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Some list building -- Mechanized 1850!

9/11/2013

33 Comments

 
So I spent the majority of the day building lists using our new codex.  Some frustrations, some jumping for joys.  There is so much I want to put into the list, but it simply can't all fit.  I'll just post up two of the scarier ones that I made...ones that I would very much not want to face myself.  Feel free to comment on them.  :P


HQ:
* Marshal w/ Relic Blade, Storm Shield, and Artificer Armor.  [150]
* Company Command Squad {IG Allies}: 4 Veterans w/ 3 Meltaguns, 3 Lasguns, and 4 Close Combat Weapons;  1 Company Commander w/ Laspistol, Close Combat Weapon, Refractor Field, and Frag Grenades.  Mounted in a Chimera w/ Multi-Laser and Heavy Flamer. [135]

Elites:
* Sword Brethren (5x Sternguard) w/ 2 Combi-Meltas and 2 Combi-Grav.  Mounted in a Rhino.  [195]

Troops:
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Veteran Squad {IG Allies}: 7 Veterans w/ 3 Plasmaguns, 6 Lasguns, 9 Close Combat Weapons, and Krak & Frag Grenades; 1 Veteran Sergeant w/ Laspistol, Close Combat Weapon, and Krak & Frag Grenades. Mounted in a Chimera w/ Multi-Laser and Heavy Flamer. [170]
* Veteran Squad {IG Allies}: 7 Veterans w/ 3 Plasmaguns, 6 Lasguns, 9 Close Combat Weapons, and Krak & Frag Grenades; 1 Veteran Sergeant w/ Laspistol, Close Combat Weapon, and Krak & Frag Grenades. Mounted in a Chimera w/ Multi-Laser and Heavy Flamer. [170]

Fast Attack:
* Storm Talon Gunship w/ TL-Assault Cannon and Skyhammer Missile Launcher.  [125]
* Storm Talon Gunship w/ TL-Assault Cannon and Skyhammer Missile Launcher.  [125]
* Vendetta {IG Allies} w/ 3 TL-Lascannons and Extra Armor. [130]

Heavy Support:
* Thunderfire Cannon.  [100]
* Thunderfire Cannon.  [100]

Total Points:  [1850]



Or if you prefer the "pure" route...


HQ:
* Marshal w/ Power Axe, Storm Shield, and Artificer Armor.  [140]

Elites:
* Sword Brethren (5x Sternguard) w/ 2 Combi-Meltas and 2 Combi-Grav.  Mounted in a Rhino.  [195]
* Dreadnought w/ 2 TL-Autocannons.  [120]
* Dreadnought w/ 2 TL-Autocannons.  [120]

Troops:
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]
* Crusader Squad (1x Sword Brethren and 4x Initiates) w/ Combi-Melta,  Grav-gun, and Multi-Melta.  Mounted in a Rhino.  [150]

Fast Attack:
* Storm Talon Gunship w/ TL-Assault Cannon and Skyhammer Missile Launcher.  [125]

Heavy Support:

* Stormraven Gunship w/ TL-Assault Cannon and TL-Multi melta.  [200]
* Thunderfire Cannon.  [100]
* Thunderfire Cannon.  [100]

Total Points:  [1850]


Yeah, yeah.  I know there is no CC.  Bite me.  :D  They are coming.  Patience.  :P
33 Comments
giftofdespair
9/10/2013 10:17:03 pm

New here :). Isn't the Stormraven in the heavy support section? I may be wrong though.

Reply
Marshal Laeroth (Admin) link
9/11/2013 11:04:06 am

Yes, it is. Typo. I was building lists all day in MS Word and I just accidently left it in the FA slot instead of putting it in the HS slot. Thanks! ;)

Reply
AdroitSquirrel link
9/11/2013 01:46:47 am

Wow that's a lot of Melta! Have you seen vehicles make a comeback in the Tourney circles? Interesting lists. I know you love your gun line, but it's a shame the chapter tactics will do little for you :( I'd be interested to hear your thought process, especially on the Crusader Squads.

