Saturday, 21 July 2012
My initial 6th edition army .... pending next week's white dwarf
I've two 6th edition tournaments coming up at the end of September, the Northern Warlords and the Team tournament at Maelstrom. For the moment I'm going with Black Templar, unless next week's White Dwarf reveals a re-codex of the Chaos Space Marines. If my beloved Chaos Space Marines do receive a refresh I'll look to move to them, CSM were always my first love and I'd love to be able to bring back the boys from the Eye if they turn out to be competitive. Anyway, until I know differently it's Black Templars, I'm sure I could get my Space Wolves to work, but since Bennett will be using them in the team tournament, I figure i should use BT in both tournaments. My initial thoughts are;-
HQ1: Emperor's Champion (90), Abhor the Witch (20) - 110pts
HQ2: Marshal (80), Terminator Armour (25),Adamantine Mantle (35), Chainfist (30), Stormshield (15), Tank Hunter (3) - 188pts
HQ3: Sword Brethren Terminator Command Squad, 5 Terminators (200), 2 Cyclone Missile Launchers (50) Tank Hunter(15) - 265pts
HQ4: Reclusiarch (95), Terminator Armour (25), Storm Shield (15), 2 Cenobyte Servitors (20) - 155pts
Elite1: Sword Brethren Terminator Squad, 5 Terminators (200), 2 Assault Cannons (40), Tank Hunters (15) - 255pts
Elite2: Sword Brethren Terminator Squad, 5 Terminators (200), 2 Assault Cannons (40), Tank Hunters (15) - 255pts
Elite3: Sword Brethren Terminator Assault Squad, 8 Terminators (320) - 320pts
Troop1: Crusader Squad, 5 Initiates (80), Plasma Gun (6) - 86pts
Troop2: Crusader Squad, 5 Initiates (80), Plasma Gun (6) - 86pts
Troop3: Crusader Squad, 5 Initiates (80), Plasma Gun (6) - 86pts
TOTAL 1806 (I've still got a few points to play with)
Now Skcuzzlebumm has gone into a lot of details of the benefits of Assault Cannons in 6th edition, especially when combined with Tank Hunter for AP re-rolls, you can find his blog entry here. I've opted to keep one unit of Cyclones for a little longer range sniping. Krak missiles (even if they're only Str8 for us now) are still good for taking out or slowing down AV10 - 12 vehicles, and will quickly remove all the hull points when 4 are fired at the same time.
I'm trying a couple of new things for this list, the Reclusiarch joins the Assault Terminators along with the Emperor's Champion, by placing the Reclusiarch out front he can use his Shield or Terminator saves on incoming shots, the first he fails will be look out sir'ed onto a servitor, which also has the added advantage of allowing the squad to move forward D6", rerollable due to the seals carried by the Champion. I'm hoping this combined with the free move before turn 1 (assuming the enemy has a Psyker) will negate the footslogging of this furious close combat unit. Plus assuming we charge, we get to reroll hits (the closest we'll get to preferred enemy now *sad face*).
I'm a little concerned with only having three small scoring units, there's a lot of emphasis on scoring units in the 6th edition missions, so I'll have to be careful to protect them during the game.
So people thoughts? comments? improvements? I've only played one game of 6th edition so far so I'm happy to receive comments from people who've played more.