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Blackwing -- 6th Edition Style!

7/8/2012

14 Comments

 
As with most lists out there, things are getting tweaked for the new edition.  One commonly requested build is the Blackwing.  I can't say I'm surprised...who doesn't like fielding 25 terminators on the board?  I was worried that we'd lose our special rules in a FAQ, but alas, they remain!  Not only that, with a slight change, they are even better.  Let's take a look!  ;)

HQ:
* Reclusiarch w/ Storm Bolter, Crozius Arcanum, Terminator Armor, and Tank-Hunters; 1 Terminator Command squad Sword Brethren w/ Storm Bolter, Power Fist, and Tank-Hunters; 2 Sword Brethren w/ Assault Cannons, Power Fists, and Tank-Hunters; 1 Sergeant w/ Storm Bolter, Power Weapon, and Tank-Hunters.  [340]
* Reclusiarch w/ Storm Bolter, Crozius Arcanum, Terminator Armor, and Tank-Hunters; 1 Terminator Command squad Sword Brethren w/ Storm Bolter, Power Fist, and Tank-Hunters; 2 Sword Brethren w/ Assault Cannons, Power Fists, and Tank-Hunters; 1 Sergeant w/ Storm Bolter, Power Weapon, and Tank-Hunters.  [340]
* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Abhor the Witch." [110]

Elites:
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]


Troops:
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun, and 1 Lascannon.  [101]
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun, and 1 Lascannon.  [101]

Fast Attack:
* Black Templars Bike Squadron: 3 Bikers w/ 3 Plasmaguns and 3 Krak/Frag Grenades. 
[117]

Fortification:
* Imperial Bastion w/ 1 Quad-Gun and 4 Heavy Bolters.  [125]


Total Points:  [1999]



It looks pretty similar to the last version, but you'll note the fundamental change in how it plays.  The first is the change from dual-Cyclone Missile Launchers in the Terminator squads to dual-Assault Cannons.  I did this for a couple reasons.  The most obvious reason is the fact that I'll be using my 2+ armor to full advantage and rushing forward to my opponent to get into close combat.  To assist in that respect, my Castellans are now Reclusiarchs; they will give me re-rolls on the charge, plus giving me fearless on their units.  I didn't give them Power Fists for a couple reasons:  I didn't want to convert the metal models I had and simply didn't have the points to spare.  I don't think I need them anyway.  There are plenty of situations where having a +2 Str weapon, AP4, and Concussion is a positive.

Like the Terminator Command squads, the Terminator squads are now packing DAC.  This helps me explain the second reason for the change:  torrent of fire is critical to success in 6th Edition.  On the surface, its much more difficult to kill a vehicle now.  Its when you shoot it a great many times that it dies more quickly.  But what would you rather do:  fire one unit at a vehicle or fire three at it?  Glances are now just as effective a way to kill vehicles now.  Add in the fact that we don't have a reliable way to deal with Flyers, the 8 Assault Cannon shots per unit per turn (with the new Tank Hunters) is looking pretty darn appealing. 

Third reason I like the change to Assault Cannons?  If used against a high AV vehicle (i.e. Land Raider), we'll generate a high number of hits and statistically one rending shot.  If you add in Tank-Hunters, we basically get to re-roll all those non-rending hits to try for them again!  That is pretty darn awesome.  Lastly, as I just mentioned, Assault Cannons have rending shots.  That means they can deal with 2+ armor at range.  While a lot of that 2+ armor will also have a 3+ invulnerable save attached to it, some of it won't and that is where the AC's will be crucial.  Add in the fact that these things churn out huge numbers of high Str shots and you've got plenty of anti-infantry firepower as well.

