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Made in us
Boosting Black Templar Biker





Appleton, WI

Just bought a Caestus Assault Ram, and I would like Dakka's opinion on what would be the best tactial load out for it? I run Black Templars, so I am leaning toward my Terminators in there for a hard hitting assault. The CAR can carry 10 Terminators, so it would be a great way to get them across the board quickly ( with its 36" tourbo boosted range) and its an assault vehicle too!

So what shoul I put in there?

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Decrepit Dakkanaut






New Orleans, LA

10 Assault Terminators (or 9 with chaplain), but only add Furious charge if you're bringing a handful of lightning claws.

10 shooty terminators with Tank hunter (or 9 with Techmarine with combi-melta). Hop out, Shoot up a vehicle or transport, assault what spills out.

Large Crusader Squad blob with Chaplain.

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Appleton, WI

I was thinking Terminator command squad, assault cannons, TH, with some chain fists, Marshal(or MoS).

You think a Techmarine would be better with the shooty then a HQ choice?

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New Orleans, LA

Only to keep the points down. The Marshal would be over-kill for that unit, don't you think? Best to put him in another squad to spread around your assault capacity since 10 shooty terminators are more than reasonable in assault in 6th edition.

Assault Cannons are a good idea with the new Tank Hunter rule in 6th edition. I just think that if you are forced to pop open a land raider or other transport, it would be nice to have a combi-melta to back up those assault cannons. A techmarine is cheaper than a Marshal.

However, I do think a Terminator Command Squad with Marshal or MoS will kill stuff dead.

Further, there's no reason to do a full 10 men, either. 8 should be enough to get the job done. That's 86 points to spend elsewhere.

This message was edited 2 times. Last update was at 2012/09/27 16:31:41


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Appleton, WI

You make some good points. I know this it going to be a very juciy target to shoot down, I just hope it makes it to the sweet spot of my enemies army to wreak havoc on them. Ill start messing around with point values tonight to see whats a good combo to have.

SO... Tank Hunters, if the squad has that, and the tech marine joins, will the techmarine benefit from that?

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New Orleans, LA

J99Pwrangler wrote:

SO... Tank Hunters, if the squad has that, and the tech marine joins, will the techmarine benefit from that?


Sorry, no. The Sword Brethren Terminator Squad only give it to that squad. The HQ Terminator Squad give it to the leading and attached HQ units. The Techmarine isn't an HQ unit, sadly.

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Bremerton, WA

J99Pwrangler wrote:
I was thinking Terminator command squad, assault cannons, TH, with some chain fists, Marshal(or MoS).

You think a Techmarine would be better with the shooty then a HQ choice?


I'm starting to love the terminator command squad.

Marshall TH/SS admantuim mantle
SGT PW/SS (3++, and I4 attacks to challenge PF/PK types or accept in place of marshall)
1 cyclone
1 assault cannon
1 chainfist
1 regualar
with Tank Hunter/Drop Pod

TH gives the AC more chances to rend, 2 3++ and eternal warrior to help make it last. It's almost Deathwing!

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Appleton, WI

 el_hammer wrote:


Marshall TH/SS admantuim mantle
SGT PW/SS (3++, and I4 attacks to challenge PF/PK types or accept in place of marshall)
1 cyclone
1 assault cannon
1 chainfist
1 regualar
with Tank Hunter/Drop Pod

TH gives the AC more chances to rend, 2 3++ and eternal warrior to help make it last. It's almost Deathwing!


That sounds like a decent combo. But I dont know why everyone uses admantium mantle, I feel like its crazy expensive for what its worth.

Plus we cannot use drop pods anymore, but this load out would be good in my CAR.


On a side note.... I do not know much anything about flyers... can you move flat out, get out and assault? The CAR is an assault vehicle, or does that mean you can move at combat speed, disembark, and still assault as normal?

I am thinking the combat speed, but just want to be sure.

That is a smart idea to use the SGT to accept challenges on behalf of the marshal tho.

This message was edited 1 time. Last update was at 2012/09/28 15:13:47


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Limerick

I've seen a Caestus used only once in 6th once so far. Came in on turn 2, then in the opponent's turn got its velocity locked and all the dudes inside it became stranded.

What I'm trying to say is don't put anybody inside it if you can avoid it, unless the enemy's AA is abyssal.

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Appleton, WI

 Godless-Mimicry wrote:
I've seen a Caestus used only once in 6th once so far. Came in on turn 2, then in the opponent's turn got its velocity locked and all the dudes inside it became stranded.

What I'm trying to say is don't put anybody inside it if you can avoid it, unless the enemy's AA is abyssal.


Then it wouldnt pay to take the CAR at all, thats a crappy situation. The point is to get 10 terminators to the other side of the board to assault faster then what a tank would.

Plus, cant you drop it down in to hover mode, then disembark?? That seems silly to have something like that happen, and not be able to disembark the rest of the game.......

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Sweden

 el_hammer wrote:

SGT PW/SS (3++, and I4 attacks to challenge PF/PK types or accept in place of marshall)


He's not a Character and thus can't take or recieve challenges.

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London

Correct me if I'm wrong, but even though the CAR says it may hold "10 models, which must be in Power or Terminator Armour", this doesn't override the face that Terminator Armour takes up 2 spaces in a transport.
   
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It says that it can carry 10 Terminators though.

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But terminators counts as 2 models for transports...

   
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 Jihallah wrote:
But terminators counts as 2 models for transports...


Except the Caestus has a rule that explicitly says that terminators only count as one model for occupying its transport capacity.

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Appleton, WI

Misericorde: The rams two hull booms contain heavily armored compartments each fitted with multiple retractable inertial suppression clamps which lock transported troops in place and protect them from impact. As a result the Caestus Assault ram had a transport capacity of ten models which must be either in power armor, artificer armour, or terminator armour (models in terminator armour only counting as one model rather then two for transport as normally would be the case).

This is the special rule for the CAR. Which makes it pretty awesome to transport 10 terminators to the front lines, and assault.

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Limerick

J99Pwrangler wrote:
 Godless-Mimicry wrote:
I've seen a Caestus used only once in 6th once so far. Came in on turn 2, then in the opponent's turn got its velocity locked and all the dudes inside it became stranded.

What I'm trying to say is don't put anybody inside it if you can avoid it, unless the enemy's AA is abyssal.


Then it wouldnt pay to take the CAR at all, thats a crappy situation. The point is to get 10 terminators to the other side of the board to assault faster then what a tank would.

Plus, cant you drop it down in to hover mode, then disembark?? That seems silly to have something like that happen, and not be able to disembark the rest of the game.......


Well that's the thing, they aren't all that great in the new edition, though obviously you want to use it, so I'd suggest just using it as a gunboat.

And no, go read the rules for Locked Veolcity, it stops you from dropping the Hover mode.

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