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Made in us
Cultist of Nurgle with Open Sores





I heard you "play them like orks" what does that mean exactly.


 
   
Made in gb
Longtime Dakkanaut




Who said this?

I guess swamp the opponent with rhinos full of people who are ok at cc. Then try to st4 to death the enemy, as you have hardly any fists attack.

I think orks rely on spamming units and having tons of troops(boys). Neither of these really work for templars.

Maybe it is referencing the fact their fluff says no gun line then their rules say gun line all the way , seriously this is a good comparison.
   
Made in us
Cultist of Nurgle with Open Sores





Yeah I had no clue what they were trying to say


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

From a fluff perspective, they function like orks. They recruit far more than any other chapter then literally use their recruits as meat-shields. Their primary form of warfare is swarming the enemy with their numbers, which is unique among Space Marines. I guess that's why they said they "play like orks."

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Made in us
Newbie Black Templar Neophyte




Minnesota, USA

SuperMcFly wrote:I heard you "play them like orks" what does that mean exactly.


Whomever said that is referencing the "Black Tide". Which is an outdated tactic in which the Black Templars player fields Crusader squads numbering greater than 10 and footslogging their way across the board to get into close combat. When led by characters such as Chaplains and an Emperor's Champion, these units can pack a huge punch. However, the negatives of using such an army far outweigh the benefits. Its simply not a very good 5th Edition army. Though, admittedly, that might change with the release of 6th Edition and/or a new BT codex.

DarkHound wrote:From a fluff perspective, they function like orks. They recruit far more than any other chapter then literally use their recruits as meat-shields. Their primary form of warfare is swarming the enemy with their numbers, which is unique among Space Marines. I guess that's why they said they "play like orks."


There is no background/fluff basis right now to say that the Black Templars function in such a way. They have a large recruitment base and its speculated that their numbers are well over 5k strong, so they can field greater numbers if needed. However, if you look at the individual crusades, their fighting strength is more akin to what a normal chapter would use. In addition, the codex specifically mentions mechanized spearheads and drop pod assaults being the preferred tactics used, not swarming the enemy (BT Pg. 9). Just because the rules allow for over-sized squads and that players use their neophytes as "meat-shields", does not mean the Black Templars actually act in such a fashion.

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Implausible Nature 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Yes the reference is to the method of running the army, footslogging, black tide. Tons of power armor.

With righteous zeal, they could close the gap faster than most armies and get to melee by turn 2 in most cases.


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Made in gb
Longtime Dakkanaut




juraigamer wrote:Yes the reference is to the method of running the army, footslogging, black tide. Tons of power armor.

With righteous zeal, they could close the gap faster than most armies and get to melee by turn 2 in most cases.

Define most cases? Playing foot slogging orks i know that enemies tend not to like to let you get into cc that quickly. Maybe they are kinder about the Emperor's finest or any squad with only one powerfist attack.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

Any time a Black Templar unit takes a casualty, they take a morale test. They'll pass it on Ld10, then are allowed D6 extra movement towards the enemy. With an IC with Righteous Seals, the unit averages out at moving 14" a turn. They can go as far as 18".

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Made in gb
Longtime Dakkanaut




DarkHound wrote:Any time a Black Templar unit takes a casualty, they take a morale test. They'll pass it on Ld10, then are allowed D6 extra movement towards the enemy. With an IC with Righteous Seals, the unit averages out at moving 14" a turn. They can go as far as 18".
If the enemy was really scared they would set up in the back 6'' or indeed move back if you were lucky rolling. If you assaulting the enemy was this bad they would do this. 2nd turn assault should not happen in most cases where the enemy cares. Then you have causalities and scenery.
Also most people try to drive away to refuse flank the green tide. Now this doesn't work due to the sheer volume of green.
   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

MFletch, you're assuming the game is Pitched Battle Annihilation. It is more likely that the Templar will be able to set up halfway up the board, and more likely still that deploying on the back table edge would cripple you in an objective game.

If the opponent backs up, but can still shoot, the Templar are in range to charge. The only way to avoid the charge is to give up your ability to shoot.

I don't know what your last sentence says. The reason refused flanks work on Green Tide is exactly because they're so big. Nothing about that has changed.

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Made in ca
Stealthy Warhound Titan Princeps







They play like orks in that you just move them towards the enemy and assault. And with those decrees or whatever they're called, they get really good at assault. Furious charge terminators? Yes please.

   
 
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