I have just a few questions. Are you planning to either plant the Crusaders on objectives or set them up to shoot other squads off objectives? Do you think the squads are beefy enough to handle an assault or weather a lot of fire (by say Tau)? Or are you banking on redundancy to handle the small squad sizes? I haven't played with the Thunderfire Cannons yet, are 2 Thunderfire Cannons enough to handle the major crowd control task against Orks and Tyranids? Why the Marshal? Is it for the extra wounds you'd get over the Emperor's Champion? Were your frustrations lingering habits of trying to fit your Emperor's Champion into your lists? ;)

I think that's it for all my questions for now ;) I've been working and reworking my own lists in preparation for an event this weekend. I'd hoped to get a game in beforehand to see how my tactics will need to change, but it looks like I'll be trying out new units and tactics on the fly.

Reply
Marshal Laeroth (Admin) link
9/11/2013 12:22:04 pm

The combi-melta's are insurance policies to be honest, just incase I do fight someone with a lot of vehicles/instant-death opportunity (I'm looking at you LR's/Battlewagons). Otherwise, they are being used as normal bolters. In the case of the Sternguard, those bolters are pretty amazing anti-infantry...so having some melta in there gives the unit duality. The Chapter Tactics are still being used...? Adamantium Will still affects my army, so that's good. Crusader's isn't being used...exactly...to run. However, that is the beauty of a list like this. It gives you mobility and finesse to capture objectives late game if needed. Because we have to be on foot to capture things, we jump out and have that extra little push to run and get to where we need to. Situational, yes. Definitely still being used though. Can't count the times where I needed to make a good run roll to make it to an objective last turn and failed to get a high enough number. Crusaders USR helps fix that.

The rest of the questions, I'll go in order.

1) Hard to answer that, because it's going to depend on the army you're facing. Vehicles allow them to do whatever they need on the battlefield. They give you adaptability, something the large majority of 6th Edition lists lack. Its one of the reason droves of competitive 5th Edition players have left the game. Vehicles give you tactical options and there is a perceived "black eye" of sorts surrounding them. I'm not entirely convinced its fully warranted. But time will tell.

2) Ideally, I wanted to have at least one Neophyte in the squads. Unfortunately, I was unable to make the points work to make it happen. However, as you said, redundancy should protect them. Plus, as I mentioned in a comment somewhere below, everyone fields anti-infantry/anti-flyer weaponry. But not a whole lot of extra anti-tank weaponry. Even the most competitive Tau lists will have to spend some time taking out all of the vehicles (barring triple Riptides). That is granting durability to the units right there, as it takes a special weapon to even kill a vehicle. It also gives you the opportunity to out range your opponent and then have the mobility late-game to get where you need to quickly.

3) Hopefully, but I have lots of other options if that isn't the case, especially in the IG version. Its generally a bad idea to rely on one unit cover a weakness and fortunately, I think crowd control isn't one of this list's weaknesses. Massed infantry-based gunline firepower, however, is (e.g. billion Tau fire warriors/IG troops). However, the TFC should be able to bust some holes in those lines a little bit before they die.

4) The Marshal (Captain) is in there simply because he's the cheapest HQ I could get that actually had some manner of durability. I don't want my Warlord dying prematurely.

5) In all honesty, I didn't even try to put the EC into the list. lol.

Reply
Trignama
9/11/2013 02:08:40 am

5th edition, is that you?

Reply
Marshal Laeroth (Admin) link
9/11/2013 11:36:28 am

A little bit, yes. But that is also the beauty of it. Very, very few are taking anti-tank anymore (except the highly competitive players). Leaving my troops very well protected. The problem is, the current crop of top armies are A) Gunline Tau, B) Hybrid Eldar, and C) Daemons. And pretty much everyone outside of Eldar has forsaken vehicles and concentrated on large, durable troops (or lots of them). Which makes people take lots and lots of AI to account for it. Is it a wonder why so many people take plasma now?

However...massed vehicle deployment is NOT bad, despite the changes to vehicle damage. Having one or two is. The key is to find units that don't rely on assault that can make use of the transport's mobility and protection. Most of the extremely wicked AP2/3 weapons don't really phase vehicles, prolonging your precious troop's lives a bit longer. Some of the top armies at Nova ran vehicle heavy lists. Hell, I ran a similar list last year in 6th Edition and did very well with it. However, with all that being said...I still prefer the IG version. More firepower! :D

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Brother Darklight
9/11/2013 02:15:48 am

That 'pure' list is scary!

Crusader squad shenanigans with 5 man teams, 1 SB and all the special/heavy weapons will be key in this book, methinks.

Reply
Marshal Laeroth (Admin) link
9/11/2013 11:46:48 am

Not necessarily, but still being able to field fully armed 5-man squads is a HUGE boon.

