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Discussion Starter · #1 · (Edited)
ok so I decided that I wanted to start a new army and black templars have been an army that I have wanted to do. so some help would be nice. would like to know what would be good to buy ahead of time. oh but one thing is that I don't like neophytes so please don't suggest them ( can't stand the models ).


Emperors champion 140
accept challenge vow

Marshall 151
frag gernades,artificer armor, iron halo, holy orb, twin lighting claws

6 termie sword brethren 258
4 claws,2 hammer/stormshield
ride crusader 293
blessed hull, smoke launcher

10 crusader squad 195
frag, melta, fist

10 crusader squad 195
frag, melta, fist

5 crusader squad 95
lascannon

5 crusader squad 95
lascannon

crusader 293
blessed hull, smoke launcher

Predator destrutor 133
lascannon sponsons, extra armor, smoke launchers


1848
 

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ok so I decided that I wanted to start a new army and black templars have been an army that I have wanted to do. so some help would be nice. would like to know what would be good to buy ahead of time. oh but one thing is that I don't like neophytes so please don't suggest them ( can't stand the models ).


Emperors champion 140
accept challenge vow

Marshall 151
frag gernades, iron halo, holy orb, twin lighting claws

6 termie sword brethren 258
4 claws,2 hammer/stormshield
ride crusader 293
blessed hull, smoke launcher

10 crusader squad 195
frag, melta, fist

10 crusader squad 195
frag, melta, fist

5 crusader squad 95
lascannon

5 crusader squad 95
lascannon

crusader 293
blessed hull, smoke launcher

Predator destrutor 133
lascannon sponsons, extra armor, smoke launchers


1848
I have been playing Black Templars since the Armeggedon Codex came out and I would say your list is pretty good, although I would suggest a couple of small changes. I think the Lascannon are unneeded as you want to avoid heavy weapons so that when you are forced to move you can still shoot. If you plan on leaving them back in cover then the meltaguns should be sufficient.

I would drop both small Crusader Squads and get a third 10 man Crusader Squad with PF/Meltacombo like your first two. This would also allow you to give your Marshall terminator honors getting that extra attack with one of your Close combat monsters is always for the best with Templars.

I would then actually load up two of the Crusader Squads in the Land Raider Crusaders to use as mobile scoring units and Deep Strike the Terminators as and where needed. Close with the enemy and use the Melta weapons to kill armor while your Predator does the same with its lascannons.

Then by adding three Rhinos you would move up to 2000 points and get a truely mobile force.
 

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:biggrin: I can't add anything more I've been playing Black templars for just about as long as Hialmar and his suggestions are as solid advice as you could/should get.

I do however go against all the rules of running a Marshal in my FLGS, I play Necrons and the C'Tan alot so my marshal usually runs with PF and Power Sword, I don't make him Shooty at all.

Best of Luck

~HighMarshalIain
 

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Discussion Starter · #4 ·
thanks a lot to both of you. the advice is greatly appreciated. hopefully today at the auction i can find some things I need for this army
 

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I personally find a las plas squad (make sure you add a plasma guns so it can do stuff on the move) quite useful myself, as it is both a scoring unit and is very good at popping the transports that dominate 5th ed. Two may be excessive though so I would drop one and pick up some rhinos with smoke launchers for your two CC crusade squads. Since we use the old smoke launcher rules and the new glancing hit table they get a turn of near invincibility. To make up the points you may also want to drop the frag grenades as they are too expensive in my opinion.

I agree that you should put terminator on your marshal but I'm dubious about deep striking assault terminators, as that means that they have at best a 50% chance of getting into combat before turn 4.

All in all it looks like a solid list, and should play well with or without any changes.
 

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I'd have to agree with Elrathan, deep striking termies does not work...ever...possibly if they had a-cannons and s-bolters..butt..
...anyways, it seems like a pretty solid list, but trust me, the foot sloggers will get the shit shot outta of them, thats what neophytes are good for...i know you hate em, but still...
...one thing that seems to work for me is having one of the shooty squads outfitted with plas cannon and gun and they can stay at the home obj, any deep striking or infantry units that get close have no hope, and i dunno if this is the case, but from what ive heard, if you do lose a man to shooting and you advance, you may still fire heavies, as they didn't move in their own movement phase...

But in the end i like it and it has a solid core! 2x crusaders scare any opponent silly and attract copious amounts of fire, great distraction!
 

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OK, so if the issue is the model for Neos.... I totally agree with you... here was my solution to making the scout model not suck

Good luck with the Templars... though I'm not a templar player... I think the list is as good as it gets with Templars... Another viable build might be drop pods (since they come in differently due to the codex) but 2 raiders is a threat... even if it forces you into the rock army build

 

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I agree with Hialmar and High Marshal Ian. I would drop the two las squads for another 10 man crusader squad with pfist and melta gun combo. I'd drop the terminator squad for two Vindicators. This combo with two LRC has served me quite well in the past.

Oh and unless your playing a lot of Eldar or Dark Eldar, I wouldn't use Blessed Hull. It's a waste of points.
 

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Discussion Starter · #9 ·
thanks everyone.

well I'm going to play test the list to see how it goes. if anything I will drop one of the small crusader squads for a rhino or even a drop pod ( not sure yet )

CLT40k- no it's not the models I just hate them period. I know they have there uses as meat shields but just can't stand them at all. but pretty neat conversions
 
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