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Found 6 results

  1. Heresy! A Black Templar gunline?? You'd be right to be angry brothers, but fear not. This is a gunline with a sucker-punch up its sleeve, pounds the opponent early doors, lures them in, and then lands the knock-out blow on the counter-attack. I hope. Gravis Marshal with Heavy Bolt Rifle (105) - Warlord (Epitome of Piety), Witchseeker Bolts Master of Sanctity in Terminator Armour (125) - Combi-Melta, Hero of the Chapter (Wise Orator), Canticle of Hate & Catechism of Fire Primaris Castellan (90) - Neo-volkite pistol, sword & board, Relic of the Chapter (Aurillian Shroud) Crusader Squad (105) - Sword Brother with Power Fist & Combi-Plasma, 1 Initiate with Plasma Gun, 3 Initiates with Bolters Crusader Squad (105) - Sword Brother with Power Fist & Combi-Plasma, 1 Initiate with Plasma Gun, 3 Initiates with Bolters 10 Heavy Intercessors (300) - Executor Bolt Rifles, 2x Executor Heavy Bolters Crusader Squad (185) - Sword Brother with Thunder Hammer & Combi-Melta, 1 Initiate with Melta Gun, 1 Initiate with Power Axe, 2 Initiates with Chainswords, 5 Neophytes with Shotguns Crusader Squad (185) - Sword Brother with Thunder Hammer & Combi-Melta, 1 Initiate with Melta Gun, 1 Initiate with Power Axe, 2 Initiates with Chainswords, 5 Neophytes with Shotguns 5 Aggressors (225) - Boltstorm & Fragstorm 5 Assault Terminators (215) - Hammers & Shields 10 Hellblasters (330) - Heavy Plasma Incinerators 1970pts, 10CP (ideas for the last points welcome, to be competitive probably Cenobytes for actions?) The gunline consists of the HQs, Heavy Intercessors, Aggressors, and Hellblasters. Lieutenant pops Aurillian turn 1 to give them all 4++. Big alpha strike (I hope!) from these units, although Aggressors probably not in range. Re-rolling 1s to hit and wound on all this dakka... if anything tasty becomes the closest enemy unit to this gunline, Catechism of Fire will provide +1 to wound and soon send them packing! Marshal snipes and disrupts psykers all game. Shooty Crusaders will advance onto and hold objectives. Terminators and Assault Crusaders will be in reserve. At the right time (maybe turn 3 for assault doctrine), Aggressors and Chaplain will Advance forward into a position where Chaplain's Canticle of Hate can ensure the Assault Crusaders and Terminators arriving from reserve make their charges. Guaranteed 12" threat range from the Canticle Aura, but re-rolling Advances I'd hope to see closer to 15"! I'm hoping that the opponent seeks to close down the gunline, seizes the centre, and then I can knock them off it!
  2. Greetings battle brothers! I mentioned in my battle report that I'd be mixing up what the Sacramentum Crusade was bringing to round 3 of the tournament so here's what I came up with! All feedback is welcome :) I also haven't posted an army list here before so if I break any formatting rules let me know! ++ Sacramentum Crusade (Tournament Round 3) [8CP, 1250pt] ++ + HQ + Chapter Master [135pt]: Warlord, Master of the Codex WT, The Armour Indomitus Relic, Relic Blade, Grav Pistol. Lieutenant [-2CP, 80pt]: Frontline Commander WT, The Aurillian Shroud Relic, Powerfist, Plasma Pistol. + Troops + Crusader Squad [85pt]: Sword Brethren (Powerfist), 4x Initiates Crusader Squad [90pt]: Sword Brethren, 3x Initiates, Initiate w/Missile Launcher Crusader Squad [85pt]: Sword Brethren, 3x Initiates, Initiate w/ Plasma Gun Crusader Squad [85pt]: Sword Brethren (Power Axe), 3x Initiates, Initiate w/Flamer Crusader Squad [85pt]: Sword Brethren (Power Maul), 3x Initiates, Initiate w/Power Axe + Elites + Chief Apothecary [-2CP, 90pt]: Selfless Healer WT, Crusaders Helm Relic Contemptor Dreadnought [150pt]: Multi-melta Contemptor Dreadnought [150pt]: Kerres pattern assault cannon Terminator Assault Squad [215]: THSS The Game Plan The plan I had when writing the list was pretty simple: one or two of the Fire Support Crusader squads would hold the objectives in my deployment zone and I'd castle up with the rest on whatever point in my opponents line looked weakest and spread out once the Aurillian shroud has done it's thing. The Apothecary would tag along with the Terminators and the other Characters would go wherever they're needed. However I'm going up against Space Wolves I've got to change my tact significantly. I'm very confident that the Space Wolves will alpha strike me with Thunderwolf Cavalry while Bjorn and the rest of the army will move up the board for a second turn charge. Not only do I expect this to be my opponents strategy, I'm counting on it. I can't out perform the Space Wolves in close combat so I'm hoping I can use Defeat Through Detail to win the day. Depending on the battlefield and the mission, I hope to either leave the Thunderwolf Cavalry with such a large charge that they're left open for a counter charge or bait them into charging a sacrificial Crusader Squad potentially leaving them so far away from the rest of their army that I can counter charge them without being counter charged myself turn 2. In this scenario I actually want to go second but if I do get first turn I'll send a few pot shots up the board and stick to the plan. If I can remove the Thunderwolf Cavalry and Bjorn by the end of turn 2 without losing my own terminators and dreadnoughts I think the game will be as good as won. Bjorn will be more difficult to deal with because all the Space Wolves around him will Heroically Intervene if he's charged but there's nothing I can do about that. Actually, I could always use the Devout Push stratagem (it's used at the beginning of the Fight phase which is immediately after heroic interventions occur). I'll have to remember that for the game! Anyway, that's the list and the plan so let me know what you think :)
