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Black Templars / White Scars "Hammer and Anvil" 2000pt list  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut







This is a 1998 point BT and WS ally list. The idea is that everything is on the table turn 1. The White Scars bikes go in fast and pin units in CC very fast, while the BTs move and run and try to get in melee turn 2, 3 at latest. After the BTs are in close combat, the WS will hit and run out at end of enemy assault phase, and charge non-engaged enemy units next turn.

White Scars

CPT - 160 (Will lead the command squad)
Art Armor
Power Lance
Storm Shield
Bike

Command Squad - 235 (With the CPT this is meant to go charge the toughest thing out there and hold it up in CC)
Bikes
Apothecary
Veteran with Power Lance
All have Storm Shields
Non vets have meltabombs

2x Bike Squads - 308 (These are meant to charge lighter enemy formations to tie them up in CC)
5 bikes total
Vet SGT with Power Lance
2x meltaguns
SGT Meltabombs

Black Templars

Captain - 175 (This guy is the challenger for the BTs. He rerolls all to hits, all to wounds, and has rending chances)
Terminator CPT
Lightning Claw
Shield Eternal

Assault Terminators - 270 (The CPT's beatstick buddies. These will take over for the WS command squad as a survivable CC unit while they go engage next target)
6x TH/SS terminators

LRC Transport - 260 (This will get the BT Heavy Infantry to the fight as fast as possible. Pop smoke turn one, charge in turn 2, 3 at latest)
Multi-melta

2x Crusader Squads - 590 (These will follow the 2 biker squads and take over CC from them as they H&R to go claim objectives after first pin)
10 inits
10 neos (1 Squad with only 9 neos)
All CC fit
Sword Brother
Meltabomb
Initiate hidden Power Fist
Flamer
S. Brother Power Sword

Let me know what yall think. I am trying to keep my Black Templars viable in CC in 6th. The bikers get good toughness and 4++ jink saves first turn as WS and they get some good CC bonuses of their own. I need them to screen my CC Crusader mobs. On the Tabletop, they will form up right behind a screen of neophytes as some protection if I dont get to go first, otherwise they will be right on deployment edge. The idea is that the units tied in CC wont get to shoot or overwatch my more vulnerable light infantry crusaders. The command squad and the termies will be the big target hunters.

This message was edited 1 time. Last update was at 2013/09/09 17:59:02


Isean's Cadre - Es'run Sept

Black Templar Fighting Company Hartnackig - Dakka Article

DR:80S+G++MB++I+Pw40k06#+D+A+/mWD-R+T(M)DM+
All Stats are as of 6th ed [Win/Draw/Loss]
Black Templars 2500 points - 12/3/5
Tau: Es'run Sept 1800 points - 9/3/4
Dwarfs: Kazak-Graey 4500 Points - 1/0/0 
   
Made in at
Slashing Veteran Sword Bretheren






Hi

This looks like a really scary list to play against. Tough, fast, maneuverable, hard hitting and flexible. Granted, you don't have much going for in the firepower or long-range anti-tank department, but I think you don't have to fear any enemy close-combat "nasties" with a list like this.

Just watch out for AP3 large blast markers - only your HQs and bodyguard have stormshields to shield themselves against it, but in turn zero firepower.

 Isean wrote:
2x Crusader Squads - 590 (These will follow the 2 biker squads and take over CC from them as they H&R to go claim objectives after first pin)
10 inits
10 neos (1 Squad with only 9 neos)


Not sure what to make of these...

Did you mean

Squad A: 10 Initiates, 10 Neophytes

Squad B: 10 Initiates, 9 Neophytes?

Why don't you reduce the unit size a bit and deploy one of them in the Land Raider Crusader? Your BT HQ can deep strike anyways, and being able to rapidly transport one of your two footslogging squads with the added bonus of being able to assault out of the transport with them makes them that much better.

If you follow my advice and drop the Shield Eternal and 4 Neophytes and squeeze the 15 man squad B into the LRC, you'll have enough points left over to buy a Dual Multi-Melta Land Speeder that can seriously lay the hurt on any tank unfortunate enough to get in range. And you'll still have 10 points left over to spend on a combi weapon for your BT HQ.

This message was edited 3 times. Last update was at 2013/09/29 23:20:09


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