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Konor Week 3 - Templar Heavy Metal


TheOneTrueZon

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As the page turns and week 3 comes around, I am very much looking forward to the next campaign:

 

HOLD THE LINE!

 

Questions for the forum:

 

1. When running a vehicle heavy Templar list. What will be more important, techmarines to fix things or characters to buff shooting? 

2. What kind of troop support would be best to screen attackers from locking up key units in CC?

 

I'm thinking of running something along the lines of this:

 

+++ Black Templar Heavy Armor | Konor Week 3 | 2000 +++

[99 PL, 1993pts]

 

+ HQ [5 PL, 89pts] +

 

Techmarine [5 PL, 89pts]: Bolt pistol, Power maul [4pts]

. Servo-harness [1 PL, 40pts]: Flamer [9pts], Plasma cutter [7pts], 2x Servo-arm [24pts]

 

+ Troops [6 PL, 90pts] +

 

Scout Squad [6 PL, 90pts]: 5x Camo cloak [15pts]

. Scout Sergeant [15pts]: Bolt pistol, Sniper rifle [4pts]

. 4x Scout w/Sniper Rifle [60pts]: 4x Sniper rifle [16pts]

 

+ Elites [8 PL, 165pts] +

 

Contemptor Dreadnought [8 PL, 165pts]: Combi-bolter [2pts], Dreadnought combat weapon [40pts], Kheres pattern assault cannon [25pts]

 

+ Heavy Support [80 PL, 1649pts] +

 

Relic Leviathan Dreadnought [16 PL, 331pts]: 2x Heavy flamer [34pts]

. Leviathan melee weapon [72pts]: Leviathan siege claw [55pts], Meltagun [17pts]

. Storm cannon array [50pts]

 

Land Raider Crusader [16 PL, 322pts]: Hunter-killer missile [6pts], 2x Hurricane bolter [8pts], Multi-melta [27pts], Storm bolter [2pts], Twin assault cannon [35pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

 

Vindicator [7 PL, 135pts]

 

Vindicator [7 PL, 135pts]

 

Vindicator [7 PL, 135pts]

 

Deployment: LRC is keystone with Predators & Vindicators to either side of the battle line. Techmarine supports vehicles. Dreads camp the flanks & screen the tanks from CC (Levi with Preds, Contepmtor with Vindis), but not forward enough that they are the closest unit for enemy fire turn 1. Sniper squad deploys last for optimal positioning in cover to whittle down attacker HQ.

Tactics: Turn 1, no one moves unless they have to. Focus fire alpha strike all HK missiles on biggest enemy target.Use the command points on the campaign stratagem to double up fire on the LRC if anyone dares get close. Praise the Emperor and pass the ammunition. 

Pros: This list will give a big bonus to VP as every vehicle that gets a kill generates another point on top of the VP awarded for kills. 

Cons: This list can get locked up in CC quickly if it's a fast moving list on the other side of the table. If that's the case I will drop the scout squad and one of the Dreads for some more boots on the ground.

 

 

Thoughts?

 

 

 

 

 

 

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I would run captains or lieutenants over Techmarines. With so many vehicles one repair per round wouldn't be as much help as a 9 inch reroll bubble using our relic. I'm particularly fond of bikes for this purpose because they can get where you need them most easily. With 2 you could effectively screen the flanks by charging first. Edited by Firepower
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I agree with firepower, although when it comes to building a defence I have a few questions about this mission.

 

A) If an enemy move a transport off the table with a squad inside do they get 3 vp's?

B) if as a result they end up with no units left on the board but more vp's than me, does my opponent auto loose? Especially since the mission is meant to be getting past the defenders?

 

Cheers

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I like the Techmarine and the new Relic that increases aura abilities bubble but you'd need at least two to be worth it.

 

I'd rather go with reroll hits as you probably want to move most of the army hence hitting on 4+, nothing more useless than a Predator if you miss the hits.

 

Edit: checked the mission... and as a defender you don't need to be on the move, I'd dump one of the tanks and have a Techmarine and maybe Helbrecht, rerolling any failed hit plus orbital bombardment.

 

Used the Bombardment on my first turn last game and got 5-6 units in range, it's great to slow down (in the mission scenario) fast moving models that want to charge/bust your tanks.

