Slashing Veteran Sword Bretheren
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HQ: 165P.
Captain
weapons: The Burning Blade, Boltpistol, Frag and Krak Grenades
wargear: Iron Halo, Artificer Armor
ability: Chapter Tactics (Black Templars)
My close combat monster. 4 attacks base, 5 on charge, all at Strength 7 and Initiative 5. For defence, he has a 2+/4++ going for him. He will join a 9 man strong crusader squad in the Drop pod and using drop pod assault, will drop right into the heart of the enemy firebase. The squad's flamer will take care of the nearest infantry unit; regardless if they survive the hail of fire during the opponent's turn and this guy charges into CC or not, it will shake up the enemy firebase long enough and draw enough attention from the rest of my army so that my units can safely reach the enemy firebase.
Elites: 619P.
Venerable Dreadnought
weaponry: Plasma Cannon, Missile Launcher
Ballistic Skill 5 makes for a reliable Plasma Cannon, so enemy terminators beware. At the same time, he has a Missile Launcher and can add a second blast marker to boost his light infantry hunting skills too. The S8 krak shot and the S7 of the Plasma cannon also makes for a semi-decent light vehicle hunter too, now that the strength of a blast marker doesnt get halved if the hole no longer sits on a vehicle's hull. His job is to simply patrol the battlefield and harass enemy tactics by his mere presence - the ability to make my opponent re-roll on the penetrating hit chart will keep him hopefully alive.
Terminator squad
5 Terminators
weapons: Cyclone-Missile Launcher, 5 Stormbolters, 4 Powerfists, 1 Power weapon (sergeant)
They deep-strike, target the side armor of vehicles, and if none are there, simply empty a hail of fire into enemy infantry formations. Not too sure what to do with these guys though; in the previous Black Templar codex they used to have an additional CML and tank hunters, now they've lost both, I feel a little disoriented. I don't think Assault Terminators are worth it because the Lightning Claw ones suck (AP3...I believe the AP2 powerfists of my regular ranged termies do a better job) and the TH + SS ones have 0 firepower and strike last, so there's a good chance they will get tied up by cheap infantry - their only purpose is to deal with monstrous creatures and soak up ungodly amounts of enemy firepower, but both of these are situational
Vanguard Veteran Squad
4 Veterans w. Boltpistols and CC-weapons
3 Veterans w. Boltpistols, CC-weapons and Storm Shields
2 Veterans w. Boltpistols and Power Axes
1 Veteran Sergeant w. Storm Shield and Powerfist
ability: Heroic Intervention
Another huge CC-unit. 3 attacks base per model, excluding the sarge, whose powerfist/storm shield combo however makes for a unit that can hopefully survive a challenge by an enemy IC and dish out instant death to enemy characters in turn. I got two power axes in the unit (cannot be picked by a challenge!) so they will strike last, but have 3 base attacks each and AP2, making this unit viable against enemy termies as well. Additionally, the unit is protected by 3 storm shields (4 in total), so enemies firing their AP3/2 weapons against them will hopefully be absorbed by the multitude of shields present.
Troops: 596P.
Black Templar Crusader Squad
6 Initiates w. Boltpistols and CC-weapons
1 Initiate w. Boltpistol and Power Axe
1 Sword Brother w. Boltpistol and Power Sword
1 Initiate w. Flamer
*dedicated transport:
Drop Pod w. Storm Bolter
The squad my HQ will be arriving on turn 1 in. They're there to draw attention and hopefully get into CC ASAP.
Black Templar Crusader Squad
7 Initiates w. Boltpistols and CC-weapons
1 Initiate w. Boltpistol and Power Fist
1 Sword Brother w. Boltpistol and pair of Lightning Claws
1 Initiate w. Melta
2 Neophytes w. Boltpistols and CC-weapons
This squad will start the game inside the Land Raider Crusader. It's job is to get to the enemy and tie them up in CC. I got a power fist hidden in the unit, and a character with a pair of lightning claws and 3 base attacks (incl. 1 for 2 ccws) that re-rolls all failed wounds, as well as a melta to take out armor should any be nearby. They can assault out of the Land Raider Crusader, and so should make it into CC by turn 2 (18" movement from the LRC on turn 1, then another 6" on turn 2, and then deploy the unit 6" in front of the vehicle's hull and charge 2D6". Correct me if I am wrong, but that means my squad has a CC "reach" distance of upto 42" in 2 turns.
Tactical Squad
4 Initiates w. Boltguns
1 Initiate w. Plasma Cannon
Scout Squad
4 Sniper Scouts w. Boltpistols, Sniper Rifles and camo cloaks
1 Sergeant w. Boltpistol, Sniper Rifle and camo cloak
These squads will stay back and secure any "home field objectives". The marines got their Plasma Cannon, and the scouts can infiltrate, so these guys can do their job fairly well I think.
Fast Attack: 85P.
