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Discussion Starter · #1 ·
ok so i collect dark angels i havent been playing that long (only had about 6 games in total) but everytime i play i get torn a new one by the black templars :ireful2:just wondering if anyone could give me some general tactisc for taking them out
 

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every time Ive played the DA as templars, I have won.

however, he always playes ravenwing/deathwing against me.

bring lots of devsquads and lots of tacsquads in razorbacks bring a cheap captain with a stormbolter, or combiplas. cause when he gets into combat he wont win, but he can provide rites of battle for target priority.

bring an anti infantry dred, and no more than one squad of termies. the dreads should act as a counter charge, hiding behind a devsquad and then charging in after they get charged.

spread all your squads out as much as possible, and combatsquad your devsquads so you can have them seperate, with 5 man and 2 heavys in each squads. they aren't likely to tie up a crusader squad, as they will probably just get killed outright, so when they charge a squad and kill it, you can shoot it with your heavy weapons afterwards.

HOWEVER, this will probably make for an unfun game for the templars, so if you want to have a fun game for both of you, bring an assault squad instead of a devsquad and run it out to meet him. there will be an epic clash out in the center of the table, then about half of his crusaders will die, then lost of shooting will happen with more death, and a close game/draw will be had.
 

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take some speeders and make one of his nastier units chase them for the majority of the game.

Try and keep him at bay and shoot the crap out of him cause you won't win in cc. Like I suggested above use faster units to herd his army. There biggest strength is also there biggest weakness (in my opinion), they get shot and they run forward at the unit that shot at them. Well that and there lack of long range fire power.:laugh:
 

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Just build a generic anti-marine force and keep out of close combat. Kill one unit at a time or else they will rocket across that field. They have a sub-par codex and the Dark Angels specialise in anti-marine weapons so the advantage is yours.
 

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Discussion Starter · #5 ·
thanks guys will let you know how it goes on my way round now to take him on, got lots of plasma cannons etc.
 

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It may sound utterly stupid, but if you have to fight an army in close combat, you might as well come prepared. Black Templars WILL make it to your lines, whether they do it by jump pack, Crusader, or weight of foot-sloggers. Issue power fists liberally (which you really ought to do anyway), and bring Deathwing Terminators armed for close combat. I'm a fan of the three dual lightning claw/one thunder hammer and storm shield/assault cannon and power fist setup. It's tactically flexible with the ass cannon, and should be able to tear through your average crusader units in combat.
 

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Pick a single Crusader Squad at a time, and make the most of the Mixed Armor rules.

Try taking a Devastator Squad with 2 heavy bolters and 2 missile launchers (or a Predator Destructor with heavy bolter sponsons and a Devastator Squad with 4 missiles, whatever). If models with a 3+ save are in the majority, fire your AP3 weapons first and try to knock those models down until they equal the number of those with a 4+ save. Then cut loose with AP4 guns. This is the best way to maximize the number of kills against units with Mixed Armor.

It'd also be helpful if you could give us a ballpark idea of what he's taking in his army, how many points you're playing and the like. The more you tell us, the more assistance we can be.

Katie D
 

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Discussion Starter · #9 ·
right he points vary but las time we battled it was me and my space wolf mate vs him in 3000pts he took 10 man assault squad, crusader, vindicator, rhino, dreadnought w twin linked las cannon an tank hunter capabilities, grimaldus, command squad 8 terminators 20 man squad (10 neophytes) 5 man squad with 2 las cannons 10 man tac squad w plasma pistol and his emperors champion


im also playing round wih he idea of playing eiher chaos or orks im swaying towards orcs atm as sm vs sm balttles have gotten rather dull got both codexes and a few models of each but ne suggestions wher to go?
 

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Discussion Starter · #11 ·
well ill show u what im gna use for our next 1500 pt game

interrogator chaplain - 145
term arm

Company master - 115
power weapon

5 death wing terminators - 250
1 assault cannon & chain fist 1 thunder hammer and shield and 3 pairs of lightning claws

dreadnought - 120
plasma cannon

scouts - 120
1 missile launcher & 4 sniper rifels

ten man tac sq w plasma cannon - 180

ten man tac sq w plasma cannon - 180

3 bikes 135

landspeeder w mulit melter and assault cannon - 100

devesator squad - 160
2 las cannons

total points 1495 if my maths is right lol
 

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Discussion Starter · #12 ·
my total collection =

Hq’s

Azrael Supreme grand master - 225

Ezekiel grand master of librarians – 170

Interrorgator chaplain - 145
Terminator armor

Company Master – 130
Plasma pistol & power weapon

Chaplain - 130
Marine bike

Command Squad - 175

Apocothary

Standard bearer

Compay champion

Veteran with melta gun

Veteran with flamer

Elites

Deathwing terminator – pair of lightning claws

Deathwing terminator – pair of lightning claws

Deathwing terminator – pair of lightning claws

Deathwing terminator – Assault cannon & chain fist

Deathwing terminator – Thunder hammer & storm shield

Unit cost 250

Scout seargent - sniper rifle

Scout – sniper rifle

Scout – sniper rifle
Scout – sniper rifle

Scout – missile launcher

Unit cost 120

Dreadnaught - 125
Assault cannon & dread cc weapon

Troops

Ten man Tactical Squad with plasma cannon – 180

Ten man Tactical Squad with plasma cannon - 180


Fast attack

(120 points for 3 bikes 220 pts for 6 + 50 for attack bike)

Rave wing biker – plasma pistol

Rave wing biker – chain sword

Rave wing biker – chain sword

Rave wing biker – chain sword

Rave wing biker – chain sword

Rave wing biker – chain sword

Rave wing biker – chain sword

Rave wing Attack bike – multi melter

Land Speeder – 100
Hevy bolter & assault cannon

Land Speeder – 100
Multi melter & assault cannon

Land Speeder – 75
Heavy bolter & typhoon missile launcher


Heavy Support

Devestator squad – 180

Vet - bolt pistol and chain sword

Marine – las cannon

Marine – las cannon

Marine – Missile laucher

Marine – bolter

Whirlwind – 85

Transport

Rhino - 35
 

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Quite a collection you have there!

Well- what about the lists hes fielded in the past. How does he play- typical templar or is there something tricky he does?

I know you cant forsee his list but try to guess what he has owned you with in the past and then we can help you configure your list against that.

However your list does look fairly strong as it is. My advice is to drop the fragile speeder. Sure you could hide it behind terrain and use it to pop a tank but chances are you will lose it first. Get two more lascannons for your devastator squad instead and truly make him fear it. Put that squad where it can see where you dont want his tanks to go, and force him to move his tanks through an area where you want them to be.

I would also lose the scouts- cool units but again, meh, not going to do all that much. Add plasma to your basic tac squads or even reduce them all and get rbacks for all. This would really up your firepower to admittedly cheesy levels but you gotta do what you gotta do. Also your ability to redploy shoudl he get too close is good.
 

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Discussion Starter · #14 ·
well he i can normally be certain he will take a squad of 10 marines w 10 neophytes and the emperors champion attached to it, up between 5-15 terminators a landraider assault aquad w chaplain and a jet pack another chaplain in term armour dreadnaught with tank hunter and a 5 man squad with as many las cannons as he can get in it
 
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