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Made in au
Stalwart Veteran Guard Sergeant





Eradicus Crusade 1500(1495)pts
HQ 435
Marshall 80 170
Lightening Claws 30
Terminator Honours 15
Iron Halo 25
Jump Pack 20

Emperors Champion 90 140
AACNMC 50

Master of Sanctity 110 125
Terminator Honours 15

Elites 600
Dreadnought 105 135
TL Lascannon 20
Heavy Flamer 10

Dreadnought 105 125
TL Lascannon 20

Sword Brethren Terminarors
8x Terminators 320 340
Assault Cannon 20

Troops 460
Crusader Squadx8 128 155
Power Fist 15
Meltagun 10
Crusader Seals 2

Crusader Squadx8 128 155
Power Fist 15
Meltagun 10
Crusader Seals 2

Crusader Squadx8 128 150
Power Fist 10
Meltagun 10
Crusader Seals 2

__________________________

So what do you think of my list?

This message was edited 1 time. Last update was at 2010/03/23 09:43:49


 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Since this codex still give you cheap assault cannons, together with tank hunters, if you take it, why not take more?

Little walking crusade squads cannot do anything well.

Tokugawa plays:  
   
Made in au
Stalwart Veteran Guard Sergeant





The 3 8 man squads are used to capture strategic points,
i was even thinking about replacing the termies for an assault squad but im not sure.

should i drop one of the dreadnoughts to add more terminators + tank hunter / furious chage + another assault cannon?

This message was edited 1 time. Last update was at 2010/03/23 10:30:09


 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Seems that you want no tanks...so you need more ranged support fire. It is not difficlut to have 6, or even 8 assault cannons at 1500. Still not very competitive, but that is the basic requirement of a walking BT army.

HQ: Commander ( 350 Pts)
1 Marshal
Terminator Armor; Chain Fist (x1); Tank Hunters
3 Terminator Command Squad
Assault Cannon (x2); Tank Hunters

HQ: Emperor's Champion (140 pts)
Accept Any Challenge, No Matter The Odds

HQ: Grey Knight Hero (81 Pts)
1 Brother-Captain [OM] @ [81] Pts
Psychic Hood

Elite: Sword Brethren Terminator Squad (255 Pts)
5 Sword Brethren Terminator
Assault Cannon (x2); Tank Hunters

Elite: Sword Brethren Terminator Squad (255 Pts)
5 Sword Brethren Terminator
Assault Cannon (x2); Tank Hunters

Troops: Crusader Squad (5#, 101 Pts)
5 Crusader Squad
Boltgun (x3); Plasmagun; Lascannon

Troops: Crusader Squad (5#, 101 Pts)
5 Crusader Squad
Boltgun (x3); Plasmagun; Lascannon

Troops: Crusader Squad (5#, 101 Pts)
5 Crusader Squad
Boltgun (x3); Plasmagun; Lascannon

Troops: Crusader Squad (5#, 101 Pts)
5 Crusader Squad
Boltgun (x3); Plasmagun; Lascannon


2 of the small crusader squad could be instead of 1 big one, with some close-combat gears. The squad could be the wall for other units.

Tokugawa plays:  
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Crusader Squadx8
Power Fist
Meltagun
Crusader Seals X


Read the Crusader Squad entry again. If you purchase seals, you have to purchase them for everyone in that squad. Not worth the points in my opinion.

Is the Marshal jump-packing by himself? That's an expensive dude to just have him drop in and get lascannoned in the face. He needs frag grenades since he doesn't get them, standard, and will want to keep that I5. I also recommend either krak grenades or a melta bomb to prevent walker tarpitting, in addition to a Holy Orb for either the chaplain or the Marshal.

Are your 3 crusader squads foot-slogging with your 3 IC's? If so, they don't need crusader seals, anyway, since the marshal, chaplain, and EC each come with them and everyone benefits if just 1 model in a squad has them. 8 initiates + an IC walking isn't going to last very long, though. Rhino up, is my reccomendation. Or up to 12-15 models per squad with neophytes.

I think at 1500 points, 3 HQ is a point sink. I normally don't run 3 unless I go over 2000.

Also, are you giving your chaplain a gun and frag grenades? You don't have either purchased, and he only comes with the power weapon, seals, and his invulnerable save.