 

Also worth considering a Venerable Dreadnought, BS2+ and with the new Stratagem (1cp) you can reroll any 1s when shooting with a 6" bubble, used it last game to buff itself and a Las Predator and it was glorious.

Edited by Gendo
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Gendo-> I'll seriously donsider FW Dread ( don't remember which one) that have Also 2+ but still can take twin AC with 48" of range standing still near predators And them give him stratagem:)

The mortis dread is a standard (BS 3+) dread model that can take 2 twin AC. [75 pts]

The contemptor mortis is BS 2+ when 6-10 HP, but can drop to 3+ or even 4+ with damage, but has a 5++ [106 pts]

 

As you can see, the contemptor has a significant markup, just to get 2+ temporarily.

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They would be plenty effective since (in the LRC case) weight of fire is still decent vs T7 and you still have to be prepared for hordes rushing your vehicles. Vindicators will be good because of their strategem and the fact that they're decent vs vehicles too.

 

This is what I'm working with tonight:

 

Konor week 3 (Warhammer 40,000 8th Edition) [84 PL, 1648pts]

 

Battalion Detachment +3CP (Imperium - Space Marines) [46 PL, 911pts]

No Force Org Slot

**Chapter Selection**

Black Templars

 

HQ [9 PL, 173pts]

 

Captain [5 PL, 98pts]

HQ

Master-crafted boltgun, Thunder hammer

 

Lieutenants [4 PL, 75pts]

Lieutenant

Master-crafted boltgun, Power fist

 

Troops [16 PL, 275pts]

 

Crusader Squad [5 PL, 103pts]

2x Initiate

Initiate w/Heavy Weapon

Lascannon

Initiate w/Special Weapon

Plasma gun

Sword Brother

Bolt pistol, Chainsword

 

Crusader Squad [5 PL, 107pts]

2x Initiate

Initiate w/Heavy Weapon

Missile launcher

Initiate w/Special Weapon

Meltagun

Sword Brother

Bolt pistol, Chainsword

 

Scout Squad [6 PL, 65pts]

Scout Sergeant

Astartes shotgun, Combat knife

3x Scout w/Boltgun

Scout w/Heavy Weapon

Heavy bolter

 

Elites [21 PL, 463pts]

 

Dreadnought [7 PL, 162pts]

Twin lascannon

Dreadnought combat weapon w/Storm Bolter

Storm bolter

 

Honour Guard [2 PL, 68pts]

Honour Guard

Power axe

Honour Guard

Relic blade

 

Terminator Assault Squad [12 PL, 233pts]

Teleport Homer

Terminator Sergeant

Lightning Claw (Pair)

2x Terminator w/THSS

2x Storm shield, 2x Thunder hammer

2x Terminator w/x2LC

2x Lightning Claw (Pair

 

Spearhead Detachment +1CP (Imperium - Space Marines) [38 PL, 737pts]

No Force Org Slot

**Chapter Selection**

Black Templars

 

HQ [4 PL, 62pts]

Techmarine [4 PL, 62pts]

Boltgun, Power axe, Servo-arm

 

Heavy Support [34 PL, 675pts]

 

Land Raider Crusader [16 PL, 314pts]

2x Hurricane bolter, Multi-melta, Twin assault cannon

 

Predator [9 PL, 196pts]

Hunter-killer missile, Twin lascannon , Two Lascannons

 

Predator [9 PL, 165pts]

Hunter-killer missile, Predator autocannon, Two Heavy Bolters

 

Created with BattleScribe

Edited by Ebon Hand
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That list has a little bit of everything! I'll be saving that one as an alternate for sure! Here's another one that I might run if the opposition doesn't have as much armor and is more troop based... I liked Firepower's suggestion of bikers. Since those count as vehicles those can cash in on the VP bonus as well. Threw in some LS Typhoons as well for some added punch at a distance. 

