feat if I can get him to armor 28, which includes considering things like spending Focus on buying attacks or casting spells. There will be games where the feat will be useless, and there will be games where the feat will completely destroy an opponents chances of winning, but luckily Terminus does fine without a single additional soul. Finally the feat lasts for a round and not just a turn, so any models that die due to corrosion or free strikes still go in the belly if they’re within range.
- Melee: Doomsayer (main weapon)
Terminus wields Doomsayer which is a Magical Reach weapon with P+S 16. This is his main weapon and while P+S 16 and MAT 7 might not seem impressive for a melee caster he brings more to the party.
- Melee: Scything Claw (secondary weapon)
This is his second initial attack at P+S 14 and it has Critical Pitch. There are exceptionally few situations where critical pitch is worth using but in case the model you’re currently beating on is standing in front of an obstruction it’s worth considering, and occasionally an opportunity could arise where it’s useful. In more than 90 games I’ve never used Critical Pitch.
- Melee: Malediction (spell)
This is where Terminus becomes a true abomination. Malediction is an upkeep spell which is usually cast on his first turn and upkept the entire game. This spell inflicts a -2 penalty to armor and defense upon enemy models within 2″ of him which gives him the following stats: MAT 9, P+S 18 Doomsayer, and P+S 16 Scything Claw. This means he’ll hit most high defense casters on average dice, and will be able to reliably munch through even defense 14-15 models with a little help, and he does get a little help from his army.
Malediction can also be used to debuff enemy heavies if needed, but since that means moving Terminus next to the things that can actually kill him it’s worth considering the move very carefully. I use Terminus like this every third game or so, and it’s a game winning move that not many opponents take into consideration, because what type of idiot would move his caster up next to a thing that could kill him. This trick has some great synergy with the Ravager trick.
- Melee: Ravager (spell)
Terminus has another trick up his pompous sleeves and this is the reason you should always bring a Skarlock. Ravager grants a member of the battlegroup Berserk, and since Terminus is a member of his own Battlegroup you can have that MAT 9, P+S 18 Doomsayer kill everything within 2″ of Terminus.
There’s a trick with Ravager if there’s an enemy heavy you would like to smack a couple of times without spending your precious Focus and it goes like this. Skarlock casts Ravager on Terminus, Withershadow Combine casts Puppet Master on Terminus, and Terminus charges the heavy while making sure to end his charge within ½” of an enemy infantry model. Terminus then hits the enemy heavy with Doomsayer doing heavy damage.
Terminus then uses his Scything Claw to kill the infantry model next to him, and Ravager grants him another attack. Nothing in the rules for Berserk says that Berserk attacks must be done with the weapon that activated it, so Terminus gets another attack with Doomsayer on the heavy. If your opponent placed several easily killed models within reach you can kill them before taking your last attack on the heavy, and Puppet Master makes sure you don’t fail to poor dice.
- Ranged: Dragon Fire (spray)
Terminus has a rarely used option but it’s quite powerful if you remember you have it. In most rounds Terminus will either run or charge, but occasionally there are situations you don’t want to be stuck in the middle of and remembering that you have a 10″ spray with POW 14 available is nice in those situations.
I’ll go ahead here and state that this attack should never be boosted unless it’s on his feat turn, and even then I wouldn’t do it. Dragon Fire is a little extra something on turn you have nothing better to do, unless you’re going for a ranged assassination.
- Ranged: Hellfire (spell)
Terminus can indeed do spell assassinations but it’s rare. It usually happens when you’re up against someone who knows the threat ranges and has a good eye for distances. What usually happens is that Terminus has a great round and is loaded with souls, so your opponent retreats out of charge range. This leaves you with 15-20 Focus and a caster that’s 2-3″ out of range.
Hellfire has a cost of 3 Focus but you’ll need to boost to hit because of his low FOCUS of 6, so they cost at least 4 Focus and boosting damage is often a good idea since they’re so expensive. This combines well with Dragon Fire because it has the same range as Hellfire. If you managed to gain 11 souls on feat round then you have 17 Focus, which means one fully boosted spray, and three fully boosted Hellfire spells (also POW 14) which will kill most squishy casters.