The Emperor's Champion takes "Abhor the Witch", both for Psyker protection, but it also gives us a little bit more movement to start the game.  I opted for a minimalistic troops approach once again, taking only two Las/Plas squads.  This is a huge risk for objective games, but I don't feel that it will hamstring me with the very aggressive play-style I'll be implementing.  They should be able to claim two objectives on my side of the board, with one troop squad punching hunkering down in the Imperial Bastion to lay down covering fire (and have another weapon against Flyers).  The Bastion will provide relative protection to the squad inside, at least until I have to disembark to claim the objective nearby.  In addition, I should be able to contest the majority of my opponent's objectives with the terminators.  The EC will join the other squad, while they are camping an objective and firing at whatever target makes sense.

For those that I objectives I cannot reach with my other units, I have something special.  My bike squad!  These guys are extremely mobile and reasonably durable.  This squad is small and compact, numbering only three members.  However, all three of them are armed with Plasmaguns and can be used for strategic elimination of opportune targets.  Use them for strafing runs against vulnerable flanks, MEQ outside of cover, or carpet bombing a Monstrous Creature.  Quite a few tactical options are available for these guys.  Three bikes are easy to hide, especially if using Nova Open-style terrain, so its not like they are open to the world to get shot to death.  But if they are?  Jink saves baby.  That might save them from those AP3 or better shots, should they be unfortunate enough to be within LOS.  Nevertheless, this squad isn't exactly the highest on the priority scale I would think.  Use them carefully, but don't be afraid to be aggressive when needed.  ;)
14 Comments
Pyriel
7/8/2012 11:37:43 am

nice. might be possible for a purist BT force to work without allies huh? allies seem powerful though;
tried myself another list today; against a surprisingly effective Eldar/Tau allies list (darn crisis suits destroyed all my predators in one turn!).

in fact my only truly big crusader squad , that lead the charge on a distant objective with marshal & champ joined, got engaged by scorps & karadras&eldrad, with the champion sacrificing himself to save the marshal! it was worth the cost, as the marshal survived the fight, being joined by silly lots of terminators, winning me the game 9-4( first blood, linebreaker, killed warlord, 2 objectives; vs my opponent's linebreaker & 1 objective)

i seem to like the way rage forces us to play active during the assault phase (otherwise we lose the bonus)

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brandon rufus
7/8/2012 05:24:03 pm

Awesome Laeroth.. Just what i was looking for :D

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brandon rufus
7/8/2012 05:26:46 pm

By the way, would dual CMLs be viable again if they do get flakk or would ACs still be a better option?

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Marshal Laeroth (Admin) link
7/9/2012 11:53:03 am

I still think that DCMLs are viable now, but taking them will definitely depend on the style of play need in your list. Flakk? I probably would take them more lists yes, but I am not yet convinced of the need to "worry" about Flyers. Account for them in your list? Sure. Dedicate huge chunks of your army to them? Psh. Absolutely not.

Irregardless, it is important to note that the only the only weapon with Skyfire (not counting other Flyers) that can penetrate the Necron Flyer's Quantum Shielding is the Icarus Lascannon. So neither the Flakk Missiles, nor the Quad-gun will be much use against them. So having lots of shots (i.e. Assault Cannon) with re-rolling penetration (i.e. Tank-Hunter) will help knock them out. ;)

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Algesan link
7/9/2012 03:54:42 am

Well, if we aren't allowed to do real Planetary Assaults anymore, then the other favored tactic is the armored spearhead. I'm afraid a Kill Them All list will be a fail in tournament play because of the lack of objective sitters. Allying in IG for cheap objective sitters doesn't work either because as cheap as they are, too many points are gone and you need every one to field a heavy armored strike. So, you have two or three objective sitters and you have to make sure you kill every scoring unit the enemy has.

