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Foot Templars

7/1/2011

2 Comments

 
Foot troops get shafted in 5th Edition by being way too easy to massacre.  'Nids and Orks can get away with it, so what I'm thinking about doing is modifying my Deep Strike list and taking a page out of the Ork book to try something.  I've seen Ork Horde lists that combine some AT, some CC and Walker squadrons to provide the cover for the boys to get into place.  Mobility comes from a unit of Storm Boyz.

So, how do we do this?  I've got two quick lists for fun.

1   Emperor's Champion – Accept Any Challenge, No Matter The Odds   140
1   Assault Terminator (3xTLC, 2xTH/SS, Furious Charge)   215
2  Terminator (2xCyclone ML/SB/PF, 2xSB/PF, 1xSB/CF, Tank Hunter)   540
2  Crusader (9/6, Melta, BP/PF, BP/CCW, Frags)  488
2  Crusader (5/0, ML, Plasmagun, Bolter)  192
6  Land Speeder Typhoon (HB/Typhoon ML)  420
Total  1995

1  Emperor's Champion – Accept Any Challenge, No Matter The Odds  140
1  Marshal Helbrecht, Furious Charge  178
1  SB Command Squad (9/5, 2xMelta, Narthecium, Furious Charge, Frags)  288
2  Terminator (2xCyclone ML/SB/PF, 2xSB/PF, 1xSB/CF, Tank Hunter)  540
1  Crusader (8/7, Melta, BP/PF, BP/CCW, Frags)  238
2  Crusader (5/0, ML, Plasmagun, Bolter)  192
6  Land Speeder Typhoon (HB/Typhoon ML)  420
Total  1996

The second one is more for fun and needs some more tuning, but it would run the same as the first one.   In each case, the several Terminator squads would set up out front with maximum spread between models to provide a front line.  The two large assault squads form up and follow them in, gaining a 4+ cover save vs. any incoming fire while depending on the durability of the Terminators to provide cover for them for the first turn or two as they close to contact.  The THDC squads try as usual to pop any heavier armor while the three LS Typhoon squadrons work around the flanks picking off lighter armor and punishing infantry.  The THDC squads will attempt to break off before AACNMTO kicks in to maintain fire on any targets while the Assault Terminators go for the charge, although I'd prefer them in the counter charge mode while the two assault squads pour around and through them to attack whatever targets are necessary.

If I'm looking at Fearless units, especially tough ones, the assault squads go after squishy targets and I'll have Terminator squads attempt to tag both the squishy target and a tough Fearless one to exploit the common interpretation of the No Retreat rules.  Nothing like watching the secondary Fearless targets having to deal with Terminators and limited to causing five casualties while my regular troops reap mass casualties that turn into mass armor saves for units the assault squads would struggle against. 
2 Comments
Marshal Laeroth link
7/5/2011 03:02:30 pm

Ack! Looks like I cannot do my Brutal Truth article on Black Tide. ;)

The first list I think has possibilities in casual games, as you have sufficient numbers of separate troops units to survive the game if something goes wrong in your mob. But I do feel a little odd without the Chaplains that made the Black Tide good.

As for the other thing, thank you much. I was blown away. It is very much appreciated! :D

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Algesan link
7/5/2011 08:00:48 pm

It is all in the changes to the game, you must keep the firepower up. It doesn't stop your Brutal Truth article, because it would explain why the Chaplains aren't there anymore.

The second list, like my triple LRC list with Helbrecht, Grimaldus and the EC each leading a squad, is all about fun.

But no matter if it is this, that or the other thing, the trick is to have fun and just win baby. ;)

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