Depending on how the rest of the game is going you can often fire the spray and one Hellfire, and evaluate your odds at killing the caster because you can stop at 10 Focus remaining and still be close to immortal depending on what your opponent has left.
- Ranged: Annihilation (spell)
This is a trap spell. It’s exceedingly expensive and lures you into taking Arc nodes instead of something useful. The players who use this calls it “priming the Terminus pump” but unless you’ve got an Arc Node it’s usually better to spray, and if you have an Arc node you’re doing something wrong. I’ve used it a couple of times when I’ve had Terminus overloaded on souls after he’s destroyed something in melee but in general you should cross this spell out on his card.
- Movement: Flight
I’m listing this under offensive abilities because this is what elevates Terminus into godhood. On a normal turn Butcher will outdo Terminus on raw damage, but a good player will have little trouble shielding his caster from a surprise visit from Butcher. Flight allows Terminus to ignore models when determining LoS for a charge, and it allows Terminus to move through models as well.
This means that unless he’s blocked by clouds or terrain he can charge an enemy if it comes within range. You will be taking free strikes during the flight but with armor 24+ he’ll ignore most of them (watch out for models that can stop you like Janissa, or models with knockdown free strikes).
I call this the Terminus test, because advancing into his charge range usually means that the game ends, and depending on what remains in your list the Terminus test can be failed at 15″ (Madelyn Corbeau & Darragh Wrathe being alive and active), and not many players see that coming.
While his offensive abilities might seem impressive it’s his defensive abilities that make it possible to win. Terminus is on a large base, with fourteen defense and 18 base armor, which wouldn’t be enough to keep him alive except that he can turtle his way to victory because of his passive abilities.
- Passive: Undead (type)
Being undead makes a lot of things easier. There are a lot of abilities that won’t work on you and the downside to being undead is very rarely felt. This also means that Shadow of Death works on himself which is fantastic.
- Passive: Shadow of Death (aura)
All friendly undead models within 10″ of Terminus gain tough… yes all of them, and since Terminus is within 10″ of himself he also gains tough which is hilarious on one of the best campers in the game. This is a huge ability that defines Terminus and it allows you to make one of the most resilient bricks in the game (on par with Trollbloods).
Shadow of Death also allows you a shot at keeping the important models alive since almost every important model is undead, and when you pick up the dice and make a tough check for Tartarus your opponent will cry foul and beat you. This is one of the most frustrating abilities an opponent has to deal with, and it’s won me a lot of games.
- Passive: Abomination (aura)
If you get within 3″ of Terminus you must take a morale test, and that goes for friendly models as well. This is a great defense and I have it written on the back of my Terminus because it’s turned more than a few games around. it’s also nice to be reminded to keep the few living non-fearless models you have the hell away from him, but occasionally I still fail a check with Madelyn Corbeau.
- Active: Sacrificial Pawn (aura)
If someone shoots Terminus and hits him directly you can choose to have a small based non-incorporeal undead model within 3″ take the hit instead. This has been extremely entertaining during my time with Terminus as people go through incredibly complex plays to free up Eiryss, take free strikes, kill their own models, and when they roll against Terminus and triumphantly announce a hit I ask them if they forgot about Sacrificial pawn, and then store the image of their despair for a rainy day.
This also means that Terminus is almost immune to ranged attacks because he’s armor 24 with the ability to move hits he doesn’t feel like taking. I usually take everything up to POW 13-14 on Terminus, because at armor 24 they’re not going to harm him significantly (if at all), and when my opponent throws something heavy at him (POW 15+) he gets to hit something like a Bane Thrall instead, and to add insult to injury that target is tough.
After a while opponents will stop shooting at you unless they can completely clean out your shield, and the only faction with any hope of actually accomplishing that task is Cygnar, and maybe one or two corner case lists elsewhere. You really want them to shoot you actually, because every shot that goes to Terminus is a shot wasted.
