After reading Marshal Laeroth's BT Biker Army post, I found myself with some time on my hands while camping with my son for Cub Scouts, especially after the Kindle went kaput the first evening. So, with some downtime I set myself to explain why Marshal Laeroth's list wasn't the best choice to fulfill his objectives and ended up trying to define what is a better all-around BT list. Yes, yes, like with all army lists we should be able to just toss out X points using the FoC and beat up on any other X points, but....reality intrudes. In the end, I'm actually looking at the basis of a mech list that I'm actually fairly comfortable with.
Warning, this is a bit long.
Warning, this is a bit long.
Pending a new codex, 6th Edition and/or a new FAQ changing us up again, there are two major requirements for any Black Templar list at 2000 points.
1. Two THDC Terminator squads
2. Three twin LS-Typhoon squadrons
The THDC squads should be self explanatory, that concentration of firepower covers a lot of ground. The LS-Typhoon squadrons provide maximum firepower with maximum survivability and durability for minimum cost. These are the killers.
At 48" range => 20 Krak (S8 AP3) or 20 Frag (S4 AP6, small blast)
At 36" range=> 18 Heavy Bolter (S5 AP4)
Beyond this core (950 points), we need an Emperor's Champion at 90 points + cost of vow. IMO, only two vows are worth considering: Accept Any Challenge (50) or Witch (20). Witch gives us some needed psyker defense (the old SoB version) and a free movement in many games to help close with the enemy. Your opponent will mainly use "buff" psychic powers that don't trigger the defense and with the massed 48" firepower, the move forward may not be something worth having. Accept Any Challenge is obvious since it makes our units ~50% more effective in the Assault phase since we hit more. Either way, we are now up to 1060-1090 points spent.
Next, at a minimum there needs to be four scoring units on the field using the 1/500 points rule of thumb. This will cost us 90 points each for five Initiates plus a meltagun, which I consider the minimum cost for a deployed squad, for a total of 360 points. This takes us to 1420-1450 points spent. So, what to do with the last 550-580 points?
Transport is a good idea and anyone who reads my posts knows I'm a Drop Pod fanatic and the fact that our Drop Pods are the cheapest around doesn't hurt anything. However, we are looking at Rhinos. At a minimum we need four Rhinos, which will cost us 212 points (Rhino + Smoke) and we might as well take advantage of the fact that we still have affordable Extra Armor (5 points) and add 20 more points for a total of 232. Fiddling around with the points, I did notice something.
It is sheer stupidity to claim our Rhinos' cost isn't "too bad" at 58 points (Smoke + XA) since "the other guys" Rhinos cost 50 (Smoke + XA). Even though 5 points is a decent price for Extra Armor paying 15 points for it on a 35 point vehicle wastes points. So we spend 212 or 232 points to their 140. Ouch. Where are those Drop Pods again? Wait, notice something else, LS-Typhoons are nice units even at 90 points, let alone our 70 points. So even though it costs Black Templars 82-102 points more for our Rhinos, with six LS-Typhoons we save 120 points for a net savings of 38 points (18 w/ XA). Hey, not too bad. Going with the XA Rhinos, that will leave us with 318-348 points to spend.
Okay, lets drop 40 points on giving each Crusader squad a MM or Missile Launcher (ML), which will leave us with 278-308.points. Now several options pop up:
1. FC Assault Terminators would be 215 points, not necessarily great, but still one of the most deadly assault units in the game. I've gone into more detail before, but these would be mainly a bullet sponge since if they ever get stuck in, they are going to kick tail and take names. Leftover points could be spent on a Drop Pod or Neophytes for ablative hits.
2. TH Venerable Dreadnought with TLLC/HF/XA would run 170 points and gives a nasty AT punch with an 89% chance to hit and glancing almost any transport at 2+. It also fulfills some of the assault threat as the Assault Terminators.
3. The always fun PotMS Vindicator with XA at 160 points. These last two also give the potential of adding a fifth Crusader squad on foot with Lascannon and plasmagun. to hold rear objectives and provide some long range support.
Interestingly enough, we have almost duplicated my Deep Strike list, with an extra "shooter".
Going back to the four Rhino squads, something to consider, if we go with the ML, then we definitely must keep the meltagun, but if we go with the MM, then it might be worthwhile to swap it out for a plasmagun. In any case, it would be a useful hing to remember if we are squeezed for points. Why a ML instead of a MM? To maintain the 48" range paradigm. MM is nice, especially to pop vehicles if you get within 12", and even 24", but sometimes range is nice too.
So, where are we at?
1x EC-AACNMTO [140]
2x THDC Terminator squads (2xCML/SB/PF, 2xSB/PF, 1xSB/CF) [540]
4x Crusader Squads (5/0, MM, Mg, 3xBolters) [400] mounted in
4x Rhinos (Smoke, XA) [232]
1x Crusader Squad (5/0, LC, Pg, 3xBolters) [101]
3x Twin LS-Typhoon Squadrons [420]
1x Vindicator (PotMS, XA) [160]
Total: [1993] or 1999 if we go with the Ven Dread and turn one Mg into a Pg.
Remember, this is NOT a pure layback gunline list. It can function well that way (and should) against a real assault heavy list, but against hybrid and pure gunlines,, use the ability to Alpha Strike with range and close with your opponent. "Plain" Terminators aren't as tough as TH/SS versions, but they still hit harder than they shoot, especially following in 4xKrak and 10xBolter shots. I've won several games by killing all opposing scoring units and then using my Terminators as tarpits. Normally I figure turns 1-3 for disabling/killing big threats and demeching with turns 3-5 either consolidating on objectives while killing all scoring/contesting units I can.
