Well were on the home straight now,
Previous articles can be found below,
Blood Angels, Chaos Daemons and Chaos Space Marines,
Dark Eldar, Eldar and Grey Knights,
Imperial Guard, Necrons, Orks,
Space Marines, Dark Angels, Space Wolves and Tau.
Now for the last three,
Black Templars.
The recent FAQ has been fairly kind to the Black Templars as it has given them the Marine versions of many of the special rules and weapons stats. These FAQ's have breathed a bit of new life into the codex in much the same way that they did with the Dark Angels but not necessarily for all the same reasons ;-)
Mech - Due to the ability to give pretty much all your vehicles Power of the Machine Spirit you can make a mechanised Black Templars army 'pseudo' fast, by which I mean you can take Razorbacks, Predators and even Vindicators and make it so you can move 12" and still fire a weapon. This helps to get side armour shots with the Predators, shots after moving 12" with the Razorbacks and to have an effective threat range of 36" with your Vindicators. Combined with the 'Abhor the Witch/Destroy the Witch' vow and you can get an extra D6" of movement towards the enemy after deployment if the enemy army has a Psyker in it....Even an extra inch or two can make a big difference ;-)
Terminator Spam - Take a pair of Terminator Command Squads and another three units of Terminators from your Elite slots and give each unit a pair of heavy weapons and you have a formidable wall of 2+/5+ saves that are firing a combined total of 40 Assault Cannon or 20 Cyclone Missile Launcher shots per turn. For 3 points a model you can give them 'Tank Hunters' as well.
Black Templars work well enough if you use the codex as it's intended. If however you just like Power Armour then pick one of the other Marine 'flavours'.
Tyranids.
Tyranids are a difficult army to do well with based on how the current game works. They're are quite light on anti-tank shooting and in addition have problems with the way their Force Organisation Chart has crowbarred a lot of useful stuff into one slot (Elites). They can be made competitive but you as the controlling player need to accept their limitations from the beginning in order to avoid frustration.
The 'Death-Star' - Take a Hive Tyrant and give him a 2+ save, 'Old Adversary' and a few other upgrades, then stick him with two or three Tyrant Guard and repeat a 2nd time. Then throw both units at the enemy and hope they reach it intact enough to kill your opponent when you reach it. There are of course other variants on this theme but the basic concept remains the same.
The Horde - Termagants, Hormagaunts and Gargoyles are fairly cheap and Genestealers are reasonably priced (as long as you can reach your opponent without being 'torrented' to death) so an army with over a hundred creatures is entirely possible. This sort of build really requires Venomthropes to give it a 5+ cover save (amongst other advantages) but will have problems vs. vehicle heavy armies, especially ones that have any degree of mobility.
Stealer Shock - An old build that I never really rated even when it was popular. It's the same principle as the 'horde' build but uses Genestealers (almost) exclusively and relies on going first in combat (due to high initiative) and a torrent of attacks in order to cripple what it hits before it gets a chance to hit back. against vehicles you just have to hope that you get enough rending rolls to do the job. It bounces off Land raider Spam as well...
Balanced - This is the way to go with Tyranids (imo). Take a HQ of your choice, Hive Guard as light anti-tank, Tyrannofexes with Rupture Cannons for heavy anti-tank, Tervigons and Termagants as troops and advance the lot in a series of lines designed to give everything (except the expendable stuff at the front) a cover save.
Tyranids are generally considered one of the weaker of the 5th Edition codices and there are fairly justifiable reasons why this is so. With the growing popularity of Librarians (or equivalent) as HQ's making the possibility of your six wound monstrous creature dying to a single lucky Force Weapon hit quite likely and that same psychic defence stopping many of the near essential Tyranid psychic abilities from working it can be a bit of an uphill struggle for the Tyranid player. Grey Knights obviously make that Force weapon issue a much bigger problem as well.
Witch Hunters.
I don't see these anywhere near often enough to have a good handle on them so this might be the weakest analysis I've done so far. If anybody has considerable experience with Witch Hunters and would like to 'chip-in' with some filler in the comments section then that would be much appreciated. In fact I only know one really effective Sisters of Battle list...
Immolator Spam - Take anything that can have an Immolator as a transport and give it one and then fill out the points with Sisters of Battle in Rhino's and give all the passengers all the Meltaguns they can carry. This sort of build needs practice to get right but once you've got the hang of it you'll be popping transports and flaming the contents like there's no tomorrow ;-)
And on that somewhat of an anti-climax we've reviewed all the various codices...
Now that's complete I hope you can pick a codex that suits you and an appropriate build from it as the basis for your army. Next we'll start looking at some list building concepts that apply across the board like Duality, redundancy, Bubble-Wrap etc.
Thoughts, comments and filler for the Witch Hunters section are (as usual) most welcome.
Tampilkan postingan dengan label Black Templars. Tampilkan semua postingan
Tampilkan postingan dengan label Black Templars. Tampilkan semua postingan
Senin, 30 Mei 2011
Kamis, 10 Juni 2010
Terminator Spam.