List construction: Auto-includes
This is the part where it gets really interesting because list construction with Terminus is both rewarding and boring. Terminus is a caster that comes into his own at 35 points but gets really powerful at 50 points, and to be honest I don’t have a lot of experience running him in anything but 50 points so all the theory presented in this article is based on 50 point games.
This is the first unit I reach for in a Terminus list and it’s not just because adding more banes makes every list more powerful. Bane Thralls out-threat most heavies in the game and can engage and annihilate all but Colossals and closed Devastators without help, which is exactly what we need since Terminus isn’t big on helping them out most games. Bane Thralls also come with natural tough from their UA which means they can move out of Shadow of Death range and that’s very valuable in many games.
Bane Thralls also come with the ability to shake knockdown and stationary which is huge in some games, and just really good in others. This means that pSorcha won’t just walk up and stop your entire army from moving ahead because everyone is stuck behind a wall of frozen Bane Thralls, and the knockdown feat casters can’t move up their heavies in safety because the horde of stealth killers get up for free and will exact a bloody vengeance.
Bane Thralls also make the best sacrificial pawn models in the game because they’re so hard to shift. If you stuff the 3″ around Terminus with Mechanithralls you’ll be creating a zone where enemy AoE attacks can harvest 4-6 of them at the time, and an enemy that goes all in can clear the area and allow Eiryss a shot at Terminus that you really don’t want to give him. I already explained why most people won’t shoot Terminus unless they can remove his shield and with a shield of Bane Thralls it’s stupidly hard to remove it. Bane Thralls don’t care much about AoE damage that will kill Mechanithralls on average dice, they very rarely take direct hits unless you’re up against Cygnar, and that’s on top of being the perfect melee unit for Terminus.
Finally these guys provide Terminus with an Armor debuff and I often keep Tartarus back so I can run him in to debuff an enemy caster when I go for him. Tartarus can engage from 14″ away and is Ghostly so he’s not hard to get on a target if you run him in, and suddenly Terminus is hitting P+S 20 with Doomsayer and P+S 18 with his Scything Claw. This will demolish anyone but Karchev or a heavy Fury camper on average dice.
These are in every Terminus list. It’s not even really a debate because those five points buys you so much power that not bringing them should be considered grounds for excommunication. Bile Thralls ensures that you won’t be overrun by cheap high defense models and forced to use your Bane Thralls to clear them out just to be brought down by heavies the following round.
Bile Thralls have their own article because they’re such an incredible unit, and with Terminus they’re gods on the battlefield. I usually hide one behind Terminus because he’s a great backup and due to the size of even the basic Terminus model opponents tend to miss him being there and that has won me a few games. I don’t covertly move him there, I don’t do subterfuge and sleight of hand, I simply move him there and people tend to forget because he’s out of sight.
These guys are my third and final auto-include unit. Admonia ensures that you won’t automatically lose to a caster with a movement debuff like Crippling Grasp, or an out-of turn movement effect like Pursuit. Unbinding also handles things like Winter Guard Death Stars, Colossals with Arcane Shield, and a multitude of other upkeep spells that will make your life miserable. In addition she upkeeps Malediction for free so Terminus can camp at armor 24 instead of 23 which makes a world of difference. You should do your best not to lose Admonia in every game, and in most games she’s the second most important model on the table.
Tremulus has access to Puppet Master which is the ability that allows Terminus to assassinate almost any caster in the game with a degree of certainty. When you charge in after running Tartarus to debuff a target you don’t want that 3d6+20 damage charge attack missing and Puppet Master is the answer. Puppet Master also allows you to lessen the impact of bad dice in general, and if you bring Erebus and get that perfect round set up then Puppet Master is essential there as well.
Finally there’s Dark Industries and the fact that WSC hit like trucks against Warjacks. In 90 games I’ve had Dark Industries go off just once or twice because honestly the WSC are to important to allow them near the positions they need to do these things. I tried using Malice a couple of times but it wasn’t worth it. With most other casters I play the WSC very offensively and have several caster kills with them, but with Terminus they’re my babies and staying “alive” is their main concern.