Reply
greggles
9/11/2013 03:36:46 am

Since you are running 5 men squads, have you thought about swapping in some las/plas razorbacks in with the rhinos? Would give you some added long range punch.

Also don't see the point of the marshal. You aren't going to be CC'ing anyone with this list. Why not go for a standard techmarine as an HQ, and use those extra points?

Reply
Marshal Laeroth (Admin) link
9/11/2013 12:01:30 pm

I thought about it (Las/Plas Razors), but they are too expensive. I needed the points to buy more troops.

As for the Marshal, he isn't really needing to be armed like that. A simple combi-weapon would suffice. I armed him like that for a couple legitimate reasons though. First, he's being stuck with the Sternguard and they are going to be in close proximity of my opponent. That means their rhino is likely go die sooner rather than later. That leaves the squad vulnerable to charge, perhaps even by bubblewrap units, so they aren't able to shoot. I needed something that would present a threat in CC and make my opponent at least think twice about charging. Second, the unit is going to get charged/have to charge something eventually...which puts my warlord at risk of challenge deaths. Giving up game points. I want him to live. Plus, having a legitimate CC weapon gives me the option to charge a weak troops squad (scouts, grots, firewarriors, etc etc) and take them out rather painlessly. I like to have options, should the need arise in game. :P

A standard techmarine cannot be taken unless you already purchased an HQ. It cannot be taken by itself. They are a "if you bought one of those, you get one of these" things. And I did consider the Master of the Forge, but he just didn't give me enough survivability for a Warlord. Lacking 3 wounds and having no invulnerable save makes Laeroth a sad panda. :(

Reply
greggles
9/11/2013 11:28:58 pm

What? So we have no access to a cheap HQ, since we are denied librarians? ug. On a happier note, I converted some templar axes to maces by pinning some ork mauls over!

http://i.imgur.com/Jk5HXkLh.jpg

They look pretty good...bit big, but whatever, smashy mc smasherson. I'll run swords in for the non sword bretherns. (going to flip the color scheme on the brothers as well. Red tabards, black belts, and red shoulders with black crests/edges).


Algesan
9/11/2013 07:02:13 am

I'll note again that you leave your flying transport open in both lists. You know they are not really that fragile in 6th and are wonderful for airdropping a Linebreaker in.

On the pure list, I don't see a suicide squad in a drop pod either. Just the thing for those pesky long range heavy front armor pie plate tossers. I saw five of six lists directly at NOVA that would have been hurt badly by a single shot first turn kill. The six might have had one if it deployed, but otherwise it would have been trying to run across the board in the teeth of my firepower with no air cover.

Keep an eye on that one, because even on some of the top tables I saw HQs being put "in the back" of their squad, where a melta landing behind them could do a lot of good.

I'll note that it appears that "spam" type lists have been becoming more common.

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Marshal Laeroth (Admin) link
9/11/2013 11:44:37 am

Ah, but that is the beauty of it! I am NOT leaving them empty. At least, not all the time. I am fully capable of taking a squad out of a Chimera and putting them in the Valkyrie at deployment if the game calls for it. The Chimera is self-sufficient driving around by itself. But the Rhino is less so, thus that would be less of an option in the "pure" list.

As for the suicide DP unit, I considered it long and hard...because I was actually going to try and fit one in. But I just couldn't validate it right this moment. After playtesting, I may find that I don't need as many rhino squads and that will be a perfect substitute. I think my biggest opposition to it was the fact that I was trying to get A) a "durable" unit like the Ironclad in there or B) ultra-killy like the sternguard. Both those units cost nearly 200 points for something that is going to die a horrible death in a turn. A basic crusader squad is easier to stomach, but its still 150 points dying. :P

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Algesan
9/11/2013 04:01:19 pm

You do have to give up one of the Rhino squads (and its Rhino) to go with the Drop Pod, but the flexibility and threat value should be worth it. We had a local Wolf player for a while (military) who swore by it and while I held the edge in wins, we did have a lot of ties and all of the games were bloodbaths, mainly because of his ability to decide where to mess with me on turn one. No duality there at all, so it could succeed and fail spectacularly. Another option, unless we lost Pods for our Dreads, would be the old AssCan/HF version in the Pod, which would be cheaper than a squad and you always have the option of dropping it empty. More limiting against a LR, but against most everything else with AV10-11 rear armor, it would be better.