I want to do a Terminator 'Spam' army, however I'd like to do it without handing my opponent a big 'auto-win' button every time I play a game.
The issues I'm going to have are.
1) Terminators aren't very mobile.
2) Power/Chainfisting Land Raiders to death is tricky if your opponent is inconsiderate enough to move them about (Bastards.....lol).
3) Terminators aren't cheap points-wise and it gets worse if you actually give them extra equipment.
S0 I'm not going to be able to max out on Terminators and maintain a viable list. 20 Terminators + Characters is about the best I can realistically get away with.
The following lists are just basic outlines at the moment but it never hurts to get 2nd opinions before you start converting stuff...
2000 Pts - Black Templars Roster - Terminator Spam
: Emperor's Champion (1#, 140 pts)
1 Emperor's Champion @ 140 pts (Bolt Pistol; Crusader Seals; Frag Grenades; The Black Sword; Accept Any Challenge, No Matter The Odds)
1 Armor of Faith
1 The Black Sword
HQ: Commander (5#, 330 pts)
1 Commander @ 330 pts (Castellan)
1 Castellan (Crusader Seals; Power Weapon x1; Storm Bolter; Tank Hunters; Terminator Command Squad)
1 Terminator Armor
3 Terminator Command Squad (Chain Fist x1; Assault Cannon x2; Tank Hunters)
1 Sergeant (Tank Hunters)
HQ: Commander (5#, 330 pts)
1 Commander @ 330 pts (Castellan)
1 Castellan (Crusader Seals; Power Weapon x1; Storm Bolter; Tank Hunters; Terminator Command Squad)
1 Terminator Armor
3 Terminator Command Squad (Chain Fist x1; Assault Cannon x2; Tank Hunters)
1 Sergeant (Tank Hunters)
Elite: Sword Brethren Terminator Squad (5#, 260 pts)
5 Sword Brethren Terminator Squad @ 260 pts (Chain Fist x1; Assault Cannon x2; Tank Hunters)
Elite: Sword Brethren Terminator Squad (5#, 260 pts)
5 Sword Brethren Terminator Squad @ 260 pts (Chain Fist x1; Assault Cannon x2; Tank Hunters)
Elite: Sword Brethren Terminator Squad (5#, 260 pts)
5 Sword Brethren Terminator Squad @ 260 pts (Chain Fist x1; Assault Cannon x2; Tank Hunters)
Troops: Crusader Squad (5#, 105 pts)
5 Crusader Squad @ 105 pts (Meltagun; Lascannon)
Troops: Crusader Squad (5#, 105 pts)
5 Crusader Squad @ 105 pts (Meltagun; Lascannon)
Troops: Crusader Squad (5#, 105 pts)
5 Crusader Squad @ 105 pts (Meltagun; Lascannon)
Troops: Crusader Squad (5#, 105 pts)
5 Crusader Squad @ 105 pts (Meltagun; Lascannon)
Total Roster Cost: 2000
2000 Pts - Blood Angels Roster - Terminator Spam
HQ: Librarian (1#, 130 pts)
1 Librarian @ 130 pts (...in Terminator Armour; Blood Lance; The Sanguine Sword)
1 ...in Terminator Armour (Storm Bolter)
Elite: Sanguinary Priest (2#, 170 pts)
1 Sanguinary Priest @ 170 pts (Sanguinary Priest in Terminator Armour; Sanguinary Priest in Terminator Armour)
1 Sanguinary Priest in Terminator Armour
1 Sanguinary Priest in Terminator Armour
Elite: Terminator Squad (10#, 470 pts)
1 Terminator Squad @ 470 pts (Terminator with Cyclone Missile Launcher; Terminator with Cyclone Missile Launcher)
1 Sergeant
7 Terminator (Chain Fist x2)
1 Terminator with Cyclone Missile Launcher
1 Terminator with Cyclone Missile Launcher
Elite: Terminator Squad (10#, 470 pts)
1 Terminator Squad @ 470 pts (Terminator with Cyclone Missile Launcher; Terminator with Cyclone Missile Launcher)
1 Sergeant
7 Terminator (Chain Fist x2)
1 Terminator with Cyclone Missile Launcher
1 Terminator with Cyclone Missile Launcher
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Troops: Assault Squad (5#, 125 pts)
3 Assault Squad @ 125 pts (Meltagun)
1 Assault Marine with Meltagun
1 Sergeant (Close Combat Weapon; Infernus Pistol x1)
Total Roster Cost: 1990
2000 Pts - Space Wolves Roster - Terminator Spam
HQ: Logan Grimnar, The Great Wolf (1#, 275 pts)
1 Logan Grimnar, The Great Wolf @ 275 pts
Elite: Lone Wolf (3#, 105 pts)
1 Lone Wolf @ 105 pts (...in Terminator Armour)
1 Lone Wolf in Terminator Armour (Fenrisian Wolf; Chain Fist; Storm Shield)
2 Fenrisian Wolf (Unit Type: Beasts; Vicious claws and fangs; Counter-attack)
Elite: Lone Wolf (3#, 105 pts)
1 Lone Wolf @ 105 pts (...in Terminator Armour)
1 Lone Wolf in Terminator Armour (Fenrisian Wolf; Chain Fist; Storm Shield)
