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![[Post New]](/s/i/i.gif) 2008/08/24 13:02:12
Subject: Ard Boyz Templars
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Regular Dakkanaut
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X2 Marshal
Frag/Krak
pwr Weapon
TeleHomer
Bolt Pistol
EmpChump
Accept Any Challenge
X10 Man Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
X10 man Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
X10 Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
X10 man Cruaser Squad W/ X10 Neophytes
Melta Gun
PwrFist
X10 man Cruaser Squad W/ X10 Neophytes
Melta Gun
PwrFist
Termies X10
Furious Charge
Thunder Hammer X4
Lightening Claw X 6
Termies X8
Assault Cannon X2
The kill points are fairly under control here, i only have 10. I do not have a chaplain as the EmpChump gives everyone rerolls with the vow. With the mass of hammers and meltabombs, armour should not be a problem. This list should do well in CC as well against most lists... I think for objectives, I should be able to hold atleast one with either crusader squad, and contest the rest for a win. I should able to give my force a termie screen pretty easy too. I can also drop in my force from the telehomers inside the huge Crusader squads.
Anyhow, thoughts?
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This message was edited 1 time. Last update was at 2008/08/24 18:26:03
Adepticon Pics...
http://s169.photobucket.com/albums/u215/theblklotus/ |
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![[Post New]](/s/i/i.gif) 2008/08/24 13:45:59
Subject: Ard Boyz Templars
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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You can give the Marshals better wargears,like halo,claw or combi-weapons.
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![[Post New]](/s/i/i.gif) 2008/08/24 13:46:20
Subject: Re:Ard Boyz Templars
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Been Around the Block
Tallahassee
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No vindicators or landraiders? These seem to be showing up in most marine ard boy lists. A black templar land raider spam is very tough indeed.
I think you'll do very well in kill point, but if I count correctly, you only have two squds (very big mind you) that can control an objective.
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![[Post New]](/s/i/i.gif) 2008/08/24 15:55:21
Subject: Ard Boyz Templars
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Implacable Black Templar Initiate
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Please see orange text in quote boxes for my comments.
theblklotus wrote:X2 Marshal
Frag/Krak
pwr Weapon
TeleHomer
Give him bolt pistol, at least. 1p for an extra attack. Term honors wouldn't be lacking either. I'd have at least one run with an assault squad, as the EC can fill in for a troop choice. I'd also considering replacing one marshal(preferablly the footslogging one) with a chap with 3x Cerobytes. You go fast.
EmpChump
Accept Any Challenge
X10 Man Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
X10 man Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
X10 Assault Squad
PwrFist X1
Flamer X2
MeltaBombs/Frags
I'd take some storm shields if at all possible. I also like Plasma Pistols over flamers, but your choice.
X10 man Cruaser Squad W/ X10 Neophytes
Melta Gun
PwrFist
X10 man Cruaser Squad W/ X10 Neophytes
Melta Gun
PwrFist
No real problems here, solid footslogging units.
Termies X10
Furious Charge
Thunder Hammer X4
Lightening Claw X 6
Assault termies are meh, especially in such high numbers. I'd say replace them. Maybe another 20 man squad or two? Or some much needed AT?
Termies X8
Assault Cannon X2
I'd drop the Assault Terminators, drop this sqaud down to 5, and pick up another 5 man squad+2x AC. Or drop both terminator squads completely and actually get some good AT in. Or at least the CC squad. A LR, Dread, or Pred I don't care. Just get some AT in there. You are more lacking on ranged then my LRC lists.
The kill points are fairly under control here, i only have 10. I do not have a chaplain as the EmpChump gives everyone rerolls with the vow. With the mass of hammers and meltabombs, armour should not be a problem. This list should do well in CC as well against most lists... I think for objectives, I should be able to hold atleast one with either crusader squad, and contest the rest for a win. I should able to give my force a termie screen pretty easy too. I can also drop in my force from the telehomers inside the huge Crusader squads.
Ranged armor, especially with ordinance, will eat you alive. It wouldn't be fair. Get some ranged AT. Or at least take more 2x AC termy squads I guess. But I would go with a Pred/Dread, or 2-3 of them. Otherwise, prepare to be eaten by pie plates. Especially at the 2500p level.
Anyhow, thoughts?
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My Black Templar Army, the 42nd Crusade, W/D/L Record May 08-Now
28/15/10
Even in Debt, I Still Spend. |
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![[Post New]](/s/i/i.gif) 2008/08/24 18:31:56
Subject: Re:Ard Boyz Templars
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Regular Dakkanaut
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I feel that armour in this list would be eaten alive... as is, most lascannon shots and Railgun shots are wasted on me. I will get a 4+ cover in most cases as the units will be covering each other.
I should eat armour alive with the melta bombs and the termies.
My only real concern is the lack of scoring units.
I think... ?
