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Made in gb
Fresh-Faced New User




Black Templar- The Trekker Crusade

Marshal Piet van Ryneveld @ 125pts
- Crusader Seals, Terminator Armour, Master Crafted Power Sword, Storm Bolter

Ryneveld's Terminator Command Retinue 'Highveld Guardians' @ 200pts
- 5 Sword Brethren Terminators


Emperor's Champion Voltelin Geldenhuys @ 110pts
- Abhor the Witch, Destroy the Witch vow, Black Sword, Bolt Pistol, Armour of Faith, Frag Grenades, Crusader Seals, Terminator Honours


Initiate Squad 'The Bitter Enders' @ 181pts
- 10 Initiates, Bolt Pistols and Close Combat Weapons, Power Fist, Flamer

Initiate Squad 'Aktiwiteit' @ 180pts
- 10 Initiates, Bolters, Plasma Cannon

Initiate Squad 'De Haastig' @ 121pts
- 6 Initiates, Bolt Pistols and Close Combat Weapons, Plasma Pistol, Multi Melta


Dreadnought 'De Bergreeks' @ 140pts
- Heavy Flamer, Twin Linked Lascannon, Extra Armour, Dreadnought Close Combat Weapon

Dreadnought 'Bokke' @ 120pts
- Heavy Flamer, Assault Cannon, Dreadnought Close Combat Weapon, Extra Armour

Dreadnought 'Old Man' @ 143pts
- Twin Linked Lascannon, Missile Launcher, Extra Armour, Smoke Launcher


Predator Destructor @ 140pts
- Autocannon, 2x Sponson Heavy Bolters, Hunter Killer Missile, Extra Armour, Pintle Mounted Storm Bolter


Total- 1475 Points
Models- 33 Marines & 4 Vehicles


A few points-

1. The vow for the Emperor's champion is not fixed, hence why there are a few points left over just in case

2. Is 37 models total too small for a 1500 points army? I'm used to using armies with slightly higher model counts and less vehicles



(Very Short) Background for the Trekker Crusade-

It's near the turn of the new millenium and the Black Templars continue their crusade in the name of The Emperor.

In the Northern Sector of Imperial Space the Templar crusade ship 'Vortrekker' is on a quest to bring the fringe worlds back into the light of the Imperium after recieving reports of rebel planetary leaders and xenos incursions coming from beyond the Halo Stars, led by newly appointed Marshal Piet van Ryneveld.

----Still working on the fluff lol----


So basically, tell me what you think of the army list and suggestions etc

Much appreciated!




   
Made in nl
Fresh-Faced New User




I am asuming this list is for fun, because of the left over points and not having the same vow in every game.

I would say take at least 1 assault cannon in the brethern, or take assault terms. That way they have something they can do right, shoot infantry / light vehicles, or be a rock-hard assault unit. (I still think terminators are great when they are in combat)

Otherwise the list looks good enough although as you said light on models. You could drop the dreadnought BergReeks and squad Haastig, to make another unit of initiates like the ones you already have. Possibly bolstering their numbers with neophytes.

Other then that I would say go for it....
   
Made in nl
Fresh-Faced New User




Oh btw, forgot to ask, What is with the funny names? some sound dutch, some english and somme just plain weird... Any reason for this??
   
Made in gb
Fresh-Faced New User




It is a list for fun yes, I'm not  sure what you might describe as a 'tournament player' lol

Regarding the terminators- I can't make them assault sadly, as the retinue only has the option of being normal terminators and I already have all 3 elite slots taken  with the dreadnoughts

And the names- It's a mixture of English and Afrikaans (which has its roots in dutch)- The names have come from South African Boer history mostly
   
Made in nl
Fresh-Faced New User




mm, can you take at least 1 assault cannon? that would ad to the list greatly IMHO. Now they just have 2 S4 shots a piece, wich is not that interesting, while the assault cannon with its 4 s6 shots and rending will make it a lot more dangerous. It will also help out against nid-lists with a few fexes, as the rending will take a toll on them. (Nidzilla still wil own you though, but that is just the way it is...
   
Made in gb
Fresh-Faced New User




That's a good point- I think they can take an assault cannon, the only problem now is trying to model one onto the heavily converted termie squad lol
   
Made in nl
Fresh-Faced New User




there is always some problem with making a more balanced list
   
Made in gb
Fresh-Faced New User




Quick update on how the list performed-

1500pts vs Deathwing army- DRAW

The emperors champion and the small initiate unit did nothing all battle but twiddle their thumbs and swap cooking tips

One dreadnought didn't do much before being popped by the deepstriking venerable deathwing dread- the other two saw to him though after a lucky (for me) re-roll of a penetrating hit

Righteous Zeal is a GREAT rule lol

My terminator retinue engaged in a session  of power first punching with a deathwing unit- result= both units crippled

    In the end a pretty entertaining draw

GAME 2- 500pts vs. Last Chancers

I had to set up in the middle of the board defending a gas warehouse- My opponent was using the last chancers for the first time and they seem like an VERY hard list to use

I used Assault Cannon dread, castellan, 3 small initiate squads- result MASSACRE victory- i lost 6 models- 1 plasma cannon overheat, 2 casualties from shooting and character Kage managed to survive for 3 turns and kill 3 of my initiates before dying, his last model
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

It's times like those of a Deathwing or horde army opponent that it is always good to take "Accept any Challenge" as your army's vow. As the most expensive of the four vows, it allows your (in your case) to change between them with impunity, regardless of points cost thereafter.

I'd really recommend some Assault Marines. They are an excellent complement to any Black Templars army, as they are faster than a Crusader Squad with RZ, and can pack an equal amount of firepower, with 2 Plasma Pistols popping heavy infantry and possibly medium armor while the hidden PF does its job killing the bigger, badder things that find themselves in the way. At 245 points for a 10-man squad, they come at a hefty investment cost, but seeing how they can kill most armored vehicles on the turn they charge, in addition to being able to cross the board from terrain patch to rubble pile with impunity. If you take a squad, however, I'd recommend only per unit, as a 10-man becomes difficult to conceal behind terrain.

I also second an adding of an Assault Cannon or two. They immensely increase the squad's potential firepower for only 20 points. Having a total of three in your army is nothing your opponent will write home about, so don't worry if someone cries cheese, since Templars need as much help as they can get as it is!

I only have two in my army - one on my solo Venerable Dread, and one on my Terminator Squad. Both work wonders, and provide excellent anti-infantry firepower (as well as anti-tank in a pinch, although I have a CML in my Terminator Squad and a Missile Launcher on my Dread for such situations).

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
 
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