I was going for saving the points of the ride to help finance the squad to go in it. Coupled with the drop pod you would have early and mid game threats to the rear.

How does it look to pull the Rhino, put a Dread in a Pod (if it is still possible) and the now Rhinoless squad into the StormRaven? By the points, not how comfortable you are with working with the list.

greggles
9/11/2013 11:31:40 pm

150-200 points to concentrate your opponents firepower on a single target or two, while allowing you to maneuver or prepare for later charges/turns, is well worth it IMO. Sometimes you can't look at it as "did this unit make its points back?" It's the synergy of the units working together that dispels a point for point comparison. That sternguard might get wiped out, but if it lets you position your other units firelanes without many losses, it will be worth it.

Algesan
9/12/2013 12:27:57 am

@greggles: Yep, which is why I say that if you are taking IG and don't have anything else to fill in the Elite slot, 3xRatlings for 30 points is a steal, especially with a 2+ cover save when they GtG in area terrain.

Sniper = Precision, Rending, Pinning = potential for critical disruption.

For 30 points, I don't care what they do as long as something dies or the divert firepower on themselves. Best result is maneuver time wasted to eliminated them.

If you want to bring up the potential Abhuman issue, I use Brit 19th Century colonial troops (see movie Zulu) with a slightly mottled uniform (not bright red and white) in 25mm scale. So they are short snipers, but not hobbits. I had thought about steampunk dwarven gunners....

Marshal Laeroth (Admin) link
9/21/2013 03:30:00 am

I'm not totally averse to the idea of having such an unit, so I'll see if I can squeeze it in someplace. :P

chadsteam
9/12/2013 05:04:36 am

Marshall Laeroth, first, I would like to point out that IN has been my go to source for tactica and list advice. You've done an excellent job of helping BT survive the newer editions. And I've always enjoyed both your posts and the other comments I've read.

These lists are particularly nasty, and I know we have vowed to always play BT

"And here comes the but..."

But, since you are building the "nastiest" lists, why are you handycapping them with BT chapter tactics?

Iron Hands give you FnP and all your Rhinos get It Will Not Die.

Imperial Fists give you re-roll all To Hit rolls of a 1 (and you have a ton of bolter and combi shots you'll be taking each round)

And Ultra Marines have Tactical and Devastator Doctrine which fit your lists very nicely.

Don't each of those tactics create a greater benefit than the few extra Gravguns and Multi-meltas you would get by using Crusaders over Tactical Marines?

In your IG list, you only lose 3 guns and in your pure list you lose 5 guns. But those ponts could be spent on something else that benefits from the chosen tactics.

I'm not posting this to troll...I'll continue playing BT and I cannot wait to see more of your lists and unit analysis. And I honestly want to know what you think. I'm only posting this to question whether or not you're actually getting the most potential from this list by using BT.

Especially since you are not taking Helbrecht, Grimaldus, or the EC. Everything has a ride, so minimal use for Crusader. You have no CC units, nor any CC specific characters except your single Marshall. AACNMO is not a very beneficial tactic if your army isn't loaded with atleast a few challenge worthy characters.

In conclusion, nasty looking list. Could it be better if it were not handicapped by BT chapter tactics? Should the list be discarded as not BT and played as "counts as"? Or should the list be played as BT out of principle?

These are the questions I'm wrestling with since we've been rolled into Codex Ultra...err...Space Marines. Please don't flame me.

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mrpessimistic
9/13/2013 10:23:21 am

Don't forget Raven Guard that can fire on the edge of your deployment line turn 1 with their mechanized marines.

Fundamentally, I'm not a fan of this list at all, I'm sorry Laeroth but after the crushingly crap W/L ratio I had after 2013 began with my mechanized marines and the general lessons hinting at just how hopeless it is now which I tried to suppress I've lost all faith in mechanized lists outside of Raven Guard/White Scars with Khan. Without Scout your enemy is probably going to get two turns shooting, and you're going to be in ruins real fast. No mobility, and even if you leverage your firepower - which you probably won't- it won't be enough to swing the favour.

The multi-meltas are a massive waste. You're going to lose at least a third of your Rhinos so with 4 multi meltas in squads that will get wiped easily and can only snapfire most of the time, well lets just say I wouldn't be optimistic. Same goes for Grav Guns - good luck getting within 9'' of a Tau list.