 

+++ Black Templar | Konor Week 3 | 2000 v2 +++

[98 PL, 1989pts]

 

+ HQ [10 PL, 174pts] +

 

Captain on Bike [6 PL, 107pts]: Master-crafted boltgun [3pts], Power lance [4pts], The Crusader's Helm, Twin boltgun [2pts]

 

Lieutenant [4 PL, 67pts]: Master-crafted boltgun [3pts], Power sword [4pts]

 

+ Elites [8 PL, 165pts] +

 

Contemptor Dreadnought [8 PL, 165pts]: Combi-bolter [2pts], Dreadnought combat weapon [40pts], Kheres pattern assault cannon [25pts]

 

+ Fast Attack [21 PL, 406pts] +

 

Bike Squad [9 PL, 112pts]

. Biker Sergeant [31pts]: Power sword [4pts], Twin boltgun [2pts]

. 3x Space Marine Biker w/Bolt Pistol [81pts]: 3x Twin boltgun [6pts]

 

Land Speeders [6 PL, 147pts]

. Land Speeder [6 PL, 147pts]: Multi-melta [27pts], Typhoon missile launcher [50pts]

 

Land Speeders [6 PL, 147pts]

. Land Speeder [6 PL, 147pts]: Multi-melta [27pts], Typhoon missile launcher [50pts]

 

+ Heavy Support [59 PL, 1244pts] +

 

Relic Leviathan Dreadnought [16 PL, 331pts]: 2x Heavy flamer [34pts]

. Leviathan melee weapon [72pts]: Leviathan siege claw [55pts], Meltagun [17pts]

. Storm cannon array [50pts]

 

Land Raider Crusader [16 PL, 322pts]: Hunter-killer missile [6pts], 2x Hurricane bolter [8pts], Multi-melta [27pts], Storm bolter [2pts], Twin assault cannon [35pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

 

Predator [9 PL, 197pts]: Hunter-killer missile [6pts], Predator autocannon [49pts], Storm bolter [2pts], Two Lascannons [50pts]

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Bikers are nice! I've been using them a lot, but beware of Dreadnoughts or anything else that does multi wound damage. They will die fast and they aren't cheap!

 

One thing to be careful of with characters on bikes is resist the urge to over extend them without support. They can easily end up as the closest unit and start taking Smites to the face, even in close combat. I know this because I made that mistake.

 

Do bikes really count as vehicles for the purposes of the scenario? They don't have the <vehicle> tag so I didn't think they did.

Edited by Ebon Hand
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Brothers! I return with news of how my game went, it was an epic tale of fire and steel! Definitely one of the best games I've ever played.

 

I used the list above with the Iron Will warlord trait (I find it to be very representative of a son of Dorn with unbreakable will like myself) on the Marshal (Captain) and the Armour Indomnitus on my Castellan (Lieutenant) as my relic.

 

I faced a really cool guy with a very nicely painted Black Legion army (without Chaos codex rules, so out of the index). It consisted of a Deamon Prince with dual malefic talons, a Biker Lord, a squad of bikers with meltas and a power weapon, 3 rhinos with 10 man bolt pistol/chainsword and special weapons Chaos Marine squads in them, and a Renegade Knight.

 

The Knight was painted really nicely with Slaaneshi icons and mutating armor. It was very imposing as I had never fought a Knight before. I'd read it's stats before though and I knew it was fast and deadly. It had a Battle cannon and Reaper Chainsword. 6 damage, you have to respect that swing.

 

Setting that up I knew I had to deal with it quickly and I resolved to focus on slowing it. The rhinos were important but if I could do something about the Knight, I could deal with them later without dying, plus I had other threats to deal with. My plan A was to send in the Terminators turn 1 on the Knight after softening it up and hopefully delay it/degrade it while I handled the Rhinos . I deployed more or less out of sight in positions to move out and start firing, Land Raider central Dread front, Predators too each side with the Techmarine with the Dreadnought. My Neophytes went into a ruined building on my flank right near my table edge. Watch these boys, they are the future of the chapter.

 

The terrain was set up in a sort of cris cross of LOS blockers with firing lanes as streets. Perfect for this type of battle. His turn 1 he moved forward with his forces using cover where possible and took a few pot shots dealing 3 damage to my Predator Annihilator. He also warp timed a Rhino and got to a little past the half way point.

 

My turn I moved out and began my grim task. After focusing almost everything and a hunter killer into it, the Knight only took 5 damage. My Dreadnought had been on a mountain and popped a lascannon into it while dropping down into the path of the Rhino. My Terminators dropped down behind the advancing enemy line and tried to assault. Double 1s. Righteous Zeal! Rolled a 1 and a 2. Maybe they were caught off guard by the lewd and degenerate noise coming out of the Slaaneshi Knight's speakers.

