40kTactics wrote:Do Black Templars offer a sizeabe amount of tactical gameplay?
It's a bit of a stupid question, as their whole premise is that of fanatic space zealots, but I'm sure they offer some strategic depth.
I don't want to start an army that will cause 90% of games to degrade into melee slugfests. Meatgrinders is probably a more fluff friendly word, but..
So: Can I start a BT army and still expect some good strategy down the road?
Thanks.
Black Templars are in a sort of weird tactical void right now. They got some major changes in the last
FAQ/Errata, which meant that the old "run into melee" strategies were no longer the only way to play
BTs. Now they've got a reasonable amount of good shooting from
PotMS Vindis and cheap Typhoon Speeders (my personal favorite), as well better elite close combat units (aka their dead 'ard Assault terminators). However, they're basically still a close-combat army that happens to have some really good ranged options due to the Errata.
With that in mind, you're probably going to find more strategic options with your Templars now than you could pre-
FAQ, although in many ways they underperform compared to newer marine codices. They have always been a "huge mob of space marines running straight into combat" type of army, but with the rise of mechanization and fast, powerful anti-infantry options, it's often very hard to play a satisfying game using their old tactics.
I guess all in all, I'm saying they have some tactical diversity (which you need to use skillfully in order to win), but if you're looking for some real depth, they're actually pretty limited - even compared to "point-and-click" marine armies like
BA,
GK, and
SW.