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Adepticon Pics...
http://s169.photobucket.com/albums/u215/theblklotus/ |
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![[Post New]](/s/i/i.gif) 2008/08/24 18:57:48
Subject: Ard Boyz Templars
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Dakka Veteran
Los Angeles, CA
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All lascannons would hit the crusaders
I would drop two assault squads and get two more landraiders for the termies.
Also I would take the assault termies and make them normal termies with assault cannons.
4 crusaders with 4 heavy assault squads coming out is hard to stop.
Hot sup's ideas are good too
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![[Post New]](/s/i/i.gif) 2008/08/24 19:24:21
Subject: Ard Boyz Templars
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Twisting Tzeentch Horror
Golden, CO
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Well, if you can get to them, you'll trounce any armor, that much is clear. The problem is, in fact, getting there. Imagine the damage a 3-LemanRuss army could do to you over the first 3 turns, before you get anywhere near their lines. Or a mech-Tau or Eldar list, which will dance around your units in circles and never let you get close enough to charge. You have exactly one unit of long-range anti-tank, which is composed of two assault cannons. That's just not going to cut it, especially not at 2500. I do understand the point of not including any armor, though, so I'm not sure what the best possibility would be. Perhaps three squads of 2AC termies might be a start, or perhaps some landspeeders or attack bikes with multimeltas.
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![[Post New]](/s/i/i.gif) 2008/08/24 23:18:52
Subject: Re:Ard Boyz Templars
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Regular Dakkanaut
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I will look into it a bit more... I do have 3 tornadoes that need a home.
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Adepticon Pics...
http://s169.photobucket.com/albums/u215/theblklotus/ |
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![[Post New]](/s/i/i.gif) 2008/08/24 23:32:32
Subject: Ard Boyz Templars
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Sneaky Striking Scorpion
Between the Sun and the Sky
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My opinion would be to drop the assault Terminators, as well as the ACs on the Terminators, and grab 2-3 squads with CML and TH. That should deal with just about any tank that you'd have to worry about otherwise. Don't worry, you won't miss the AC as much as you think you would.
Otherwise, You're going to need another Crusader squad. Dump one of the Assault Squads, and dump one of the Marshals if you have to. I agree with HotSoup; Chaplain gives you Cenobytes, which make you run across the board at a ridiculously high rate. Also, your Neophytes don't get a re-roll, but they will if you put them with a Chap. IMO though, you really, really need another Crusader squad. And take the meltas off of them and give them flamers. They'll do nothing, unless you're thinking of charging your 20-man squad into a tank... if you are, more power to ya.
Lascannons won't be useless against your army, they'll blow some amount of models out of the water. Suppose you face 6 lascannons... that's a fair amount of dead marines to be expected. That's what Neos are for I guess
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Catch me if you can.
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![[Post New]](/s/i/i.gif) 2008/08/24 23:57:28
Subject: Ard Boyz Templars
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Possessed Khorne Marine Covered in Spikes
NY
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like has been stated anything with ordnance or plasma cannons would hurt. 9 oblits, 3 vindicators, 3 Russ, heck even hellhounds and barbed stranglers will take their toll on you.
I'd definately either find a way to mechanize your force or add in some long range firepower.
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Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
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![[Post New]](/s/i/i.gif) 2008/08/25 01:20:02
Subject: Ard Boyz Templars
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Implacable Black Templar Initiate
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A problem with the list is that armies are going to be more geared towards horde then they used to, so I don't know exactly how well an all inf army will do. Along with the increase in tank survivability, I don't see the advantage to all inf as I once did. Depends on the oppenent I guess. Merits play testing at the very least.
Burning Star IV wrote:My opinion would be to drop the assault Terminators, as well as the ACs on the Terminators, and grab 2-3 squads with CML and TH. That should deal with just about any tank that you'd have to worry about otherwise. Don't worry, you won't miss the AC as much as you think you would.
That would work quite well, and still keep with the all-inf thing. Also, frag=Win against horde.
Otherwise, You're going to need another Crusader squad. Dump one of the Assault Squads, and dump one of the Marshals if you have to. I agree with HotSoup; Chaplain gives you Cenobytes, which make you run across the board at a ridiculously high rate. Also, your Neophytes don't get a re-roll, but they will if you put them with a Chap. IMO though, you really, really need another Crusader squad. And take the meltas off of them and give them flamers. They'll do nothing, unless you're thinking of charging your 20-man squad into a tank... if you are, more power to ya.
Assault Squads are not BAD. Though, I rarely use them, but they are not bad. I'd say playtest them vs another 20 man squad.
Lascannons won't be useless against your army, they'll blow some amount of models out of the water. Suppose you face 6 lascannons... that's a fair amount of dead marines to be expected. That's what Neos are for I guess 
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My Black Templar Army, the 42nd Crusade, W/D/L Record May 08-Now
28/15/10
Even in Debt, I Still Spend. |
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