PDA

View Full Version : 2000 BT List; DIY Logicians



Paul
02-24-2011, 07:09 PM
HQ:
Emperor's Champion with Accept Any Challenge

Castellan with Thunder Hammer, Storm Bolter, Terminator Armor
3x Terminator Command Squad with 2x Cyclone Launcher, Power Fist for Sarge, Tank Hunters

Marshal with Power Weapon, Plasma Pistol, Artificer Armor, Iron Halo, Bionics, Meltabombs

TROOPS:
9x Initiates with Plasma Cannon, Plasma Gun

9x Initiates with Plasma Cannon, Plasma Gun

7x Initiates with Power Fist, Meltagun

ELITES:
Techmarine with Servo-Harness, Thunder Hammer, Stormshield, Bionics, Terminator Honors, Holy Orb

Techmarine with Servo-Harness, Thunder Hammer, Stormshield, Bionics, Terminator Honors

Techmarine with Power Weapon, Bolt Pistol, Artificer Armor, Bionics

Heavy Support
Land Raider with Extra Armor, Smoke Launchers, Searchlight

Predator Annihilator with Sponson Lascannons, PotMS, Extra Armor, Smoke Launchers, Searchlight


NOTES:
The third Techmarine leads the first tactical squad sergeant-like.

The Emperor's Champion does the same to the second tactical squad.

The third squad rides in the land raider with the Marshal and two other Techmarines as a vanguard-assaulty-type.

CHAPTER FLUFF:
If you want it, ask. They're Iron Hands successors.

Tynskel
02-25-2011, 07:00 AM
I want it- are they Iron Hand Successors?

any way to squeeze in some rhinos?

I like the Techmarines.

Paul
02-25-2011, 09:25 AM
Yes, they are Iron Hands successors.

I don't like to stick in Rhinos because:

1) Heavy weapons do not like them and I cannot combat squad with Black Templars

2) They're like 55 points and I am sort of going for a slowly advancing shooty army anyways with a few 'ard CQB specialists.

Yes, I recognize mech is king right now. Hence the attempt at bringing as many lascannons and missiles as possible.

As a last resort, I have ONE meltagun for pop-then-punch duties. lol

Splug
02-25-2011, 10:33 AM
So the wolf codex was too much for Pennsylvania? ;)

It looks like a fun list that should be absolutely amazing when it hits close combat. The terminator sergeants have all been replaced with techmarines... so at least that land raider should never break down!

jumai
02-25-2011, 10:35 AM
duuuude... that's like 450 points of techmarine... don't do it...

Just think, you're getting 4x 2+/3++ wounds and 8 TH attacks on the charge, when you could buy a maxxed terminator assault squad with 10x 2+/3++ wounds and 30 TH attacks on the charge for cheaper.

If you want bionic-y models, take a reclusiarch with servitors (and good unit buffs) instead of the castellan. Please don't pay 165 points for a 2-wound assault terminator... twice...




btw, the EC can neither have a command squad nor may he join units.

Paul
02-25-2011, 10:53 AM
duuuude... that's like 450 points of techmarine... don't do it...

Just think, you're getting 4x 2+/3++ wounds and 8 TH attacks on the charge, when you could buy a maxxed terminator assault squad with 10x 2+/3++ wounds and 30 TH attacks on the charge for cheaper.

If you want bionic-y models, take a reclusiarch with servitors (and good unit buffs) instead of the castellan. Please don't pay 165 points for a 2-wound assault terminator... twice...




btw, the EC can neither have a command squad nor may he join units.

Duuude.....that's like the point. I'm aware that there are better options, but dammit Jim I'm a techmarine not a terminator.
Also don't forget that Techmarines have two assault weapons that can be both fired and two additional servo- arm attacks, so that's six powerfist attacks on the charge per techmarine, after he fires a flamer and a twin-linked plasma pistol.

