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Made in us
Sure Space Wolves Land Raider Pilot






Around

HQ:
-Master of sancity +110
-Terminator honours +15
-Bolt pistol +1
-Frags +1

-EC (Emperor's Champion) +90
-Accept any challenge, No matter the odds +50


Troops:
Crusader squad
-9 initiates +144
-power fist +15
-meltagun +10
-Transport: Drop Pod +30
-Deathwind Launcher +20

Crusader squad
-8 initiates +128
-power fist +15
-meltagun +10
-Transport: Drop Pod +30
-Deathwind Launcher +20

Crusader squad
-10 initiates +160
-power fist +15
-meltagun +10
-Transport: Drop Pod +30
-Deathwind Launcher +20

Crusader Squad
-8 initiates +128
-plasma gun +20
-lascannon +15
-Transport: Drop Pod +30
-Deathwind Launcher +20

Crusader squad
-8 initiates +128
-plasma gun +20
-lascannon +15
-Transport: Drop Pod +30
-Deathwind Launcher +20

Fast Attack:
-3x Attack bike +150

Total: 1500

The idea is to run the EC with one of the crusader squads and the master of sanctity in another, and hold everything in reserve except the 3 fast attack bikes.

An idea is I could remove the fast attack squads and make the Crusader squads, squads of 10

What do you guys think?

40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)

Warmahordes:
Khador - ~100 pts
Cryx - 35 pts 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I'd replace the MoS with a Marshal with 2 LCs, Termie Honors, and an Iron Halo. This gives you several things. A more killy character (6 attacks on the charge that reroll hit and misses), and provides Rites of Battle to your army. Templars suffer from low leadership in their units since they don't have Vet Sgts. in their squads. It's especially important for your attack bikes. Personally, I'd reserve the whole army, bikes included. Why leave LD8 bikes on the table so someone can shoot them off the table? It also allows you to bring them on where they are needed once you see where your opponent deploys his force. If you are locked into the idea of a MoS, I'd suggest giving him a Power Fist as well. That way he can choose what to use when needed. However, at 1500pts (and this type of list) I think the Marshall is the better buy.

   
Made in us
Ship's Officer






At the 1500pts level, I might go so far as to say you don't need the second HQ choice. Running w/ just the EC is fine, and can free up some points to add multi-meltas to your attack bikes. IMHO, the bikes w/o Multi-meltas aren't really going to enhance your force very much, but with them, they can become a really nasty, fast moving T5 W6 squad of tank hunters.

The lascannons on the drop marines isn't really going to help you if your squad gets counter-assaulted the turn it arrives (which is likely if you're dropping in behind enemy lines). Also, you can't fire it on the turn you land, so I might suggest something else.

I might recommend converting one or two of those squads to podded Dreadnoughts (which is what I use in my pod list). That way, your Dreadnought pods can drop in near the enemy's anti-infantry units (forcing them to flee or uselessly attack the dread), and your marines can drop in near the enemy's anti-vehicle for similar effect.

Those are just some of my thoughts on the matter. Also, as CaptKaruthors said, a marshal might be a better idea if you're taking so many crusader squads. I personally don't, but that means I always run the risk of my guys being run off the board. (I usually bank on crippling the enemy before that happens).

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

- This message brought to you by the Dakka Casual Gaming Mafia: 'Cause winning is for losers!
 
   
Made in us
Sure Space Wolves Land Raider Pilot






Around

I was thinking about dropping the MOS, really. it seems kinda useless, but I think there was a reason I had him in the army, i just cant remember why. I'm going to drop the attack squad all together and probably add 2 dreads like Xca|iber said. With the extra points i want to make the Crusader Squads, Squads of 10 and change out some of their weapons to make them more effective.

40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)

Warmahordes:
Khador - ~100 pts
Cryx - 35 pts 
   
Made in us
Implacable Black Templar Initiate






Dashyl wrote:I was thinking about dropping the MOS, really. it seems kinda useless, but I think there was a reason I had him in the army, i just cant remember why. I'm going to drop the attack squad all together and probably add 2 dreads like Xca|iber said. With the extra points i want to make the Crusader Squads, Squads of 10 and change out some of their weapons to make them more effective.


Good ideas. Marshals are far better than MOS in my opinion. Army wide LD 10 is too good to pass up with all the RZ tests Black Templar take.

The masters best ability was to reroll hits when you charged, but that was under older rules. Now you get that with the vow so it's nearly useless. The only benefit is that you reroll hits against vehicles with the MOS, while preferred enemy does not. (Preferred enemy only works against models with WS).

And he does let you choose which unit you move towards when you pass RZ. But the marshal is still way better. In casual I have a PF Combimelta running around (I like the way he's painted too much not to use him). But if you want awesomeness, go with what was suggested. Marshal with TH and 2 LC. 6 attacks with rerolls on everything? Too good to pass up.

Bumping up to 10 in each squad seems like a good idea to me. And if you like them go for it but the deathwind launchers are a lot of points (2/3 the cost of the vehicle itself). I've never really liked them and in a list like this one dropping them would open up a lot of points. Just my opinion though.

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