Castellan w/ TDA, PF, LC [145]
Reclusiarch w/ TDA Rosarius, Crozius, PF {145]
EC-Abhor The Witch [110]
6x Assault Terminators (TH/SS, FC) [258]
2x Dreadnaught (AssCan/HF/DCCW) [230]
2x Crusader (5/0, MM, Flamer, Rhino) [292]
3x LS-Typhoon [210]
1x LR Crusader (can be DT or HS) [250]
2x Vinidcator (PotMS) [310]

Total: [1950]

Nothing but hammer. LRC with all the guys in TDA with Vindi fire support, Dreadnaughts and Rhinos covering the flanks of the Vindis and Speeders having fun sniping around. No frills at all. I did think about making the 6th Terminator a TLC version for fun to be able to pair off with the Castellan (PF, CF, LC, etc. are all "Specialist" weapons. You need two CCW with the "Specialist" rule to get +1A for using two CCW with Specialist weapons. However, it does not say that they have to be the same Specialist weapon. Sooo, PF or LC this round? 3 base, +1A for Terminator Honors, +1 A for two CCW either way.

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Marshal Laeroth (Admin) link
7/9/2012 03:22:54 pm

Aye! That is why Blackwing is a primarily a casual-competitive list. Its far too rock based to work consistently.

The list itself, I believe can work too. But even with the Rhinos, you will likely come into the same problem as what my list falls into...only having two troops. I also think the Dreadnoughts are a liability now with the Hull Point change. Makes me a little sad face.

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Algesan link
7/10/2012 04:27:56 am

Oh, either you get beat or you beat them with this list before the Hit Points (sorry, "Hull Points") on the Dreads become an issue.

Remember, no more "stun 'n' shake". So for turn 1 and definitely into 2 (barring luck) this will keep moving and shooting. Then, what you gonna kill? The LR bringing a world of hurt into your face? The pair of Vindicators with their 36" threat range dropping big pie plates of doom? The Rhinos holding the only scoring units? The zippy little Speeders adding their bit to the dakka and big contesting units? Or the middle armored Dreads clumping along with an Ass Can that isn't even TL.

Guess right and the list is set up for failure, guess wrong and the hammer falls. The counter list would be high mobility with lots of high S, low AP weapons. Lots of melta (or plasma for most) could work just fine, but it has to come into engagement range to try that.

Wiishlist time...Imagine an added entry in the FAQ for a Master of the Forge from C:SM... I'll even use our Dread entry...

I've actually thought about using C:SM or C:SW rules and BT models. Right now, the only big differences are the Initiate/Neophyte structure of our troops and the EC himself, the vows are so-so. KTA is gone and RZ is still RME. I can simulate most of the list by not taking any Scouts or Bloodclaws. The Wolves would be a better fit I think because what we are looking at are two groups *loosely* based on Viking & High Medieval cultures which means the Wolves have their "Wolf Guard" and we will probably get "Sword Brethren" in a similar format in a new codex.

So, for a replacement EC, use a Wolf Guard Battle Leader with a Saga. Obviously skip psykers and named guys. No Blood Claws, so simply build pure "Initiate" squads using Grey Hunters rules. Skip the Long Fangs as well as some of the "wolfie" powers and abilities. The Lone Wolf might be interesting also as an EC replacement with a pair of Neophytes as his "shield bearers" using the Fenris wolf stat line.

Wolf Guard = Sword Brethren and you can go from there. A super elite (and expensive as crap) biker unit could be made from the Wolf Guard or break down and go with the Blood Claw Bikers with -1WS&BS.

You want elite knights charging into battle on their mighty steeds? 5x "Sword Brethren" on bikes with SS & Power Lances for 63 points each. Pricey, but a BT SM Biker with PW and Terminator Honors (to make them the same stat line, yes I know it isn't a real option) would cost 52 and assuming they could get SS, it would be 62 (using SB price) or 67 (everyone else). No attack bike though.

AAA
7/10/2012 03:30:26 pm

Hi ML, I have 2 questions about the rule and FAQ now. First is about PotMS, if the vehicle suffers a Crew Stun/Shaken results, can it shoot at normal BS by Machine Spirit but snap shot? Then is the point of Jump Templars' Storm Shield. In the latest FAQ, it only changes the SS point from 10 to 15 in Single Handed Weapon list, but the Jump guys are not mentioned. So can we consider that the Jump Templars can take SS at 3 points?