This solo character is actually not an auto-include in smaller games but at 50 points he becomes another god on the battlefield. This is because his Beyond Death ability makes Terminus almost immune to death by Warbeast as he becomes armor 26 and that’s something an opponent needs a tooled up, buffed up, special character heavy to break. There are things in the game that can break Terminus at armor 26, like Mulg or Ghetorix with Primal, but they are few and far between, and when you’re facing them you know what model you need to keep an eye on.
Darragh Wrathe also does wonders for the speed of a list in general, and his ability to Death Ride adds an inch to Terminus’ assassination run and 12″ is a solid threat range. Darragh Wrathe rarely enters the fray without his “stress relief assistant” Madelyn Corbeau.
This little dame is two points worth of complete and utter havoc. There’s no other two point model in the game that brings so much power and so many options to a table, and this one model alone has won me more games that I can keep track of. Madelyn can move Bile Thralls to purge entire armies, move Admonia up to unbind that important upkeep, add distance to Darragh Wrathes Beyond Death aura, and literally a hundred other things in any given round.
Madelyn also extends Terminus’ assassination run to 15″ if placed correctly and that’s borderline crazy. A caster that ignores intervening models and shrugs off all but the most powerful free strikes, that can hit and kill most casters on average dice, and can come from 15″ away to do it is crazy. Any opponent that has encountered Madelyn Corbeau with a Terminus list before will be doing everything in his power to kill her so make sure she’s in cover or near Darragh Wrathe so she can pawn to him.
The Skarlock is a core piece in my Terminus list because of his ability to cast Ravager. I tried about twenty games without him and they were significantly harder because of my suddenly limited amount of options each round. Without the Skarlock it’s hard to get Terminus doing anything except camp but with the Skarlock and his free Ravager you can do all kinds of interesting plays. I’ve had people questioning this choice but I stand by it as a core model, and given the choice between Darragh Wrathe and the Skarlock I would be hard pressed to choose, because that’s how powerful an option the Skarlock is.
The Skarlock allows you to launch an Overtake Ravager Erebus without spending half your Focus. The Skarlock allows you to engage and destroy infantry that either does not grant souls or where using your feat would be counter productive. The Skarlock can cast Hellfire albeit at magic ability 6. The Skarlock serves as a backup Sacrificial Pawn model. The Skarlock is a great addition and going without him should be a conscious choice not a knee jerk reaction to the perceived lack of viability.
- Saxon Orrik
The fourth and final Auto-include solo in my list is Saxon Orrik. Mr. Orrik is vital in order to avoid losing to bad terrain, a player who knows how to use terrain, or casters that can make terrain like pIrusk or pBaldur. Saxon Orrik also brings a gun and spends most his time behind the lines touching himself in his special place and going “I’m to important to be up there doing anything“.
In other lists Saxon Orrik is a great offensive piece, but like Admonia he’s just to valuable to lose on something stupid. There have been games where I’ve decided he would be worth more in an active role but they’re rare. Occasionally Saxon gets to shoot at flanking solo characters or work as a backup sweeper to free up something, but mostly he just touches himself.
The fact that I run multiple heavies was something that was initially scoffed at but the results speak for themselves. I stick to one Helljack and use a Lesser Warlock but the one Helljack is nearly always Erebus. I’ve experimented with other Helljacks and Leviathans are solid if you build and play around them, while Malice should in theory be great but always falls apart in actual games. Nightmare could be solid but he’s expensive and fragile, while Deathjack is much to expensive and causes all kinds of problems with soul gathering.
Erebus is the perfect little Helljack for Terminus because he does the two things Terminus needs. Erebus is the best Helljack we have for getting in the way, and Erebus can collect a bunch of souls for Terminus if your your opponent allows it. The article I’ve linked explains how fantastic Erebus is at getting in the way, and collecting souls is done by using Ravager and Overtake to create a non-reach Helljack version of General Slaughterborn.
