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![[Post New]](/s/i/i.gif) 2014/03/13 14:09:19
Subject: Black Templars Kill Team
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Implacable Black Templar Initiate
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Hey everyone, planning on going to a Kill Team tourney in a few weeks and wanted some input on my list:
Space Marines (Black Templar)
Crusader Squad
Sword Brother w/Power Sword - Option for Combat Specialist: Rage or Furious Charge
Initiate w/Power Fist & BP - Indomitable Specialist: FnP
Initiate w/Meltagun - Guerilla Specialist: Infiltrate
Initiate w/CC & BP
Initiate w/CC & BP
Scout Squad
Scout Sergeant w/Sniper Rifle
Scout w/Heavy Bolter - Weaon Specialist: Split Fire or Rending
Scout w/Sniper Rifle
Scout w/Sniper Rifle
Scout w/Sniper Rifle
So the idea is that my Marines run forward while the scouts plink from the back field. With Templars having crusader automatically it should help me to scoot across the board rather quickly. My meltagunner has infiltrate to help him move into position and take out any vehicle threats even quicker, but i'm not 100% sold on that. FnP is meant to add to the survivability of my Power Fist. I'm not sure if Rage or Furious Charge would be better for my Sword Brother should he get the right leadership roll, but I'm leaning towards Furious Charge. I'm really trying to decide if Split Fire or Rending would be better on my heavy bolter. Any thoughts or comments on which would be better specialist choices or switching out units or weapon options would be greatly appreciated.
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This message was edited 1 time. Last update was at 2014/03/13 14:09:41
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![[Post New]](/s/i/i.gif) 2014/03/13 15:10:42
Subject: Black Templars Kill Team
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Tzeentch Veteran Marine with Psychic Potential
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You'd have better luck in the army list section.
My 2 cents : the power fist is not that effective in KT, you'd be better off with melta bombs imho. I'd give relentless to your HB scout. Except those tweaks, you have lots of bodies. I would be concerned with mobility though.
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![[Post New]](/s/i/i.gif) 2014/03/13 15:18:01
Subject: Re:Black Templars Kill Team
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Implacable Black Templar Initiate
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Ah, balls, I wasn't sure which section to post it to. I'll re-post it over there, so if anyone does have thoughts, maybe you could put them there. Anyways, thanks for the input, I'm hoping Crusader can counteract my mobility issues, and with infiltrate I was hoping to just plop my HB somewhere and not move it for the rest of the match, so I didn't think relentless would be necessary, but I do know that I might need to occasionally move it, so it definitely might come in handy. yeah, the idea of the PF was that it's a little extra vehicle insurance, but it's so expensive that it does give me pause. I'll still have to think on that one.
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![[Post New]](/s/i/i.gif) 2014/03/14 23:46:45
Subject: Re:Black Templars Kill Team
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Grisly Ghost Ark Driver
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melta bombs give the same assurance really.
army-wide crusader is pretty awesome for killzone, and I concur relentless on the HB will go a long way.
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![[Post New]](/s/i/i.gif) 2014/03/18 14:15:55
Subject: Re:Black Templars Kill Team
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Implacable Black Templar Initiate
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Replying to this thread since no one gave input on the other one. After thinking about what people are saying I've decided to drop the power fist. I also got a few matches in and have been thoroughly unimpressed with the sniper scouts. All heavy weapons with only a 50% chance followed by only a 50% chance to wound after that means that more often than not they're static and ineffectual. Here's what I'm looking at now, will explain changes after the list: Space Marines (Black Templar) Crusader Squad Sword Brother w/Power Sword - Option for Combat Specialist: Furious Charge Initiate w/Missile Launcher - Indomitable Specialist: Relentless Initiate w/Meltagun - Guerilla Specialist: Infiltrate Initiate w/CCW & BP Initiate w/Bolter Tactical Squad Sergeant w/CCW & BP Marine w/Heavy Bolter - Weapon Specialist: Split Fire or Rending Marine w/Bolter Marine w/Bolter Marine w/Bolter So I've switched my scouts out in favor of straight marines with bolters. BS 4 will be much more effectual, at Str 4 I'm usually wounding most other kill teams on a 4+ anyways, with a 24 inch range and Crusader I feel that they shouldn't have issues moving into range by turn 2 at the latest, and with the 3+ armor they'll be more survivable. Also, having two characters moving forward that can re-roll hits and have rending in challenges means that I'm probably going to shred my opponent's characters if I can get there (I know it's not guaranteed, but it's possible). I also dropped the Power Fist in favor of a Missile Launcher and gave him Relentless so that he can just dance around the back field and should be able to get range on pretty much anything on the board he can draw line of sight too. I'm still undecided on whether to give the Heavy Bolter Split Fire or Rending, but am really leaning towards rending just to have that extra armor threat. I feel like this army strikes the right balance between long, mid and short range threat, and that it's still fairly mobile with Crusader (I've found that if I don't shoot I can move about 10 inches on average). I'm open to all suggestions and comments, so fire away!
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This message was edited 1 time. Last update was at 2014/03/18 14:17:06
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![[Post New]](/s/i/i.gif) 2014/03/18 15:25:56
Subject: Black Templars Kill Team
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Using Inks and Washes
St. George, Utah
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Heavy bolters on scouts is just... It's such a waste. They aren't accurate. I like the tactical squad list a lot better.
I'd make the Tactical Squad Sgt. your leader so you can make the Sword Brother a specialist. You'd have to upgrade him to Vet Sgt, though, or Sword Brother will be it by default as he'd have the highest leadership. This lets you do all sorts of fun stuff, like go Dirty Fighter and take Fleshbane. Fleshbane power swords are fun.
I think I'd swap specialists between your Heavy Bolter and Rocket Launcher. Make the Heavy Bolter guy relentless, make the Rocket Launcher ignore cover. Ignores Cover rocket launchers are incredible. Means you hit and wound, you kill a guy. Pretty fantastic.
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![[Post New]](/s/i/i.gif) 2014/03/18 16:16:49
Subject: Re:Black Templars Kill Team
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Implacable Black Templar Initiate
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Unfortunately you have to spend the extra 10 points to upgrade the Sword Brother, so I'd have to find another 10 points elsewhere to upgrade my sergeant, which would mean dropping one of my special weapons. Maybe if I wanted to lose the meltagun, but I like the idea of an infiltrating Str8 AP1 weapon, so I'm not sure. I'll have to think on it.
Now that you mention it though, I do really like the suggestion of making the Heavy Bolter Relentless and the Missile Launcher Ignores Cover so I may do that, and switch the option for the Sword Brother to Fleshbane on the off chance I roll that particular leadership trait.
Thanks for the input, making my brain juices work.
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