My first question to you all is how do we, as Black Templars players, insert effective and efficient anti-infantry (specifically MEQ) into our lists in 6th Edition? Also take into consideration the newest BT FAQ that we've received, as well as the BRB FAQ.
We're going to be seeing an odd meta coming up, as a result of Nova Open and the newest round of FAQs. With a few more large-scale tournaments coming up very soon (i.e. Battle of Salvation), we'll start to see the meta with a little bit more clarity. But as it currently stands, spammed Flyers died horrible deaths at Nova. Infantry heavy armies, specifically in the troops department, were widespread. Part of this was due to the table quarters mission objectives and how vehicles did not provide scoring for this. That meant transports did little other than providing mobility to your forces. I'm not yet sure that this will be the norm, but one thing is clear: infantry-based/hybrid forces are here to stay. So we need ways to kill them.
I'm going to throw out some ideas on how to accomplish this. I would like you to blow my mind with out of the box suggestions. This can be with, or without, ally support. Some of this I've already mentioned in some form elsewhere.
- Plasma in large quantities. Possible sources include plasma bikers, Command Squads with plasma, and IG allies -- Command/Veteran squads.
- Torrent of fire. This can be found in a great variety of places when using allies, but for the Black Templars, its much more limited. Tactical Terminators and Dakka Predators are the primary sources in the codex.
- Pie Plates of Doom! I'm looking at you Vindicators. Obviously, a cunning general can mitigate their effectiveness dramatically with proper spacing and cover, but they still have massive damage potential. Especially if you take more than one. IG also have this in the Manticore and Ordnance Batteries.
- Lots of high strength/rending shooting! This requires the use of controversial ally selection, the Grey Knights. Yeah, yeah. I know...allies of convenience and all that. Witches. Blah blah. Fact of the matter is, these guys shoot things lots and things die. They are relatively cheap troop infantry for their kill power. Which is definitely not the case for our troops.
- Close Combat. While close combat is becoming exceedingly difficult to properly engage in due to the transport nerfs, it is not lost. We still have units that are very good in that arena and others whom can make strategic strikes against our opponent's lines before they know what hit them. Hint: Our 5th Edition 10-man squads aren't it. Assault Terminators with a majority TH/SS fulfill this function perfectly. 15-20 man Crusader squads with Chaplains have a place (provided they are redundant) in our lists again. Just to name a couple.
I just listed five different things we can do. There are a couple more I've thought of, but they are more obscure and probably less effective so I won't list them yet. Let's see what you've all got for me. :)