Erebus usually does nothing except die in spectacular ways and places, and that’s actually a great use for him, but every now and then an opponent will hand you the opportunity to Overtake your way to a handful of souls. This should in theory also allow you to use Erebus as an assassination piece, but I find that he rarely has enough operational systems when the time comes, and no arms means no caster kills. My personal best with Erebus is 16 kills in one round, but that was a complete fluke and came as so much of a surprise that I hadn’t even used my feat with Terminus.
List construction: Optional choices
The above models leave you with 11 points left in a 50 point list. In the final version of my list these points were spent on two Machine Wraiths and Wrong Eye. I did this because Terminus has problems with scenario play and two Machine Wraiths solved those problems nicely. I brought Wrong Eye because I wanted a heavy hitter I could send in without Terminus losing any survivability and it has been wondrous. There are however several other options that will do nicely in a Terminus list.
These have been used by me and others with similar lists to great effect, and a list with dual Pistol Wraiths, Warwitch Siren, Gorman, and a Machine Wraith took second best Cryx general at the ETC and was undefeated. I had 5-1 and lost the game because I wanted to enjoy myself, which again should give you an idea about the raw power of the core in this list.
List construction: Alternatives
There are other ways of doing this of course. I ran a list with two Leviathans that was almost as effective but a lot more boring since it didn’t have the points to play around with. Instead of Erebus and Wrong Eye it has two Leviathans, and the Machine Wraiths are switched to allow a Necrotech as well. There’s also the gimmick list run by Sanctjud from the Privateer Press forums which is 30 Bane Knights and the support team, which has some really bad match-ups but also gets by on raw power if you can manage it and can stomach painting 30 Bane Knights.
Then we have the players who still stand by the Mechanithrall build, but that build is outdated to say the least. The Mechanithrall build is vulnerable to everything from AoE spam to terrain issues, it will automatically lose to anyone with sufficient buffers like covering fire templates, and it’s a nightmare to run in timed tournaments. A few players have then settled on including a single unit of Mechanithralls to serve as a bullet shield but I think this is a mistake because it weakens the list as a whole.
The great thing about Terminus is that he can have a basic setup. This allows you to face an army where you don’t really understand what’s going on and you don’t know his abilities at heart, and still do well. I usually have the brick at my center and a heavy on each flank, but if I’m unsure about the opposition I’ll pull in Erebus to guard Terminus.
This is my basic deployment with a heavy on each flank. In this case I’ve deployed Darragh Wrathe and Madelyn on the flank instead of at the center because of the nice defensive wall on the right, where I can park them in cover and activate Intrigue if he decides to try for the zone. This will allow me to move up Bile Thralls and clear the zone, and this game I would have won on scenario except my opponent conceded.
The way to play Terminus is dead simple and that’s why I love him as a tournament caster. After three games it the noise and heat that is the hallmark of nerd gatherings I can’t add two straight numbers together but I don’t really need to because the list plays itself.
- Round 1: First player
If you are the first player then the plan is so simple it hurts. Terminus assigns one Focus to Erebus, casts Malediction and charges a target directly across from him. The Bane Thralls run into position and since they can run 10″ they’ll be ½-1″ ahead of him. The rest of the list either runs or uses whatever abilities they need. Wrong Eye casts Submerge and charges ahead. Snapjaw Submerges and charges a living warrior model on the other side (has to be done in that order unless you deploy Snapjaw slightly behind Wrong Eye, or Wrong Eye won’t be able to Submerge before charging as Snapjaw will be out of his control area). Darragh Wrathe moves up and uses an ability, then uses his light cavalry move to get into position.
Don’t do this if you opponent has hard hitting advanced deploy models with exceptional charge ranges, but in 95% of your games this is a safe move. Your opponent will move up, and you will get to absorb his charge on full Focus and with all abilities active. I say absorb the charge because you will have to due to the slow speed of the list. This list actually likes going second if you can ensure that Terminus won’t drop dead from some out of the blue assassination, because scenarios are hard on it when it goes first.
