XxDregosxX wrote:Get rid of the flamers on the assault squad. use them for assaulting not shooting or flaming thngs
I'd rather leave them in there because they're good at laying down a lot of potential wounds before the squad charges. I also feel that the Power Sword on the Vet Serg compensates in melee.
Nevelon wrote:One thing you should do at the very least is to take the vets and organize them into a 1st company TF. You have 3 squads of them, terminators can take the LRCs as DTs.
That leaves you with the captain, cents, a pod, and the TFC in the unbound portion. If you swap out the TFC for a pair of minimal scout squads to fill a CAD, you are bound.
Rather then LCs, you might want to take GCs for the skyhammer devs. Also, don’t bother with the beacons. They need to be on the table at the start of the turn to work, so won’t help the assault marines. and the terminators are in the LRCs (I’m guessing). The VVs should start on the table, and advance behind the LRs.
I’s like to see some AP2 in the VVs. Right now they are pure MEQ killers. Swap out some of the claws for axe/sword. Melta bomb on one or two if you have the points.
So I tried to take your suggestion and this is what I came up with: The
Skyhammer Annihilation Force [ Black Templars Chapter Tactics ] [ From the 'Angels of Death' Supplement ] from the
OP remains the same. I'm inclined to leave the Lascannons in, but Grav-Cannons would probably do just as well if not better (depending on what I do with the squad). For now, I've left the Lascannons in. And yes, all the Terminators and the Captain are going in the Land Raider Crusaders.
The rest of the list is as follows:
1st Company Task Force [ Black Templars Chapter Tactics ] Terminator Assault Squad [ 275 Points ] 7x Terminators
3x Thunderhammer/Storm Shield
Terminator Assault Squad [ 320 Points ] 8x Terminators
4x Thunderhammer/Storm Shield
Land Raider Crusader [ 260 Points ] Multi-Melta
Land Raider Crusader [ 260 Points ] Multi-Melta
Vanguard Veteran Squad [ 165 Points ] 5x Jump Packs
4x Power Axes
4x Storm Shields
Relic Blade
Combined Arms Detachment [ Black Templars Chapter Tactics ] Captain [ 205 Points ] Chapter Master
Terminator Armour
The Primarch's Wrath
Thunder Hammer
Scout Squad [ 67 Points ] 4x Sniper Rifles
1x Heavy Bolter
Scout Squad [ 67 Points ] 4x Sniper Rifles
1x Heavy Bolter
Centurion Devastator Squad [ 250 Points ] 2x Grav-Cannons w/ Grav-
Amps Omniscope
Drop Pod [ 50 Points ] Deathwind Launcher
That brings the list to
2,499 Points So with the Vanguard Veteran Squad, I actually listed the Jump Packs (which I forgot to do in the
OP) and gave them a Power Axe/Storm Shield combo instead of the Dual Lightning Claws. I left the Relic Blade on the Sergeant because it has a good profile and it means the Sergeant still strikes at initiative. The Storm Shields should also help with their survivability since they will be footslogging it.
I left the
CAD with Black Templars Chapter Tactics because I felt that not only would it be prudent to give my Warlord (the Captain) these
CT's , but the Centurions may also find themselves in
CC through one set of circumstances or another resulting from being deployed by Drop Pod. None of the other Chapter Tactics in the Vanilla
SM Codex justifies denying the Captain and the Centurions Black Templars
CT's in order to give the Scout Squads a set of bonuses. I also gave the Scouts the Heavy Bolters and Sniper Rifles so they could comfortably sit on an objective and lay down some decent fire. I also added the Deathwind Launcher in order to fill the last 15 points that I had available.