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Now with STFU flames!
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Discussion Starter · #1 · (Edited)
Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Seek and Destroy

Black Templars - Avalonian Crusade

Headquarters – 305 points
Marshal:
Storm Shield; Master-Crafted Power Weapon; Terminator Honours; Holy Orb of Antioch; Jump Pack

Emperor's Champion:
Accept Any Challenge, No Matter the Odds

Troops – 905 points
Black Templars Crusader Squad – Ten (10) men
Four (4) Initiates armed with Bolt Pistol and CCW
Four (4) Neophytes armed with Bolt Pistol and CCW
One (1) Initiate armed with Powerfist and Bolt Pistol
One (1) Initiate armed with Meltagun
Rhino: Smoke Launchers

Black Templars Crusader Squad – Ten (10) men
Four (4) Initiates armed with Bolt Pistol and CCW
Four (4) Neophytes armed with Bolt Pistol and CCW
One (1) Initiate armed with Powerfist and Bolt Pistol
One (1) Initiate armed with Meltagun
Rhino: Smoke Launchers

Black Templars Crusader Squad – Eight (8) men
Six (6) Initiates armed with Bolters
One (1) Initiate armed with Missile Launcher
One (1) Initiate armed with Plasma Gun

Black Templars Crusader Squad – Eight (8) men
Six (6) Initiates armed with Bolters
One (1) Initiate armed with Missile Launcher
One (1) Initiate armed with Plasma Gun

Black Templars Crusader Squad – Fourteen (14) men
Seven (7) Initiates armed with Bolt Pistol and CCW
Six (6) Neophytes armed with Bolt Pistol and CCW
One (1) Initiate armed with Powerfist and Bolt Pistol​

Fast Attack - 338 points
Assault Marines Squad – Nine (9) men
Eight (8) Initiates armed with Bolt Pistol and CCW
One (1) Initiates armed with Power Fist and Bolt Pistol

Land Speeder Squadron – One (1) Landspeeder
One (1) armed with Multi-Melta

Land Speeder Squadron – One (1) Landspeeder
One (1) armed with Multi-Melta​

Heavy Support – 290 points
Land Raider Crusader
Blessed Hull; Twin-linked Assault Cannon; Multi-melta; Hurricane Bolter sponsons; Extra Armour

Tactics:
Use the two footslogging squads as a firebase, hunting tanks and MEQs alike with covering fire. The larger Troops squad goes with the Emperor's Champion in the Land Raider Crusader, and the Marshal goes with the Assault Squad. The Land Speeders provide anti-tank support, and the other two Rhino squads support the Assault Squad and EC squad in close combat - the worse WS of the Neophytes is countered by the EC's vow.

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Tyranids

Headquarters – 196 points
Hive Tyrant:
Two (2) Twin-Linked Devourers; Enhanced Senses; Toxin Sacs; Winged; Warp Field

Elites – 308 points
Warriors Brood – Four (4) bugs
All have Enhanced Senses; Extended Carapace; Toxin Sacs
Three (3) armed with Deathspitters and Scything Talons
One (1) armed with Venom Cannon and Scything Talons

Warriors Brood – Four (4) bugs
All have Enhanced Senses; Extended Carapace; Toxin Sacs
Three (3) armed with Deathspitters and Scything Talons
One (1) armed with Venom Cannon and Scything Talons

Troops – 744 points
Hormagaunts Brood – Sixteen (16) bugs
All have Adrenal Glands: WS; Scything Talons; Leaping

Hormagaunts Brood – Sixteen (16) bugs
All have Adrenal Glands: WS; Scything Talons; Leaping

Genestealers Brood – Ten (10) bugs
All have Extended Carapace; Rending Claws

Termagaunts Brood – Sixteen (16) bugs
All have Fleshborers

Termagaunts Brood – Sixteen (16) bugs
All have Fleshborers

Fast Attack – 126 points
Ravener Brood – One (1) bug
One (1) armed with Scything Talons, Rending Claws and Spinefists

Ravener Brood – One (1) bug
One (1) armed with Scything Talons, Rending Claws

Ravener Brood – One (1) bug
One (1) armed with Scything Talons, Rending Claws

Heavy Support – 476 points
Carnifex:
Enhanced Senses; Extended Carapace; Barbed Strangler; Venom Cannon

Carnifex:
Enhanced Senses; Extended Carapace; Barbed Strangler; Venom Cannon

Zoanthropes Brood – Two (2) bugs
Two (2) with Synapse Creature, Warp Blast, The Horror, Warp Field
 

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Hmm CC marines, vs balanced Nids, seems a little backwards than normal even though I would say that both armies are fluffy.

The land raider, land speeders and a few missile launchers are not going to be able to kill many of the big bugs before close combat becomes a major issue, in fact I give them one bug down. If you count there are a lot more than that. (the land raider is better off firing at the genestealers if possable, but that leaves less going at the big bugs. . .)