 

PlanB it is then. What's plan B? Bring it down somehow with muscle and sinew and Emperor save me if I don't have enough bodies to hold the line afterwards. My Dreadnought assaulted and finished the Rhino after the Crusader lit it up.

 

The Chaos army moved forward again turn 2, the Knight stepping over his men (they were in the rhino) to charge the Dreadnought, Black Legion flamers and bolters put three wounds on him. The Knight then cut it in half in one blow. It only made me more determined. Elsewhere bikes were starting to engage my Annihilator and after being repaired by my Techmarine it was not taking a bunch of damage again. His other two rhinos came around the mountain to my right with the bikes after the heretics disembarked and popped smoke. Now past half.

 

I was committed at this point. I had my Crusader 12 inches from the Knight at this point and disembarked all my infantry. The Terminators had been left in the dust in the enemy deployment zone. They were like 20-30 inches away from the nearest enemy... Teleport homer. They emergency teleported to the middle of my table edge. Noice, now they would have to be my linebackers. Never forget to set this thing up! My opponent was really cool about letting me out it down. I unleashed everything I had on the Knight, except for the Annihilator, who did damage to a Rhino but rolled poorly on damage even with reroll. The Knight lost a few wounds but not enough to change brackets. My Destructor whiffed it's machine spirit seething with rage at the proximity of the traitor beast. I needed just a few more damage to soften it up...

 

My Initiate instructed his Neophyte commandos to load Hellfire shells into their heavy bolter. This strategem is so nice. A rain of acidic shells exploded on the Knight's corrupt armor for 2 mortal wounds.

 

I charged in on the Knight with everyone but the las plas Crusaders. They rolled double 1s for charging. Then rerolled to 3. I dealt some damage with Marshal Vandymion's thunder hammer. He counter assaulted and squashed my honor guard and tried to saw my Castellan in half but his Armor Indomnitus power field warded off the damage. The Marshal also blocked a blow on his shield. The Emperor protects those who protect themselves. After everything the Titan was still at 9 wounds. This cannot stand. Honor the Chapter, the Marshal dealt 6 more putting him at 3 wounds left.

 

His turn the Knight stepped out of combat onto the mountain, revealing behind him 2 squads, one of 9 and one of 10 Chaos Marines with Bolt pistols/chainswords and three flamers and a Demon Prince ready to charge. They put 3 wounds on the Castellan with shooting and killed some others before charging in killing the Castellan, wounding the Marshal and killing a few Marines. I managed some lucky saves on power weapons and then dealt some damage back to the deamon prince. He exploded my Annihilator with meltas and failed a short charge with his bikes on the Techmarine that was repairing the tank, and got to charge with his bike Lord who had a power claw. The Lord and the Techmarine fought to a draw no damage dealt. The knight fired but it was no use, his BS was degraded to 5+. The rhinos sped for the exit point but needed 1 more turn to get out.

 

My turn I moved my Commandos out of the building towards the melee. Charging them in would be a last resort. My Terminators moved to intercept the bikers and save my Techmarine. In combat my Marshal dealt a flurry of blows and killed the deamon prince while the biker Lord landed a hit on my Techmarine and he took 3 wounds. My Terminators made their attacks putting damage on the biker Lord and bikes. In retrospect I should have focused one or the other.

 

His turn 4, the Knight charged my Land Raider and 1 rhino got away. The other rhino disembarked 10 Chaos Marines and the bikes all disengaged and left the table. Fiends! Cowards! The remaining rhino charged my Terminators but the Chaos Marines fell short. The Knight charged my Land Raider. Gulp. Even at 5+ to hit, 6 damage a slice puckers the butt. The Land Raider took 6 damage. At this point the Crusaders had been falling one by one overwhelmed by numbers and extra hatred attacks by Chaos Marines.

 

This Titan had to go. I pulled back out of cqc with the Land Raider, confident that my Destructor could do the last few wounds. It might as well have been a pair of goggles because it did nothing. I had considered doubling its shooting with the mission strategem but I was down to my last command point...

 

Neophyte! Load Hellfire shells and earn your Templar cross! Roll to hit... Hit! Roll d3... 6! The Titan falls.

