Ok. I have played Templars since their new codex came out 4 years ago, however I defected to other armies, then to fantasy, then to Guard and have now come full circle to Templars. The lore, iconography and the badassery of Black Templars is ultimately what makes them the best, especially since they are a rarity. I resurrected my old list a couple of months ago: altered it for new rules, played a some games and have been constantly altering it so we here have version VI. Any criticism would be greatly appreciated as I want this list to be as competitive as possible!
HQ:
Emperor's Champion - 140
Accept Any Challenge, No Matter The Odds
Troops:
Crusader Squad - 106
5xInitiates
Plasma Cannon
Plasma Gun
Crusader Squad - 205
7xInitiates
1xNeophyte
Power Fist
Melta Gun
Dedicated transport - Rhino
Extra Armour
Smoke Launchers
Crusader Squad - 205
7xInitiates
1x Neophyte
Power Fist
Melta Gun
Dedicated transport - Rhino
Extra Armour
Smoke Launchers
Fast Attack:
5xAssault Marines - 140
Power Weapon
2xPlasma Pistols
Melta Bombs
Land Speeder - 75
Multi Melta
Heavy Flamer
Heavy Support
Preditor Destructor - 128
Las Cannons
Smoke Launcher
GRAND TOTAL - 999pts
Ok the Plan:
Emperor's Champion - Character Killer with 4x WS6 S6 I5 PW attacks and a 2+/4++ save! Go in Crusader Squad 3 and targets enemy combat HQ. The idea being at 90pts he can get his hits in. He will inevitably get targetted, but should consume all the opponent's attacks, after which the powerfist-armed guy next to him insta-deaths the enemy HQ.
Crusader Squad 1 - Fire support. Hold a table quarter at the back and shoot light vehicles and MEQ
Crusader Squad 2 - Mount in Rhino: move 12", pop smoke, then move 12" again. This unit is all about getting into the enemy lines asap. Get melta shots off at any passing vehicles, (especially combat walkers)
Crusader Squad 3 - Mount in Rhino: move 12", pop smoke, then move 12" again. Preferably use this squad to deal with enemy heros, getting into enemy lines simultaneously with Crusader Squad to so as to over-whelm the enemies defences. Get melta shots off at any passing vehicles, (especially combat walkers)
Assault Marines - This unit will not deep strike. The plan is for these beauties to fly out of LoS of any enemy firepower (some nice intersecting cover) and then provide 1 of 2 jobs: (1) wait for the footsloggers to make it to enemy lines before blasting over to provide support or (2) Charge a valuable high-firepower unit then harass enemy lines so as the crusader squads suffer less withering fire.
Land Speeder - Deep stikes down, targetting high-value enemy vehicles. If none are left, attack entrenched enemy units and hassle the enemy.
Preditor Destuctor - Anti Tank with Lascannons and auto cannon for more effective light tank popping/MC killing.
Ok, any thoughts? All comments and criticisms will be gratefully recieved.
HQ:
Emperor's Champion - 140
Accept Any Challenge, No Matter The Odds
Troops:
Crusader Squad - 106
5xInitiates
Plasma Cannon
Plasma Gun
Crusader Squad - 205
7xInitiates
1xNeophyte
Power Fist
Melta Gun
Dedicated transport - Rhino
Extra Armour
Smoke Launchers
Crusader Squad - 205
7xInitiates
1x Neophyte
Power Fist
Melta Gun
Dedicated transport - Rhino
Extra Armour
Smoke Launchers
Fast Attack:
5xAssault Marines - 140
Power Weapon
2xPlasma Pistols
Melta Bombs
Land Speeder - 75
Multi Melta
Heavy Flamer
Heavy Support
Preditor Destructor - 128
Las Cannons
Smoke Launcher
GRAND TOTAL - 999pts
Ok the Plan:
Emperor's Champion - Character Killer with 4x WS6 S6 I5 PW attacks and a 2+/4++ save! Go in Crusader Squad 3 and targets enemy combat HQ. The idea being at 90pts he can get his hits in. He will inevitably get targetted, but should consume all the opponent's attacks, after which the powerfist-armed guy next to him insta-deaths the enemy HQ.
Crusader Squad 1 - Fire support. Hold a table quarter at the back and shoot light vehicles and MEQ
Crusader Squad 2 - Mount in Rhino: move 12", pop smoke, then move 12" again. This unit is all about getting into the enemy lines asap. Get melta shots off at any passing vehicles, (especially combat walkers)
Crusader Squad 3 - Mount in Rhino: move 12", pop smoke, then move 12" again. Preferably use this squad to deal with enemy heros, getting into enemy lines simultaneously with Crusader Squad to so as to over-whelm the enemies defences. Get melta shots off at any passing vehicles, (especially combat walkers)
Assault Marines - This unit will not deep strike. The plan is for these beauties to fly out of LoS of any enemy firepower (some nice intersecting cover) and then provide 1 of 2 jobs: (1) wait for the footsloggers to make it to enemy lines before blasting over to provide support or (2) Charge a valuable high-firepower unit then harass enemy lines so as the crusader squads suffer less withering fire.
Land Speeder - Deep stikes down, targetting high-value enemy vehicles. If none are left, attack entrenched enemy units and hassle the enemy.
Preditor Destuctor - Anti Tank with Lascannons and auto cannon for more effective light tank popping/MC killing.
Ok, any thoughts? All comments and criticisms will be gratefully recieved.