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Algesan link
7/10/2012 04:45:39 pm

Don''t have mine on hand, but look in the FAQ again, reference is by the page the Assault Marines are on, is specifically changes the 3 to the 15. That's been there since the FAQ gave us 3++ instead of 4++ Storm Shields. The only ones who can get them "cheap" still are the Sword Brethren PA squad, but you have to buy them Terminator Honors first, which means a PA SB with Term Honors, SS and pistol or CCW is now 39 points.... Whereas for 43 points, you can get a FC TH/SS Terminator...

It's funny, when SS were 4++ and combat shields were 5++ (in CC I think), I actually had a nifty little idea for using a SB PA squad as escort for the EC in a Drop Pod. I forget the points of it all now, but it was a little pricy but not too bad for what you got.

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AAA
7/12/2012 02:12:15 pm

Ah...so it might not be a good choice to give SS to Jumpers. But how about the PotMS rules? Can it shoot with normal BS at Crew Stun/Shaken?

Marshal Laeroth (Admin) link
7/13/2012 02:27:55 pm

Without getting into the complicated explanations...the short answer to your question about Power of the Machine Spirit is yes. However, its a little fuzzy with the Vindicator, so it might take some convincing for your opponent. It was on the list of clarifications for the FAQ I sent to Games Workshop. Hopefully they'll get on it quickly. ;)

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Algesan link
7/11/2012 10:33:10 am

This might be nothing for anyone, but I did just notice that the FAQ changed Cenobyte Servitors so you can take Veteran Skills in a squad with them (although I doubt they get them). So, extra 10 point ablative hits available to the Reclusiarch that give +1 to RZ rolls available for Look Out Sir instead of the Terminators.

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Marshal Oberon
7/19/2012 10:59:38 am

I've used a similar list twice (once against a Space Wolf list and once against an Eldar list) with devastating results:

HQ:
* Reclusiarch w/ Storm Bolter, Crozius Arcanum, Terminator Armor, and Tank-Hunters; 1 Terminator Command squad Sword Brethren w/ Storm Bolter, Power Fist, and Tank-Hunters; 2 Sword Brethren w/ Assault Cannons, Power Fists, and Tank-Hunters; 1 Sergeant w/ Storm Bolter, Power Weapon, and Tank-Hunters. [340]
* Reclusiarch w/ Storm Bolter, Crozius Arcanum, Terminator Armor, and Tank-Hunters; 1 Terminator Command squad Sword Brethren w/ Storm Bolter, Power Fist, and Tank-Hunters; 2 Sword Brethren w/ Assault Cannons, Power Fists, and Tank-Hunters; 1 Sergeant w/ Storm Bolter, Power Weapon, and Tank-Hunters. [340]
* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Abhor the Witch." [110]

Elites:
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]
* Sword Brethren Terminators: 5 Terminators w/ 2 Assault Cannons, 3 Storm Bolters, 5 Power Fists, and Tank-Hunters. [255]

Troops:
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Meltagun, and 1 Lascannon. [105]
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Meltagun, and 1 Lascannon. [105]
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Meltagun, and 1 Lascannon. [105]

Heavy Support:
* Vindicator w/ Searchlight, and Smoke Launchers. [129]

Total Points: [1999]

The sheer mass of Assault Cannon fire was just to much for either opponent to deal with, but the true superstar was the Vindicator. Left largely ignored by both opponents until it was too late, it decimated several squads outright. It was so good in fact that i'm considering cutting some points down and throwing in a 2nd one. The look on my Eldar opponent's face when I wiped out his Warlock and full unit of 5 Wraith Guard with one shot was priceless.
Abhor the Witch saved my ass on numerous occasions, especially with the Eldar repeat-casting Doom on me, but I must admit I have yet to face any fortification or flyer unit, so we'll see how that goes in time.

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Marshal Laeroth (Admin) link
7/21/2012 02:50:56 am

Aye, if you scare your opponent with enough threats, they make mistakes. Your list shows that.

The problem with my list is that it is weak on troops, which is the problem with almost all Blackwing lists. They aren't mobile and can't get to objectives all that easy if I need them to. :D

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