2 Fenrisian Wolf (Unit Type: Beasts; Vicious claws and fangs; Counter-attack)
Elite: Lone Wolf (3#, 105 pts)
1 Lone Wolf @ 105 pts (...in Terminator Armour)
1 Lone Wolf in Terminator Armour (Fenrisian Wolf; Chain Fist; Storm Shield)
2 Fenrisian Wolf (Unit Type: Beasts; Vicious claws and fangs; Counter-attack)
Troops: Wolf Guard Pack (5#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
1 Wolf Guard in Terminator Armour
3 Wolf Guard in Terminator Armour (Chain Fist)
Troops: Wolf Guard Pack (5#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Terminator Armour (Chain Fist)
Troops: Wolf Guard Pack (5#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Terminator Armour (Chain Fist)
Troops: Wolf Guard Pack (5#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Terminator Armour (Chain Fist)
Troops: Wolf Guard Pack (5#, 240 pts)
1 Wolf Guard Pack @ 240 pts (Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour; Wolf Guard in Terminator Armour)
1 Wolf Guard in Terminator Armour
1 Wolf Guard in Terminator Armour (Cyclone Missile Launcher)
3 Wolf Guard in Terminator Armour (Chain Fist)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
1 Land Speeder Squadron @ 70 pts (Multi-Melta x1; Heavy Flamer x1)
Total Roster Cost: 2000
2000 Pts - Space Marines Roster - Terminator Spam
HQ: Space Marine Librarian (1#, 125 pts)
1 Space Marine Librarian @ 125 pts (...in Terminator Armour; Null Zone; The Gate of Infinity)
1 ...in Terminator Armour
HQ: Space Marine Librarian (1#, 125 pts)
1 Space Marine Librarian @ 125 pts (...in Terminator Armour; Null Zone; The Gate of Infinity)
1 ...in Terminator Armour
Elite: Terminator Assault Squad (10#, 400 pts)
9 Terminator Assault Squad @ 400 pts (Thunder Hammer & Storm Shield x9)
1 Sergeant (Thunder Hammer & Storm Shield x1)
Elite: Terminator Assault Squad (10#, 400 pts)
9 Terminator Assault Squad @ 400 pts (Thunder Hammer & Storm Shield x9)
1 Sergeant (Thunder Hammer & Storm Shield x1)
Troops: Tactical Squad (6#, 165 pts)
4 Tactical Squad @ 165 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)
Troops: Tactical Squad (6#, 165 pts)
4 Tactical Squad @ 165 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)
Troops: Tactical Squad (6#, 165 pts)
4 Tactical Squad @ 165 pts (Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Searchlight; Smoke Launchers; Lascannon and TL Plasmagun)
Fast Attack: Attack Bike Squad (2#, 100 pts)
2 Attack Bike Squad @ 100 pts (Multi-Melta x2)
Fast Attack: Attack Bike Squad (2#, 100 pts)
2 Attack Bike Squad @ 100 pts (Multi-Melta x2)
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Total Roster Cost: 2000
2000 Pts - Chaos Marines Roster - Terminator Spam
HQ: Abaddon the Despoiler (1#, 275 pts)
1 Abaddon the Despoiler @ 275 pts
Elite: Chaos Terminators (10#, 425 pts)
1 Chaos Terminators @ 425 pts (Icon of Tzeentch; Terminator; Terminator; Terminator; Terminator)
6 Terminator (Combi-melta x2)
1 Terminator (Reaper Autocannon x1)
1 Terminator (Reaper Autocannon x1)
2 Terminator (Chain Fist x2)
Elite: Chaos Terminators (10#, 425 pts)
1 Chaos Terminators @ 425 pts (Icon of Tzeentch; Terminator; Terminator; Terminator; Terminator)
6 Terminator (Combi-melta x2)
1 Terminator (Reaper Autocannon x1)
1 Terminator (Reaper Autocannon x1)
2 Terminator (Chain Fist x2)
Troops: Plague Marines (5#, 140 pts)
5 Plague Marines @ 140 pts (Personal Icon; Meltagun x2)
Troops: Plague Marines (5#, 140 pts)
5 Plague Marines @ 140 pts (Personal Icon; Meltagun x2)
Troops: Plague Marines (5#, 140 pts)
5 Plague Marines @ 140 pts (Personal Icon; Meltagun x2)
Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators @ 150 pts
Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators @ 150 pts
Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators @ 150 pts
Total Roster Cost: 1995
Also I know I missed out Grey Knights but have you seen an optimised pure Grey Knights army win a game, let alone a themed one?
Obviously it's possible to cram more Terminators into most of these lists but unfortunately 5th Ed. makes Troops choices a bit more essential than they used to be...
Thoughts?
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