 

In close combat Marshal Vandymion's back to back with a Sword Brother, weary with 3 wounds (he had shrugged off 1 earlier with Iron Will). Together they slay traitors but the Sword Brother falls and the Marshal takes 2 more wounds, shrugging off one more with his iron force of will. The Traitors pile on seeking to drown him with their bodies (they were Slaaneshi) and things look bad. The wounded Techmarine and Terminators finish the Rhino and consolidate into the Chaos Marines.

 

His turn 5 they seek to kill Marshal Vandymion, but he will not die today. Not here. He killed a few more Chaos Marines fighting his way out. The Terminators did little to the Chaos Marines on the right flank and they also bounced off their armor. Storm shields did work this game.

 

My turn 5, the Marshal disengages through the hole he made and hits the dirt as my Destructor, Neophytes and Crusader mow down all but two or 3 of the heretics. The remaining heretics lost their nerve and broke, fleeing like the spineless fools they are. The Terminators once again didn't do enough to break the squad, and the game ended in a draw. Should the game have continued I'm confident it would have been a solid victory, but I was happy to even tie.

 

It was an epic battle I will never forget!

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I had 2 Konor games this weekend, one against Death Guard and one against Orks. 

 

Death Guard game was extremely close, down to the wire. He brought Typhus and all manner of psykers and Bloat Drones (those have a massive threat range I learned Friday night). If the game had ended on Turn 5 I would have won with only a Land Raider on 1 hull point and a Razorback left on the field. My Leviathan Dreadnought racked up sooooo many points, he did the majority of the killing alongside the LRC. Game went on to turn 6 for a tabling. I learned that if your opponent is fielding psykers in numbers, don't bring Thunder Hammer Storm Shield Terminators.

 

Game against Orks was a 1v2 game of 3000 points. Myself and an Imperial Guard player VS Orks, a great fluffy game. This game I learned a lot about Orks, the leadership shenanigans and other such details. I also learned to love my new Storm Raven. All the dakka! That was an intense game, but a victory nonetheless that became clear when my Imperial Guard ally had a turn of extremely hot rolls with his artillery units whilst my Crusaders and Emperor's champion defended the line. Scions dropped behind the Orks forward deployment to open up a second front which allowed us to force a hard flank. Leviathan Dreadnought eventually died but it took a squad of 7 nobs with power klaws, plus a Warboss, plus a Mad Dok with a power klaw to take him down. Before he fell, he grabbed that Warboss's head in his Leviathan Siege Claw and crushed it like a grape. 

 

Rematch against Death Guard coming today. Accept any challenge, no matter the odds! 

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My Leviathan Dreadnought racked up sooooo many points, he did the majority of the killing alongside the LRC. 

 

What load out did you use?

 

This one:

 

http://i.imgur.com/F3IiOdC.jpg?1

 

Claw + Cyclonic Melta Lance. 

 

 

By the way guys, revenge against the Death Guard today! It appears they entrusted a Chaos Lord and a Daemon Prince to hold down the flank whilst Typhus was away. My Templars took advantage and surged forward. The only loss I took in the action was a Storm Raven and 2 TH SS Terminators. The Terminators made quick work of the Daemon Prince after making an expedient combat drop from an exploding Storm Raven alongside my High Marshal (using Helbrecht's rules). My Leviathan dreadnought was nearly brought to a crippled state, going down to 8 wounds, before utterly destroying a Defiler with his melta weapons, then charging and crunching some Death Guard Plague Marines. After they ran away, he walked over to a Land Raider, and he plus a twin Lascannon razorback brought it down to 3 wounds. He charged in, killed the Land Raider, and afterwards my Emperor's Champion promptly made short work of the Chaos Lord who attempted to make a run at the High Marshal. 

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I didn't even get to play the campaign mission this week. 

 

The Night Lords player I was supposed to face showed up late so I got paired up with a Blood Angels player who had no interest in the Konor mission. My list was tailored to the mission, so we rolled off to see if we would do the Konor Campaign or use his Open War deck. I rolled a one, and he gets a six. The Emperor wills it, no fun heavy armor shooting range pew pew for me today.

 

He got me on Victory Points as we drew a staggered deployment over three turns and the mission card left him sitting on objectives that I needed to take. I was just a bad combination of not having the right list. I made him pay at every turn with my Dreads + LRC.

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