There is absolutely no real reason to take CT:BT with this list. The benefits are so weak and pale until they turn blue in comparison to other CT's.

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Marshal Laeroth (Admin) link
9/21/2013 03:24:22 am

You're more than welcome to disagree with my list building. Doesn't bother me. As far as how the list plays, I would disagree with you...as I play in a VERY VERY shooting-oriented local (lots of Tau, Eldar, and IG). Which is even more slanted that way than the national GT scene is. I have still seen little difference in effectiveness of mechanization in 6th Edition compared to missile spam of 5th Edition. Its pretty much the same.

The MM's are simply a cheap way to get a semi-longer range weapon for my Crusader squads if I cannot close the distance. Which is important against opponents like Tau. Missiles would probably be better, but cost more.

As for the CT: BT, I'll discuss that in an upcoming blog post. But I posted a quickie answer in the comment section here for ya'll.

Algesan
9/14/2013 01:11:58 am

<whistles while looking at nothing in particular>
<stops, thinks about how truly nasty a Pedro list could be in the new Codex Asstards environment, maybe with one CC rigged squad in a LRC and...>




<...continues to box up the 40k stuff>


Sorry Marshal Laeroth, it was just sitting there...

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Marshal Laeroth (Admin) link
9/21/2013 02:46:45 am

I never flame. Just strongly disagree when applicable. ;)

I have a blog post that will be posted soonish that explains why I run BT. However, I'll give you a short answer that is applicable to my list building in general:

Looking over the chapter traits, the only one that you would legitimately build your list around is the White Scars, and possibly the Imperial Fists CTs. All of the rest of them are simply little bonuses that you can have during the course of the game that isn't truly so awesome-sauce as to make a consistent difference in a game. They are all situational. Nifty little bonuses. As such, I am not going to repaint my army blue, yellow, green, or whatever color just so I can make use of a situational bonus. It isn't a handicap, because our CT is situational too. Though I would agree that the list above makes less use of it than normal. But not so much that I'd repaint blue to gain use of it (not even remotely close). That's what allies are for.

But again, White Scars are a totally different story. They are nasty all the way around if built right.

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Zeruvar
9/12/2013 05:35:59 am

What about a 5 man las squad with RB+TLAC? 175 points
You can even go 10 man tactical squad, and combat squad 5 of them to stay inside the Razorback. Or should I just skip the AC upgrade and stick with the HB?

Btw dont have my book with me, but when troops shoot out of a moving rhino with a heavy weapon, do they snapshot or count as not moving?

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greggles
9/12/2013 07:56:36 am

Vehicle moved combat speed = count as moved.
Vehicle moved at cruising speed = only snap shots.

Since heavy weapons require the unit sit still for normal BS rolls, I assume that they will be snap shooting. The old rhino "pillbox" was a mainstay in 5e, because the unit could just sit there, firing shots out of the rhino, with low threat to the unit inside.

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Marshal Laeroth (Admin) link
9/21/2013 02:29:44 am

Greggles has the right of it. While Rhino Bunkers aren't *as* good as they were in 5th Edition, they have still been effective for me in this edition. However, last edition...I wasn't even able to fire the MM out of the bunker when shooting. This edition, I am at least able to try. On the other hand, now I have to worry about what happens when I'm disembarking with Shaken/Stunned, as you are affected by that status.

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Marshal Gaisgeach
9/13/2013 09:51:37 pm

I think I would exchange the Rhino's for drop pods, and change some of the squads to power, weapon flamer, and the castellan(captain) for a marshal(chapter master). That way you get the orbital bombardment, the duality and repetitiveness of your lists and a great way to deliver the marshal, with sword brethren, and a dreadnought.

Or, I would change chapter tactics to iron hands, and combat squad them for cheaper points, you might even be able to add an extra squad in.

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Marshal Laeroth (Admin) link
9/21/2013 02:06:51 am

I'm assuming you're referencing the pure BT list? In all fairness, I attempted these lists with drop pods first...as that is where my true love lies. I was, by far, the most successful the past two editions with drop pods (Defensive Drop Pods). However...to get what I need in the list, I was not able to field the correct amount of pods to get a nice 1st turn drop, while leaving me sufficient resources later in the game. I'd need to go full drop pod, which is an entirely different list I'm building.

The reason I don't, and probably won't, go for Chapter Masters in my lists is because it is a significant points increase (40) for only Orbital Bombardment. There isn't any other reason to take a Chapter Master. Orbital Bombardment requires that you have not moved that turn (so deep striking him in doesn't work), though you can assault that turn (again, unless you deep striked in).

