juraigamer wrote:Black templars have tank hunting dual 5 man cyclone termies
Tank hunting venerable dreads
Dread. Singular. You're not allowed to make more than one Dreadnought per detachment Venerable.
Good, but expensive, and got slightly nerfed due to AP3 not being as good at anti-tank as before.
Decent enough, I suppose.
Which isn't worth taking in a
TAC list. 25 points to feth over Eldar and Dark Eldar slightly is just too situational.
In what universe is 22 PPM before paying for meltabombs cheap?
And so that lasplas-squads run out of cover or down from the second floor when they take a casualty. It also severely lessens the value of a Quadgun at an Aegis, as you've got to move back (and this fire snap shots) if you take a casualty.
Irrelevant when two of the Vows are more or less worthless and a third is marginal at best.
Again, cheap?! 16 PPM without frag or krak isn't cheap.
Not sooner than anyone who isn't Vanilla. Space Wolves get a Special Weapon at 5 man,
BA Assault Marines get a Special Weapon at 5 man,
DA Tacticals get a special at 5 man.
Also means you can't use challenges to your advantage, but I'd agree that having a hidden Power Fist/Axe is quite beneficial. It can get sniped more easily than a Sergeant though.
juraigamer wrote:
All this makes a great army, when used properly.
BT aren't as easy as
IG or
GK to use, but still almost as good in the hands of a vet.
Are Black Templars still playable? Yes, definitely. Are they almost as good as
IG or
GK? No. Just no.
Now, on to what I consider useful things:
Adamantine Mantle: If you're not going for a gunline (i.e. your Warlord is a barebones Castellan/Marshal in Terminator Armour to unlock another Terminator Squad) you want your Warlord to have it.
Techmarines: They add a 2+ save and a Character to a unit, as well as granting said unit a punch that will give most enemies pause. They're excellent in Drop Pod-squads, as they let you either give BS5 to a Meltagun or help fire away with the Servo-harness, depending on what you're trying to kill. A Techmarine with Servo-harness, Power Axe and Storm Shield is just 120 points, and he'll put a dent in any unit that doesn't have a good Invulnerable Save. Against ordinary
MEQ he turns a Crusader Squad from OK-ish to death incarnate.
Tactical Terminators: Regardless of whether they have
CMLs or Assault Cannons, they're excellent units. Costly, but excellent, although the
CML Terminators aren't as good as they used to be. They pack just as great a punch in
CC as
TH/
SS Terminators, although they obviously don't have the 3++.
Crusader blobs: 6th edition is all about durable scoring units. 10
MEQ bodies and 10 scouts will usually not die unless the enemy considers it the prime target, in which case it'll still take quite a bit of firepower to take down.
Stormravens: I don't like them myself, but there's nothing wrong with the Stormraven as a gunship. If you start putting stuff in it the cost will quickly become prohibitive, and if it's anything Black Templars don't need it's more expensive toys. The weakness of the Codex is not that there's not enough expensive, powerful units, it's that there's almost no cheap units that are powerful for their cost. The closest thing we have is the Land Speeder Typhoon (which is now a 2
HP vehicle,s till useable, but very fragile) and the...
Stormtalons: If I were going for a flier, I'd go here. Though weaker than the Stormraven, I'd argue that it's more value for the points.
Lasplas Crusader Squads: Horribly annoying to deal with after the
FAQ FAQ'd up Righteous Zeal, but still our best objective campers.
Arguably the best
TH/
SS Terminators in the game: Rage make these guys silly. They kill stuff even deader than their Vanilla cousins on the charge. The drawback being that they're almost completely wasted outside a Land Raider, which drives their astronomical cost up further.
A last honorable mention goes out to Bike Squads with Plasma Guns.
IIRC 5 bikes with 3 Plasma Guns cost 3 points more than 5 bikes with 2 Plasma Guns and a Combi-plasma in the Vanilla book.
Build-wise, I'm currently going with a Chaplain-led blob supported by Drop Pods and Terminators. This absolutely requires there to be some
LOS-blocking terrain on the table, however, and not the open wasteland with a few craters that is all too common.
I'll repeat what I just said for emphasis:
adequate terrain makes a whole world of difference when playing as Black Templars.