Landspeeder
weaponry: Multi-Melta, Typhoon Missile Launcher
My tank hunter. Will arrive from reserve and hopefully deal a fatal blow to enemy armor. 12" melta range + 2 S8 krak missiles ought to do the trick in this one trick pony. The vehicle can also harass lone Monstrous Creatures such as Wraithlords.
Heavy Support: 535P.
Predator
weaponry: Autocannon, 2 side sponsons with 1 Lascannon each
Another tank hunter. Better safe than sorry. Should also work well against MCs, centurions and such. Couldnt afford the TL-Lascannon, but I think 2 shots from the Autocannon somewhat make up for it.
Land Raider Crusader
weaponry: Multimelta, twin-linked Assault Cannon, 2 side sponsons with 1 Hurricane-Bolter each
wargear: frag launchers, Power of the Machine Spirit, extra armor, searchlight, smoke launchers
The tank that will carry my main troops choice to the enemy. Got enough armor and guns on it´(plus extra armor and smoke launchers) to get the job done, I think.
Vindicator
weaponry: Demolisher Cannon, Stormbolter, additional Stormbolter
wargear: Searchlight, smoke launchers, siege shield
Killing heavy infantry is a job I enjoy doing.
Grand Total: 2000 Points
(49 models, 1 walker, 1 fast skimmer, 3 tanks, 1 drop pod)
3 scoring units
I stayed true to my Black Templar army and didn't make any major new changes with the advent of the new codex; I had to get rid of my squad of Sword Brethren since they are no longer in the new codex, so I divided them up as Vanguard veterans and sergeants for my Crusader squads. The Emperor's Champion is no longer needed for non-present vows, so he is gone, too.
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Slashing Veteran Sword Bretheren
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I'm thinking about dropping the terminators and the 3 stormshields on the vanguard vets (keeping the shield on the sarge though), the extra armor on the LRC, the HK-Missile on the Predator as well as swapping the power fist on the crusader squad for a power axe to get a Whirlwind, a Stormclaw w. Skyhammer ML and a Land Speeder Storm with 3 boltpistol and cc-weapon Neophytes aboard plus the 2 from the Crusader squad moved here as well to form a 5 man scout squad, and thereby another scoring unit that is fast and fairly reliable (assault vehicle). What do you think?
HQ: 165P.
Captain
weapons: The Burning Blade, Boltpistol, Frag and Krak Grenades
wargear: Iron Halo, Artificer Armor
ability: Chapter Tactics (Black Templars)
Elites: 364P.
Venerable Dreadnought
weaponry: Plasma Cannon, Missile Launcher
Vanguard Veteran Squad
4 Veterans w. Boltpistols and CC-weapons
2 Veterans w. Boltpistols and Power Axes
1 Veteran Sergeant w. Storm Shield and Powerfist
ability: Deep Strike, Heroic Intervention
Troops: 941P.
Black Templar Crusader Squad
6 Initiates w. Boltpistols and CC-weapons
1 Initiate w. Boltpistol and Power Axe
1 Sword Brother w. Boltpistol and Power Sword
1 Initiate w. Flamer
*dedicated transport:
Drop Pod w. Storm Bolter
Black Templar Crusader Squad
7 Initiates w. Boltpistols and CC-weapons
1 Initiate w. Boltpistol and Power Axe
1 Sword Brother w. pair of Lightning Claws
1 Initiate w. Melta
*dedicated transport:
Land Raider Crusader
weaponry: Multimelta, twin-linked Assault Cannon, 2 side sponsons with 1 Hurricane-Bolter each
wargear: Frag launchers, Power of the Machine Spirit, searchlight, smoke launchers
Tactical Squad
3 Initiates w. Boltguns
1 Initiate w. Plasmagun
1 Initiate w. Plasma Cannon
Scout Squad
5 Scouts w. boltpistol & cc-weapons
*dedicated transport
Land Speeder Storm w. Jamming Beacon, Cerberus Launcher & Heavy Flamer
Scout Squad
4 Scouts w. Boltpistols, Sniper Rifles and camo cloaks
1 Scout sergeant w. Boltpistol, Sniper Rifle and camo cloak
Fast Attack: 210P.
Landspeeder Typhoon
weaponry: Multi-Melta, Typhoon Missile Launcher
Stormtalon (Flyer)
weaponry: Skyhammer Missile Launcher, twin-linked Assault Cannon
Heavy Support: 320P.
Predator
weaponry: Autocannon, 2 side sponsons with 1 Lascannon each
Whirlwind
weaponry: Whirlwind multiple missile launcher
wargear: searchlight, smoke launchers
Vindicator
weaponry: Demolisher Cannon, Stormbolter, additional Stormbolter
wargear: Searchlight, smoke launchers, siege shield
Grand Total: 2000 Points
(39 models, 1 walker, 1 fast skimmer, 1 flyer, 4 tanks, 1 drop pod)
4 scoring units
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