  3. Greetings fellow Loyalists, I'm just getting back into list building and hopefully playing soon. I've been out of the game (play-wise) since 5th edition, so I tried to gather everything, read/watched the c*ap out of battlereports and lists, read rules and codexes, but I'm not sure about if what I produced here is any good. I'm not looking to go WAAC nor 100% fluff, but a list that brings BT which are my alltimes favorites and Knights, as I also like the style, that will not get tabled turn two. Opinions + C&C are very, very welcome. BT Bat.detachment: HQ: Primaris Chaplain on Bike (MOS, Armour Indomitus, Fires of Devotion, Paragon of Fury to make him a resilient melee monster) The Emperors Champion (even though he's not the best, I won't go without) Troops: 5 men each Assault Intercessors (PF on Sgt) Assault Intercessors (PF on Sgt) Assault Intercessors (PF on Sgt) Assault Intercessors (PF on Sgt) Fast Attack: Outrider Squad Outrider Squad Heavy Support: Eradicator Squad Eradicator Squad Super Heavy Detachment: House: Hawkshroud (I expect heavy anti tank from the gaming group I joined and this will help to be efficient a bit longer) Knight Crusader Armiger Warglaive Armiger Warglaive Total 2k even Battle plan should be obvious: Crack some hard shells around the fluffy stuff and chop up afterwards. Cheers PS: I hope there are not too many typos, english is not my first language
  4. Hi everyone! After slowly accepting the fact, that Primaris are here to stay and that they will probably replace the standard marine in the long run, I would like to discuss how you think the new addition will affect the Black Templars in the following respects: fluff-, gameplay- and modellingwise. I'm also interested in your general opinion concerning the above mentioned aspects. As a base for discussion I have added the statline of the standard and the primaris marine as well as the direct size comparison: +++ For a start, I would like to voice my general opinion concerning the introduction of the Primaris Marines. For me it is rather obvious that the introduction of the NuMarines ist a straightforward business manoeuvre by GW. As a profit-oriented company it is their good right to do so, but I don't have to like it. I am not generally against the addition of new stuff to the hobby it's more the way how it's done, that annoys me. First off it's once more the Space Marines that get the new stuff and on top of that everything is again centered around the Ultramarines. GW has missed a great opportunity to cater to some of the less prominent armies like Nids or Orks. That would've also been a great chance to do a little something against the Space Marine overweight in the hobby. The one thing that bothers me the most is the fluff. After roughly 20 years of not moving the setting an inch they do so in a rushed, bland and unthoughtthrough manner. Some weird Techboi appears almost out of nowhere, sides with Eldar, revives Gulliman and then they quickly pull some thousands of Superelite-Astartes out of their buttocks all while chased by the almost entire 13th black crusade. And the best part is, that the alleged BT Marshal just stands idle while the imperium sides with xenos (Eldar) and traitors (Cypher). I mean seriously, that's just unworthy for a setting like 40k, that was or is originally known for it's twisted grimdarkness. Nevertheless, I really like the new models apart from the silly hoovermarines. The captain also looks cool, except that weird hood his armour has. Now to the three points I stated initially: Fluff: I can't imagine a proper BT Crusade to be very happy about Gulliman acting all Emperor and messing around with the Emperors creation. The reek of HERESY ist just too strong on all this. Gameplay: Here it all comes down to points cost and equipement options. On paper the Primaris are flat out better than their standard counterpart. Although I think the Primaris are generally in a weird spot having powerful long range bolters yet having two wounds and attacks. I tend to field my squads specialized for a certain task. In regard to the Primaris that means, that I either waste their powerful longrange potential because I wan't to make use of their cc-advantage or the other way around. Modelling: I don't know how they relate to the sigmarines in matters of size, but I can imagine some nice conversion options there. Well that's it from my part. Really looking forward to your opinions! Edit: Gravis Captain Statline added
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