I promised a list after writing my article about the usefulness of Terminator Command Squads in a Black Templar army. Below are my thoughts on it.
Warning! Warning! I don't think that this list is particularly competitive. It certainly has many threats and will pose some serious problems for many armies, but I don't think it has the saturation levels to make it super scary. It is a rock army. Luckily, it has two significant rocks, so I can spread the threats. However, that said, I think it is an extremely fun list and will definitely present some strengths on the tabletop. Here we go:
Emperor's Champion- Accept any Challenge vow- 140pt.
Castellan- terminator armor, chainfist, storm shield- 405pt.
Terminator Command Squad- tank hunters, 2x cyclone launchers, sarge with chainfist, storm shield
Castellan- terminator armor, chainfist, storm shield- 405pt.
Terminator Command Squad- tank hunters, 2x cyclone launchers, sarge with chainfist, storm shield
Crusader Squad- 5 initiates, 1 neophyte, multi-melta, meltagun, in rhino with smoke- 163pt.
Crusader Squad- 5 initiates, 1 neophyte, multi-melta, meltagun, in rhino with smoke- 163pt.
Crusader Squad- 5 initiates, missile launcher, flamer, in rhino with smoke- 149pt.
Crusader Squad- 5 initiates, missile launcher, flamer, in rhino with smoke- 149pt.
2 Landspeeders- 2x typhoon missiles launchers, 2x heavy bolter- 140pt.
2 Landspeeders- 2x typhoon missiles launchers, 2x heavy bolter- 140pt.
2 Landspeeders- 2x typhoon missiles launchers, 2x heavy bolter- 140pt.
1994 pt.
So, here's what it has.
22 missile launcher shots across 7 units, 8 of which are S9 when firing at vehicles, two melta bunkers
We have 10 vehicles all of which are pretty vulnerable to return fire, so hitting first and hitting hard is the way to go.
Optimally, the two TCS can deploy with the melta bunkers and use the rhinos to generate cover (which I suppose they don't need with 2+/5++ and 2+/3++) while firing out with relentless cyclone launchers. This is the forward element. The missile launcher rhinos are objective campers and the speeders will bob in weave in my backfield to get off as many shots as possible. Hopefully, we will be able to get all of the terminators across the field and box in enemy units until they can assault and mop them up. All the while, templates will be dropped once vehicles are eliminated. The EC will join a command squad to add some extra combat ability.
Here are the weakness
1) 22 scoring bodies in AV11 boxes. This should be relatively easy to neutralize with concentrated firepower. This is why hitting hard from the start is a must.
2) Foot terminators are slow. If I can't demech units, I won't catch them. I have to make sure I can get units outside of their vehicles and then spread out to limit their movements options. The terminators will be the shepherds and the clean up crews. They are the obvious threats though, so they will take a beating on the walk across the table.
3) Low AV. Having only AV10-11 will hurt. Being smart with positioning, especially of the speeders will be crucial. If I get turn 2, it is essential to hide them well, possibly even reserving them, though this will severely cripple my anti-mech ability.
So, there are some obvious problems with the list, but it does have some sweet abilities as well. It will take some especially heinous combat units to deal with the TCS and only a few armies have the ability to negate my armor or torrent enough wounds to deal with them.
What are your thoughts? Does this work on the tabletop? What armies will cause it trouble? What armies will it dominate or are there any?
Thanks for reading.
Other Black Templar articles I have written include:
Codex Review: Black Templar HQs
Codex Review: Black Templar Heavy Selections
Codex Review: Black Templar lists Part 2
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Saturday, March 3, 2012
Black Templar Terminator Command Squad List
Labels:
40k,
Army Lists,
Black Templars
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1 comment:
My thoughts....
1. You're paying a ton of points for two Castellans which add very little to the list. This would be acceptable if you were already maxing your elites slots, but you aren't. Drop the Castellans, buy the termie squads in elites.
2. Accept Any Challenge is a complete waste of points in this list. Abhor the Witch.
3. Your troops are anemic and not many.
My current 2k Templars list has 6 troops (4 melta bunkers, 2 Missile bunkers) 2 termie tank hunter squads, 2 autolas predators, and 5 Typhoons. Puts out significantly more shooting than your list and a lot more bodies and hulls.
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