I am using the Castellan to get 4 terminators shooting four Str. 9 missiles and four str5 storm bolters at tanks while walking around.


And yes, Splug the list was a bit heavy for up here. Bjorn plus two land raiders is Unacceptable! Lol.

Paul
02-27-2011, 05:29 PM
A slight changeup to the list in the interest of fluff:

The Marshal gains a Combimelta, Iron Halo, Powerfist (so I can model a servo-arm) and bionics instead of his existing wargear.

The first and third techmarines gain teleport homers if I need to deepstrike the terminators for some reason either near the Land Raider or near the Gun Line. In return, the First Techmarines loses his Holy Orb of Antioch.

I don't know what to do with the rest of the 25 pts. I wish I could put blessd hull on a Land Raider instead of an LRC.

Tynskel
02-27-2011, 07:02 PM
ah, I was gunna say give both the sgt and marshal combi-meltas for the terminator squad. That would come out to 2 Str 9 meltas, and 4 str 9 missiles against tanks: solid anti-tank unit. Then add a chainfist instead of a thunder hammer to the commander.

Paul
02-27-2011, 07:04 PM
ah, I was gunna say give both the sgt and marshal combi-meltas for the terminator squad. That would come out to 2 Str 9 meltas, and 4 str 9 missiles against tanks: solid anti-tank unit. Then add a chainfist instead of a thunder hammer to the commander.

Wonderful idea! I will make the changes instanter. I'll find a way to drop points.

teplicuss
03-02-2011, 08:58 AM
although the list is cool, my question is , is this for a tournament? if it is, then you are gonna be in trouble. With oblitorator spam, missle spam and tons of squads that pump out a ton of fire power your gonna find a terminator squad...even with storm shields is gonna get torn to shreds. in my humbul opinion av14 is great... but with suicside melta squad( and now a days there alot of them) your gonna not have to worry about repairs but hiking to get to stuff. the rest of your army i can shot at and just take out your two troop squads then just keep away from you. if fast armies , terminator heavy armies or even hords play well against you ... your gonna be in trouble. keep away is common when a landraider is around. i suggest maybe removing the tech marines...add three normal terminators... and get some more troops in that army. troops win games, big powerful squads kick butt...however now a days people have more then one and they can create lots of units to keep you busy while the rest of their army is destroying standard marines.

how will you deal with fast armies? 4 missles a round are great.... but you might only get two rounds of shooting.

what happens when 200 orks come flying across the table? 4 missles dont do it..plasma is great...but it scatters.

the list has great foundations, but ask yourself some other question!? will those tech marines really pay off?

Now all this being said... if this is just a fun list and your palying with a budy...heck yeah man go for it!

Paul
03-02-2011, 09:19 AM
It is not for a tournament, but I would take it to one anyways.

I played a fast army last night (BA) and it turns out that STR 9 AT is how to deal with anything smaller than a Predator (including a stormraven or two :P).

People have asked me SOOO many times whether the techmarines are worth it. Of course they are! One of them beat down Mephiston (after the other one and some squaddies got punk't) but it was cool.

Don't forget, it's a squad in its own right: two special weapons and six powerfist attacks on the charge. The only thing missing is the wounds, and with a 2+/3++, FNP, and Bionics, you have to shoot him with antitank weapons. There's only a 5/72 chance that a bolter (or lasgun, etc) will make it through all of his saves, and that's not including the roll to wound.

As far as suicide melta, bring it on. I am using the Land Raider as an intimidation tool; its survival is not required for the survival of the list because of the extra D6" of movement I get if I take a casualty. Over a game turn, my infantry (with crusader seals which the tech-marines come with) get to move almost as many inches as a tank would in the game turn anyways if you include the run.

The Predator, actually, is far more dangerous. With three lascannons (one twin-linked) shooting two targets, it can eat a Storm Raven and a Razorback in the same turn (true story). That's where a player should put their suicide melta squad, if they have any sense and any vehicles.