Tuesday, June 20, 2017

Getting My Feet Wet Part 2

So “shooty” Templars are a definite thing.  As you know, I prefer my shooty armies to have enough close combat abilities to defend or disable enemy threats, but as a thought exercise how about we see how extreme we can make the shootiness?



We are going to be Troop heavy anyway, so we are going to use a Battalion for some free command points, it does mean taking two HQs but as you’ll see, that only makes us more powerful bwahahahahaha!

Black Templars - Battalion Formation

Captain
-Combi Plasma
-Razorback with Twin Las Cannon
=204

Captain
-Combi Plasma
-Razorback with Twin Las Cannon
=204

These guys have no intention of riding in the Razorback, they are just here to unlock the extra vehicle, carry a plasmagun, and provide re-rolls to hit when we roll a 1 which is quite handy when wielding lots of plasma weapons!

Crusader Squad (5)
Sword Brother with Combi Plasma
Grav Cannon
Plasma gun
Razorback with Twin Las Cannon
=236

Crusader Squad (5)
Sword Brother with Combi Plasma
Grav Cannon
Plasma gun
Razorback with Twin Las Cannon
=236

Crusader Squad (5)
Sword Brother with Combi Plasma
Grav Cannon
Plasma gun
Razorback with Twin Las Cannon
=236

Crusader Squad (5)
Sword Brother with Combi Plasma
Plasma Cannon
Plasma gun
Razorback with Twin Las Cannon
=229

Crusader Squad (5)
Sword Brother with Combi Plasma
Plasma Cannon
Plasma gun
Razorback with Twin Las Cannon
=229

5 Crusader squads min/maxed with firepower.  Combi Plasmas everywhere and grav cannons.  The two Plasmacannon squads are where you put the Captains so they can fire overcharged shots each turn and re-roll any 1’s that come up.

Dreadnaught
2x Twin Autocannons
=136

Dreadnaught
2x Twin Autocannons
=136

Dreadnaught
2x Twin Autocannons
=136

Dreadnaughts with double twin auto cannons are really cheap gun platforms, a better value than even Razorbacks.  The auto cannons put out a ton of shots!  Each Dread pushes out 8 shots per turn at Strength 7!  

Total: 1982 points

Command Points: 6

This list is kinda nuts looking it over.  14 Lascanons, 3 grav cannons, 2 plasma cannons, 12 plasmaguns, 12 autocannons.  Thats a pretty nutty amount of firepower.  There is essentially no close combat capability whatsoever but thats the price you pay for being able to shoot your opponents’ MEQ army off the board in two turns.  Being able to charge after a deep strike or teleport or drop pod scares me a lot in 8th edition, it makes me feel like armies like this may not be viable without spending points on a bubble wrap, but this was more of me trying to see whats possible rather than what is actually best for winning a tournament.


Thoughts?

3 comments:

  1. I think the rifleman dreads are a good option in 8th with all the 2 wound infantry and bikers around. I am currently working on converting mine to this load out. With 12 drops assuming your crusade squads are deployed inside transports, are you planing on going second?
    I like the list, alot.

    ReplyDelete
    Replies
    1. I think it's an ok list. Definitely going second. Tbh I wouldn't deploy in the transports. My thought is to use the vehicles as bubble wrap. They can deploy with the hulls blocking the firing and assault lanes. One turn 1 they razors can move and allow the infantry to fire.

      I'm not sure how this would do against nids or orks. It's basically meta gamed against marines but it should have really good time destroying meq armies.

      Delete
  2. nice article great post comment information thanks for sharing
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    ReplyDelete