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Monday, February 7, 2011

Email in: BT Escalation Lists

Email in from Ibris... (He's in Blue... I'm in Black if you hadn't already guessed).

Hi,

After your articles about foot armies and Black Templar FAQs I begun thinking about finally making MEQ army. That being said, before I present the list I came up with, a few notes:

1) Why Black Templars? I like the theme, more than Wolves (my second choice) and besides, save for a few... strange rules, they seem viable now.
Or simply just because Black Templars are frickin' awesome?

2) Why no vehicles? Well... for three reasons - making part of enemy weapons not mattering is tempting, I don't quite like their look, and besides, sadly, they're going to multiply the price of the army by a huge margin. So, maybe later.
I sort of agree with the last point, but I'd counter the first with the fact that this is what balanced lists are all about. Trying to tailor against balanced lists is silly. But yeah... rhinos do kinda suck!

3) About points mentioned in foot-slogging articles - Strength - I hope this list has it. Resilience - made by most models having 2+ or not moving from heaviest cover available. Speed - deep striking, plus Righteous Zeal (with re-roll) extra move.

4) Minuses - Righteous Zeal that might force you to needlessly move, and target priorities (the worst part). Both of these are mostly fixed by Marshal and his Ld 10.
Remember RZ is 'like a consolidation move' so in 5th Ed you can move 'up to D6"'. It's not compulsory, so don't let this put you off.

5) Vow - AAC gives preferred enemy. Good, but I was also thinking about Suffer Not the Unclean to Live (+1 S, -1 I). Most of the army ignores the minus, S9 attacks are good, it's cheaper, but it makes both HQs I 4. Which is sad, as even with 3++/4++ they might die before doing anything. Would that be as bad as I think it is?
Suffer not is a reasonable choice and I know Stelek from YTTH built some lists that would be viable for that vow. I can't be bothered to find them because the search function on the new site is kinda a pain in the ass... but ask and I'm sure he'll oblige.

The army list below was written with three things in mind - A) making heavy use of AoBR models with added Templar bits (price...), B) being expandable (more points means still using the same models as the core, without exchanging anything), and C) being as universal as possible (weapons usable as both anti-tank and torrenting anti-infantry. Sure, the list has no meltas, but the amount of S9 shots it can pull should more than make up for it, as only Land Raiders would make any problem then). Though, I wonder if 5++ is any good. Is it?
It's average at best, but remember they're infantry, so should almost always be able to get a 4++ from terrain.

I considered adding a few Land Speeders, but they're too fragile and expensive for now.

So, what to change or add to this?

Champion [140]
- Accept Any Challenge

Marshal [135]
- Terminator Armour, Power Sword, Storm Shield

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

Total: 997

Last 2 points - maybe add auspex? HQs are both attached to Terminators, to use Crusader Seals as needed. Terminators (all list) are of Tactical, not assault flavour.

Drop the Marshal. Simple. Put the EC with one of the crusader squads and then they're Ld 10 and the termies are Ld 9 anyway. With the 135 points saved, get a 3rd Crusader squad and a neophyte for each one. You then have almost double the number of scoring bodies and another set of heavy/special weapons. Consider Las/Plas for the crusaders if you want to drop a neophyte. Although you have a lot of Str9, the extra AP2 will be nice for hitting any terminator equivalents you may face. Surprisingly, 'Rocks' are common at low point games.

Champion [140]
- Accept Any Challenge

Marshal [135]
- Terminator Armour, Power Sword, Storm Shield

SB Terminator Command Squad x4 [235]
- AssCannon, Chain Fist
- AssCannon, Power Fist
- Storm Bolter, Power Fist
- Storm Bolter, Power Weapon, Storm Shield
- Tank Hunter x5

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

Total: 1497

Close range Terminator Squad with 2 Storm Shields, 2 I 4/5 power-weapons to become more offensive/survivable. Only two troops for now as the plan is to contest anything beside one objective claimed by both.

Ten marines outside of transports (or even inside for that matter) is just not going to be enough. Even reserving them will not ensure their presence late game. My advice would again be to drop the Marshal and command squad. This would give you 370 points to play with. I'd first advise you to invest in 2 crusader squads or 1 squad and making all 3 at least 6 men strong. This should leave you with just about enough to get something like 2 Auto/Las preds if you fancy getting a couple of predators. Another consideration may be going with 2 castellans, 2 shooty terminator command squad (with missiles), 3 crusader squads and 3 dreadnoughts. It's not the best, but it's a super elite list, putting out some good firepower. It can all be done with AoBR sets too.

Champion [140]
- [I]Accept Any Challenge

Marshal [135]
- Terminator Armour, Power Sword, Storm Shield

SB Terminator Command Squad x5 [278]
- AssCannon, Chain Fist
- AssCannon, Power Fist
- Storm Bolter, Power Fist
- Storm Bolter, Power Fist
- Storm Bolter, Power Weapon, Storm Shield
- Tank Hunter x6

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [96]
- Missile, Plasma Gun, 3x Bolter

Initiate x5 [90]
- Missile, 4x Bolter

Initiate x5 [90]
- Missile, 4x Bolter

SB Terminator Squad x6 [308]
- 2x Cyclone, Tank Hunter

SB Terminator Squad x6 [308]
- 2x Cyclone, Tank Hunter

SB Terminator Squad x5 [265]
- 2x Cyclone, Tank Hunter

Total: 1998

More troops. HQs in 5 model-sized Terminator Squads. Alternatively, I could take 3 Terminators off the strengthened squads, drop two troops, and add Castellan with another Terminator unit (but, amount of bodies would be a bit small...).

I agree with taking the Terminators back to 4/5 man squads. I'd also go all out cyclones. The range they offer just makes them that little bit better than AssCans IMO. The ~130 points saved should go into some more chainfists, and some melta weapons. At 2000 points you need that AP1 and 2d6 armour penetration. Str9 shots can put down AV14, but 3-4 of them? Battlewagons fear melta. They don't fear Str9 shots from terminators.

And a question, if I may. Go ahead (what a nice chap Kirby! You're welcome back Sir). Chapter Banner can be taken by Terminator Characters (as noted by [T] after its entry). Sadly, I can't find any character who is at the same time Standard Bearer (another requirement). Which Terminators can take it, then?
I think this is a misprint to be honest.

Regards,

Irbis

I hope that was of some help. If you're open to getting some models outside of the AoBR set, then feel free to get back to me. I really think you shouldn't dismiss Speeders so easily. At 70 points a pop, they're very cheap for 2 missiles and therefore go well in low point lists. The other consideration would be some bikes. Single bikes are quite cheap from GW ~£6 from what I remember and offer some versatile melta units. Pricier than vanilla ones, but they can deter some nasty units with 3 melta shots and some T5 blocking units.

All the best.

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