Heh, I have a coupon good until the end of the month, I think I might have to go lay my hands on a Vindicator...
1. Two THDC Terminator squads
2. Three twin LS-Typhoon squadrons
The THDC squads should be self explanatory, that concentration of firepower covers a lot of ground. The LS-Typhoon squadrons provide maximum firepower with maximum survivability and durability for minimum cost. These are the killers.
At 48" range => 20 Krak (S8 AP3) or 20 Frag (S4 AP6, small blast)
At 36" range=> 18 Heavy Bolter (S5 AP4)
Beyond this core (950 points), we need an Emperor's Champion at 90 points + cost of vow. IMO, only two vows are worth considering: Accept Any Challenge (50) or Witch (20). Witch gives us some needed psyker defense (the old SoB version) and a free movement in many games to help close with the enemy. Your opponent will mainly use "buff" psychic powers that don't trigger the defense and with the massed 48" firepower, the move forward may not be something worth having. Accept Any Challenge is obvious since it makes our units ~50% more effective in the Assault phase since we hit more. Either way, we are now up to 1060-1090 points spent.
Next, at a minimum there needs to be four scoring units on the field using the 1/500 points rule of thumb. This will cost us 90 points each for five Initiates plus a meltagun, which I consider the minimum cost for a deployed squad, for a total of 360 points. This takes us to 1420-1450 points spent. So, what to do with the last 550-580 points?
Transport is a good idea and anyone who reads my posts knows I'm a Drop Pod fanatic and the fact that our Drop Pods are the cheapest around doesn't hurt anything. However, we are looking at Rhinos. At a minimum we need four Rhinos, which will cost us 212 points (Rhino + Smoke) and we might as well take advantage of the fact that we still have affordable Extra Armor (5 points) and add 20 more points for a total of 232. Fiddling around with the points, I did notice something.
It is sheer stupidity to claim our Rhinos' cost isn't "too bad" at 58 points (Smoke + XA) since "the other guys" Rhinos cost 50 (Smoke + XA). Even though 5 points is a decent price for Extra Armor paying 15 points for it on a 35 point vehicle wastes points. So we spend 212 or 232 points to their 140. Ouch. Where are those Drop Pods again? Wait, notice something else, LS-Typhoons are nice units even at 90 points, let alone our 70 points. So even though it costs Black Templars 82-102 points more for our Rhinos, with six LS-Typhoons we save 120 points for a net savings of 38 points (18 w/ XA). Hey, not too bad. Going with the XA Rhinos, that will leave us with 318-348 points to spend.
Okay, lets drop 40 points on giving each Crusader squad a MM or Missile Launcher (ML), which will leave us with 278-308.points. Now several options pop up:
1. FC Assault Terminators would be 215 points, not necessarily great, but still one of the most deadly assault units in the game. I've gone into more detail before, but these would be mainly a bullet sponge since if they ever get stuck in, they are going to kick tail and take names. Leftover points could be spent on a Drop Pod or Neophytes for ablative hits.
2. TH Venerable Dreadnought with TLLC/HF/XA would run 170 points and gives a nasty AT punch with an 89% chance to hit and glancing almost any transport at 2+. It also fulfills some of the assault threat as the Assault Terminators.
3. The always fun PotMS Vindicator with XA at 160 points. These last two also give the potential of adding a fifth Crusader squad on foot with Lascannon and plasmagun. to hold rear objectives and provide some long range support.
Interestingly enough, we have almost duplicated my Deep Strike list, with an extra "shooter".
Going back to the four Rhino squads, something to consider, if we go with the ML, then we definitely must keep the meltagun, but if we go with the MM, then it might be worthwhile to swap it out for a plasmagun. In any case, it would be a useful hing to remember if we are squeezed for points. Why a ML instead of a MM? To maintain the 48" range paradigm. MM is nice, especially to pop vehicles if you get within 12", and even 24", but sometimes range is nice too.
So, where are we at?
1x EC-AACNMTO [140]
2x THDC Terminator squads (2xCML/SB/PF, 2xSB/PF, 1xSB/CF) [540]
4x Crusader Squads (5/0, MM, Mg, 3xBolters) [400] mounted in
4x Rhinos (Smoke, XA) [232]
1x Crusader Squad (5/0, LC, Pg, 3xBolters) [101]
3x Twin LS-Typhoon Squadrons [420]
1x Vindicator (PotMS, XA) [160]
Total: [1993] or 1999 if we go with the Ven Dread and turn one Mg into a Pg.
Remember, this is NOT a pure layback gunline list. It can function well that way (and should) against a real assault heavy list, but against hybrid and pure gunlines,, use the ability to Alpha Strike with range and close with your opponent. "Plain" Terminators aren't as tough as TH/SS versions, but they still hit harder than they shoot, especially following in 4xKrak and 10xBolter shots. I've won several games by killing all opposing scoring units and then using my Terminators as tarpits. Normally I figure turns 1-3 for disabling/killing big threats and demeching with turns 3-5 either consolidating on objectives while killing all scoring/contesting units I can.
Heh, I have a coupon good until the end of the month, I think I might have to go lay my hands on a Vindicator...