This message was edited 3 times. Last update was at 2010/03/23 17:52:29


DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in au
Stalwart Veteran Guard Sergeant





what i might do is drop the HQ,
normally he runs with an assault squad at 2k so i naturally thought to put in jump pack.

im thinking something more like

Chappy
Emps Champ
Dread
Dread
Terminators
Crusadersx7 PF, MG
Crusadersx7 PF, MG
Crusadersx7 PW, MG
Predator Annihaltor

The problem with having heavy weapons in the crusaders squads is that they need to be in combat. if they get shot at and take 1 casualty, they are most likely gunna have to move.

Ill write up another list again.

 
   
Made in us
Implacable Black Templar Initiate






menziez wrote:
The problem with having heavy weapons in the crusaders squads is that they need to be in combat. if they get shot at and take 1 casualty, they are most likely gunna have to move.


Righteous Zeal movement doesn't prevent you from firing a heavy weapon on your next turn, the models have not moved since the start of your turn and don't do any regrouping or similar movements. So if a heavy weapon squad gets shot up and moves forward, they are still free to fire as if stationary.

I'd really suggest that you need to max out (or get as close to max out) numbers on the Crusader Squads. They will be targeted a lot, squishy units walking alone across the board in smaller numbers... And since they are you're only scoring unit, it's a lot easier to knock 7 marines down than 10. Losing even 3 guys out of a 7 man squad will make them wayyy less effective.

And holy orbs on the HQ choices that can take them. They are amazing for only 10 points.

Rejoice in furious challenge, and avenging strife, whose works with woe embitter human life!  
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

As TakamineG said, the righteous zeal move is on your opponents turn, not yours.

You are only prevented from firing a heavy weapon if you move on your own turn.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in au
Stalwart Veteran Guard Sergeant





Revised
_______________________________________________


HQ

Master of Sanctity (131)
Plasma Pistol, Orbs of Anitoch, Frag Grenades

Emperors Champion (140)
AACNMC


Elite

Dreadnought (128)
TL Lascannon, Smoke Launchers

Sword Brethren Terminators (245)
5 Man Squad
2x Assault Cannon

Sword Brethren Terminators (245)
5 Man Squad
2x Assault Cannon



Troops

Crusader Squad (155)
10 Man Squad
PF, MG

Crusader Squad (155)
10 Man Squad
PF, MG

Crusader Squad (150)
10 Man Squad
PW, MG


Heavy Support

Predator Annihilator (148)
Lascannon Sponsors, Smoke Launchers

_______________________________________________




What do you guys think now?
Should i drop something for rhinos?
I'm not entierly sure...

 
   
Made in us
Sneaky Sniper Drone





If you have 5 points, take bionics on any Chaplain / Commander you have

Also, with no dedicated CC units, why use AACNMTO? None of the others are nearly as good, but with this army list, no one is really decked out for CC cept the EC and the Chaplain, Chaplain already re-rolls to hit in CC (in the first round, anyway)

Question, if your Crusader squads are to sit on a point and shoot, why do they have meltas instead of plasma, and why the PF?

I think you should get rid of one of the Termie Squads, replace it with an assault Squad with Melta Bombs, and attach the chaplain.

I think you should change one of the Crusaders squads to CCW+BP, attach the EC and put them in a LRC

Get rid of the Annihalator



--------------------

This will make you VERY much more close combat oriented with your fire support coming from the crusader squads, the termies with 2 AC's w/ TH, and the dread.





This message was edited 2 times. Last update was at 2010/03/27 10:21:12




 
   
Made in us
Implacable Black Templar Initiate






Annihilators are good but not with just one of them, get at least 2 or don't take any in my opinion (it's just too easy to keep shooting it till it's destroyed or stunned. In my experience with just one predator they will stun it every turn until it's popped or until they have taken care of a lot of other units and dedicate a something to just finish it off).

Having shooty crusader squads are fine (if these are shooty? I'm not sure if they have bolters or bolt pistols/close combat weapons). If they are shooty though you might think about taking a different vow, might I suggest Witch? It will give you some nice anti psychic protection and free up some points (though only a few so I'm not sure what you could get other than a few small upgrades here and there).

However if those are close combat crusader squads keep the vow as it is. Too good

Rejoice in furious challenge, and avenging strife, whose works with woe embitter human life!  
   
 
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