- Round 1: Second player
If you are the second player your main objectives is to get up and steal the initiative while keeping Terminus safe. This is hard to explain quickly so if you haven’t read the article on stealing the initiative you should probably do that. When you understand how it works then the first turn with this list should be obvious and if done right your opponent will have to absorb your charge and he’s completely toast. The only lists I’ve encountered that I can’t easily beast if I get the initiative is eAsphyxious and possibly a mirror Terminus (never tried that).
- Round 2: The Terminus test.
Every round after the first you begin by checking if your opponent failed the Terminus test and got within charge range. If Madelyn Corbeau was activated you could move up Terminus if it seems likely that he would get within 12″ and then it’s clobbering time. Terminus will kill 95% of all Warcasters in the game unless they camp everything they’ve got, and 95% of all Warlocks unless they camp 3+ Fury. If he failed the Terminus test and there are no free strikes with knockdown, stationary, or similar abilities that will stop his charge (Janissa) between them then he most likely lost.
I usually spend the time to move the rest of the army, clear out lanes to avoid as many free strikes as possible, and then pop feat and charge. The reason I always pop feat when charging is because IF I fail I have the option of getting some souls on him and maybe even surviving. This has worked several times so remember it. If you can run in Tartarus before charging that a bonus and it will be an easier kill. So far only two casters have survived being charged by Terminus, and it was pSeverius on full camp with defensive upkeeps on himself, and Saeryn where I couldn’t roll 7+ once on five attempts.
- Round 2: Feat time?
Assuming he hasn’t failed the Terminus test it’s time to add up available souls. If you feel you can easily achieve armor 28 and there’s no Molik Karn, Mulg, or Ghetorix on the other side then Terminus can play offense. This requires you to handle Eiryss/Thrullg if they’re present, but that’s something you always have to have in mind. On a good feat round you can easily reach armor 30-35, which allows you to run into the entire enemy army and laugh like a maniac, but be damn sure you CAN reach that high a number because you have to feat and run in before getting them.
Usually in these situations I use the Skarlock to cast Ravager on Terminus and he goes in to harvest 3-4 souls himself while putting some damage on a heavy (see the Ravager trick from the abilities section). Then I follow up with Bile Thralls and clear out everything around Terminus, because the worst that can happen to Terminus is getting corroded. This then clears the way for the Bane Thralls to go hit the enemy heavies and suddenly an opponent has 30% of his list left and an armor 30+ monster in the middle.
In the image above Terminus is all alone in front of an entire army, including a Spriggan and the Great Bears, pIrusk hasn’t used his feat so the Great Bears will be able to come in with MAT 10 doing 5d6+13 & 4d6+13 each. That would be a problem except that Terminus is at armor 36 there, and Darragh Wrathe has used Beyond Death down behind the rocks, so they Great Bears will do -8 & -11 damage on average.
- Round 2+: No feat and no charge?
In case you can’t feat yourself to invulnerability and there’s no charging in to win then it’s time to shuffle for position. This list is designed to destroy anything it can charge, and to profit when an opponent charges your lines, so if you can’t end the game then shuffle to avoid losing on scenario and push him on the offensive. If another round goes by where he won’t come at you then begin looking for a scenario win because after two turns of backing away you should be able to push his last forces out of those zones.
This is at the ETC where I did exactly that. I pushed him and he retreated, I pushed him again and he retreated, then I had free hands to kill the few remaining things he had in the zones and win. Here Snapjaw cleared out a whole unit of Stormlancers and the only thing that could have stopped me from winning was the Stormwall but pushing it ahead would have allowed me to unbind and kill it easily: Damned if he does and damned if he doesn’t, that’s what Terminus is about.
I’ve enjoyed my time with Terminus immensely and if you have any questions feel free to ask them and I’ll answer or work them into the article if I can. I’ve also gathered a few articles or sites that deals with Terminus.
- Muse on Minis Podcast: 1:05:00 in. I do find their discussion a bit outdated.
- Road to War Episode 37: 23.35 minutes in, they don’t really get it though :D