I'll be addressing the reason I don't take other Chapter Tactics in an upcoming blog post. :P

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Terrified Templar
9/21/2013 03:46:06 am

With the Chapter Master you also get an extra Attack and Wound. He's good for unlocking honour guard or if you want a hard hitting HQ but with this list I think you're better off with a cheap captain.

Marshal Laeroth (Admin) link
9/21/2013 04:53:22 am

Aye, you do get those things...but they aren't really "useful" so to speak in most of my lists. If I wanted them, I would take the far superior Helbrecht (minus the Orbital Bombardment). :D

Marshal Gaisgeach
9/13/2013 11:00:52 pm

I wrote this list with your list in mind.
What do you think?

Name Points Upgrades Special Rules
HQ Black Templars
Marshal (Chapter Master) 125 Orbital Bombadment
Honor Guard Champion 50 Thunder Hammer
Honor Guard 50 Chapter banner 25 pts
2 Honor Guard 50
(In Stormraven)
Troops
Squad 1
1 Sword Brother 39 10pt + Power Sword
2 Initiates 28
1 Initiate 29 Power Sword
1 Initiate 19 Flamer
2 Neophytes 20
(In Stormraven)
Squad 2
1 Sword Brother 39 10pt + Power Sword
3 Initiates 42
1 Initiate 29 Power Sword
1 Initiate 19 Flamer
4 Neophytes 40
Drop Pod 35
Squad 3
1 Sword Brother 34 Combi-melta
2 Initiates 28
1 Initiate 24 Multi-melta
1 Initiate 29 Grav-gun
Drop Pod 35
Squad 4
1 Sword Brother 34 Combi-melta
2 Initiates 28
1 Initiate 24 Multi-melta
1 Initiate 29 Grav-gun
Drop Pod 35
Squad 5
3 Initiates 42
1 Initiate 34 Lascannon
1 Initiate 29 Plasmagun

Fast Attack
Stormtalon 125 Skyhammer ML
Elites
Dreadnought 110 MM/HF/PF (In Stormraven)

Dreadnought 145 MM/HF/PF Venerable and Extra Armor
Drop Pod 50 DWL
Heavy Support
Stormraven 201 Searchlight

2 TFC’s 200
1850

Reply
BT_Wolfe
9/17/2013 03:18:11 pm

Marshal Laeroth - I notice theres no Centurion Devastators in your list? Are they not worth fielding? I find the ML + Grav Cannon & Amp version most appealing.

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Marshal Laeroth (Admin) link
9/21/2013 01:50:34 am

In this list, I was simply not able to fit them in. They are ultra-expensive and didn't really fit the theme of the list, so ultimately, I left them out after several unsuccessful attempts at fitting them in.

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BlackTemplar707
4/2/2014 02:21:36 am

Relic blades are 2 handed so the one on your Marshal is wasted, go for T.Ham or Teeth of Terra. Multi-meltas+grav guns out the top of the rhinos 2 fire points are godly as hell (pop transports, grav-salvo contents). I love dreadnoughts, especially 2x TLAC Riflemen dreads, but constantly mine are nuked from afar with anti tank or air support, consider replacing them with Ironclads in drop pods with DWL, 2 mounted heavy flamers, and seismic hammer+dccw. Orks will hate you. TFCs are really nice especially since you can continue to use your Techmarines on them to repair your dreads or say vindicators or predators if you were to swap some points. Since you have a Stormraven, albeit you're not running Iron Hands it is still worth it (I believe) to take a 50pt Techmarine, with 3 Servitors and stick em in the SR to have a flying undying tank (This is horrendous as Iron hands with +1 repair freeing up 10 points from a servitor, and vehicles having It Will Not Die).

Lastly instead of IG allies you may want to heavily consider a Inquisitorial Detachment so you get some Psychic via inquisitors or Psyker mob. I've made a variation of this list:

http://pastebin.com/mRMP2dwQ

that runs very well. dropped coteaz (Lolwut) for ordo xenos inquisi and added a ordo malleus inquisi with power armour for a daemonblade and attaching them to a unit to go in a Stormraven or drop pod. Those 3 squads of Plasma gun Hench's with Psybolt Chimera H. Bolters are priceless however, especially if you make room for 35 point Jokaero in each one.

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