My questions is can the superior firepower of the nids wittle down the marines quickly enough to overcome the black templars superior CC? Also how much of a difference will the superior numbers of the Nids make once it comes to CC?

Answer currently is I don't know, sway me!

Also TwoHats: while we all apreciate your intrest in votewar, I'm afraid that ditto's and non-specific answers don't count. If you have questions read the: What is votewar? (info and faq) post stickied at the top of this folder.
 

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Dancing Peanuts? You bet!
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The Nids are too heavily based around shooting, so when the BT get into combat they'll probably manage to win. Although in the end it will be a tough slog. The Crusader and Land speeders are bad news for the Little bugs, as they will kill too many for the Nids to be able to replace.

Black Templars
 

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The deep down truth
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As long as the Crusader keeps away from the Tyrant and Carnies, it will inflict a lot of damage to the smaller nids. the Templars have the CC ability to take on the Gaunts and Warriors and win.
The Land speeders have the firepower and speed to be a real pain in the ass to the carnies and the Warriors.
I would target the Warriors first take them down with firepower and CC, go after the zoans with the assault marines and take the Tyrant down with either CC or firepower or even use the emperors champion (the Tyrant is not CC orientated so he should take it out), thats all the synapse gone then take your times dealing with the little nids.

The Carnies are slow enough to basically ignore if they start the game far enough away.

Really cant see the templars having much trouble with this nid list.
The only unit to avoid in CC is the Stealer unit, but one unit should not present much of a problem, just rapid fire them if they get close.

The only thing that could play against the Templars is the rightous zeal move, but with careful deployment and unit matching this should be easy enough to control.

Templar victory
 

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TwoHats said:
Ditto to the above, completely.

Black Templar
Ok you guys really need to expand your answers. Caluin will discount your vote. The nids will have trouble with the raider and speeders. The bugs will be chewed up by shooting and then be assaulted. The tempars are much better and tougher in cc. Not enough rending claws to kill enough templars for the bugs to amke a difference in cc. The carnis are too slow, and wont do much, especially if the speeders target them specifically.

I vote for BT.
 

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i vote BT
-the nid list is basically shooty, and extemely poorly constructed, and while i don't like the BT list, it has the CC potential to beat the nids.
 

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Pure Venom.
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Black Templars - Much better in combat than the tyranids, with the shooting power to boot. The hive tyrant will be blatted to death by the emperor's champion or the marshal, or even a marine squad, and the gaunts will come close to shoot and be cut apart by bolt pistol fire and superior combat prowess. The Carnifii will sit back and bounce off the power armour with their pretty useless(in this situation) guns, and the rest of the nids will simply be driven through by the LRC - that thing will dominate in this game. LoC
 

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It looks like the Black Templar croud has claimed my vote as the Nids failed to give a compelling argument. So in reference to my last post it looks like the nid shooting is not going to be effective enough in light of the shooting that the black templars are themselves capable of. It seems that the genestealers are not likely to make it into CC and the gaunts are not enough to win a CC fight with the close combat oriented Black Templars.
 

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Festo Diata
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Well...

None of the Tyranid Monstrous Creatures is upgraded thoroughly for combat, so the Templar will suffer minimal Close Combat casualties, while being able to reciprocate, however poorly. It will take a few rounds, but the Templar will emerge victorious. This is considering that the TMCs even get into combat. The Templar truly are in no lack of Plasma supply. The guns of the Templar have no better target than 3 Montstrous Creatures, who have no where to hide. In a single turn, the Templar can level 7 AP2 weapons, followed by Assault Cannons. That's more than plenty to handle them quickly, I would say 2 will die before the Gaunts hit combat. The Black Templar have 59 bodies, and 2 Characters. Since the larger bugs are geared for shooting, they'll fall short. Not many Rending Claws in that list. Also, the Gaunts are quite plain, so the Templar will benefit from all of their attacks, since they are not beaten in Iniative. The 'Nids have more bodies to throw, but if the Crusader guns down the Genestealers, as it should, the Templar face no negation of Armour Saves, meaning that only 1/3 of successful wounds by the 'Nids will be effective. Huge difference, since the Templar wounds are only saved on 1/6. The Rhinos can be used as make-shift barricades; the Templar could use them to block Gaunt charges, TMC shooting, and Tyranic tactical movement as a whole.

In summary,

Librarian Augustine said:
I think the BT have enough firepower to hurt the big bugs after that they are better in assault than the gaunts.

Black Templar
 

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Hidden powerfists, melta guns and the LS's with Meltas will put the pain on the bigger bugs. Meanwhile Hordes of BT will beat up the little bugs. Plus the firepower of the LRC on gaunts...ow.

Black Templars
 
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