Imagine the full first company of Dark Angels make planet fall. The might of the Deathwing combined and determined to take over that fortress. Everybody is proud to be clad in Tactical Dreadnought suits from Apothecary to standard bearer...and then nobody there to capture that god-emperor damned point everybody turns around trudges home... "Master Belial, the Fortress is secure...but there is a problem. We cannot capture and control it" "Why is that so Sergeant!" "Cause we have no tactical in plain power armor around Sir!" "Ohhh...well...there is nothing we can do. Back to the Rock Brothers! We will still note it down as victory but don't tell anyone outside the Deathwing!" "Yes Sir! For the Lion and the Emperor!"
the veteran version of the tactical will be probally capable of cap. take a stormbolter/powerfist termi will be the equivalent of a tactical, assault and heavy weapon will not be capable. otherwise why take a stormbolter instead of an assault cannon?
Termies *should* be able to cap, really. That's part of their role in fact: to spearhead assaults on heavily-fortified positions and secure them for their lesser-armoured brothers. The Horus Heresy rules have most, if not all, Terminator units count as scoring (or having ObSec now) and that's how I feel they should be. Balance-wise, though... that would obviously raise quite a bit of issues.
You could always just increase the time it takes for them to solo cap a point, it would allow them to cap, but without putting them at the same level as Tactical/Traitors.
The way I see it, the TeQs aren't classes you choose to just go wreck face with. It's a very specific choice, and it's a stalemate-breaker. This game's übercharge. So when the attacking team simply cannot get through, and the enemy is too entrenched, you buy a go with a Teq, just like you pick a Rhino when you get shot while going out of spawn. The Teq is durable enough to lead a charge directly into the enemy base, and can take the beating his or her teammates cannot survive. They aren't impossible to kill, but they don't need to; after breaking down the enemy entrenchment, they might as well be donion rings. For that to work, the Storm Shield would need a significant change; as of right now, the SS does what a Termie would do, but better, because they have the option to take no damage at all for extended periods of time. I would like the SS to not be an actual shield, but a damage mitigator, perhaps increasing damage resistance to up to 40% on both health and shield while up. In exchange, they should be allowed to run with it up, and get no stamina penalty. As such, they'd be the poor man's Teq, not quite as durable, but still pretty tanky from the right angle, while Teqs are true DISTRACTION CARNIFEXES
Technically, we can also chose to play a TEQ when being a Warlord, since the Warlord will be an Elite/Hero most of the time Though I think this might be stretching it to far...
no it's correct the warlord is always a elite/hero, different elite/hero create different warlords style.
That's actually kinda cool. ... But does that mean that if you play a Nob, you get to be a Boss Nob? And if you play a Warboss Hero, doe you become a... Warboss Boss? You don't become a Warlord, that's only Skarblitz. For better or worse.
---Off Topic---- Warboss has been mentioned as a possible Ork Hero. Nobs are confirmed to be Elite Classes (Q14 here states they're Elites) & heroes such as the Skarboy Kommando Nob that's in the RTS for Founders. Warlord is a leader rank of sorts. Think of them as a leader of a Raid or Platoon in other games or a commander in BF4 just they take to the field to smash/melt faces (note Commanders in EC are a different thing). They can choose abilities before a battle to help their team in the fightand they can spawn as Heroes or Elites for free. One ability that's been brought up is giving Elite class spawns to other players. I don't think they'll be restricted to only 1 hero class nor do I think Warlord stuff will be dependent on Hero classes. State of the Crusade V mentions Warlords in talk about deployment -> here. They're also brought up a few times in the community forum Q&A Answers Compilation Thread. Plus this which also mentions War Council and Commanders: "-snip- Finally there are the Warlords who are the badasses in game that rally the troops, lead the charge and spend their special abilities to buff their allies and kill their enemies. Currently the design calls for one Warlord on each side per match but obviously that design will have to evolve once we go open world. -snip-" - said here by NoahWard (Game Designer) - he also mentions War Council & Commanders in that same post. I wonder if there will be Warlord traits too. Like an Iron Warriors sub-faction player as a Warlord can choose to grant some kind of passive vehicle buff/discount.