Dakka Veteran
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This list is designed to take advantage of the 5th edition rules and environment and some of the cool things that other marines are loosing but the black templars can still do, like use cheap drop pods, Rites of Battle, and Accept Any Challenge, which is just insanely good in 5th edition.
Nothing begins on the table. Everything begins in reserve. The Emperor's Champion starts on one of the Drop Pods. The standard tactical response to a drop pods force is to castle in a corner, limiting the space for the drop pods to land, and this army is designed to counter that tactic, because while the Drop Pod squads cannot charge the turn they arrive, the flanking squads can. This leads to a synergy as the Drop Pod squads unleash some serious dakka and flamer love, while the flanking squads charge and tie up several enemy units, limiting the amount of return firepower that can be brought to bear against the first wave of drop pods.
If the enemy castles centrally, then the Drop Pods are no longer restricted in their drop points, and the flanking squads can use the pods as cover as they run towards the center, so the enemy if left with two equally bad choices, castle in a corner and get charged before you can respond, or castle in the center and allow the drop pods to really lay in the hurt when they land.
The main thing to understand is that this is an assault army, not a shooty army, and 84 marines, fearless in assault, which reroll to hit in HTH combat, is a serious obstacle for anyone to overcome.
Other adjustments for 5th edition environment are more flamers and fewer anti-tank guns, as the easiest way to destroy tanks in 5th edition is to charge them.
1958 Points
Models: 84 Vehicles: 6
HQ:
Grand Marshal (1)
Grand Marshal with Power Fist, Combi-Flamer, and Infiltrate. (118 Points)
Command Squad (5):
4 Initiates with Bolt Pistol and Close Combat Weapon, 1 Initiate with Meltagun. All have Infiltrate. (105 Points)
The Emperor’s Champion (1)
The Emperor’s Champion with Accept any Challenge, no matter the odds. (140 Points)
Elites:
Sword Brethren Squad (6):
4 Sword Brethren with Bolt Pistol and CCW, 1 Sword Brethren with Meltagun, 1 Sword Brethren with Terminator Honors, and Power Fist. All have Infiltrate. (149 Points)
Sword Brethren Squad (6):
4 Sword Brethren with Bolt Pistol and CCW, 1 Sword Brethren with Meltagun, 1 Sword Brethren with Terminator Honors, and Power Fist. All have Infiltrate. (149 Points)
Sword Brethren Squad (6):
4 Sword Brethren with Bolt Pistol and CCW, 1 Sword Brethren with Meltagun, 1 Sword Brethren with Terminator Honors, and Power Fist. All have Infiltrate. (149 Points)
Troops:
Crusader Squad (9):
3 Initiates with Bolt Pistol and CCW, 2 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (148 Points)
Drop Pod (30 Points)
Crusader Squad (10):
3 Initiates with Bolt Pistol and CCW, 3 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (164 Points)
Drop Pod (30 Points)
Crusader Squad (10):
3 Initiates with Bolt Pistol and CCW, 3 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (164 Points)
Drop Pod (30 Points)
Crusader Squad (10):
3 Initiates with Bolt Pistol and CCW, 3 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (164 Points)
Drop Pod (30 Points)
Crusader Squad (10):
3 Initiates with Bolt Pistol and CCW, 3 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (164 Points)
Drop Pod (30 Points)
Crusader Squad (10):
3 Initiates with Bolt Pistol and CCW, 3 Initiates with Boltgun, 2 Neophytes with Bolt Pistol and CCW, 1 Initiate with Flamer, 1 Initiate with Bolt Pistol and Power Weapon. (164 Points)
Drop Pod (30 Points)
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Brainy Zoanthrope
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bad idea to mix your CCW/BP marines and your bolter marines. mixed-roll drop units are just not a good idea.
switch around the squads to be all shooty (bolter marines, shot gun neos) or all assaulty (CCW/BP with a fist or wep) if you are against this, you should at the very least make sure the EC is dropping in a unit of all CCW/BP initiates.. he never used to be able to drop before 5th, im glad they changed that.
might be a good idea to give your sword brethren rhinos, they confer out-flank to trasnports, and will help get those melta guns in range of tanks you want to pop (move 12 inches on + 2 inch disembark vs 6 inch move) melta guns are still VERY good at destroying a tank, one of the only that are as good, if not better then they used to be.
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