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![[Post New]](/s/i/i.gif) 2007/01/08 13:16:04
Subject: 2500 Templars
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Perfect Shot Black Templar Predator Pilot
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I know I've posted this several times, but now that I actually have all the models that are in the list, I've been able to tweak it to allow me to get more bang for my buck. If you see any changes that are absolutely critical, then go ahead and speak up, but otherwise there's not much point in mentioning something trifling like "you can take a second Meltagun in your Command Squads," because the models are built. Otherwise, comment's and criticism are welcome. Headquarters Marshal - 156 pts Power Sword, Plasma Pistol, Combat Shield, Adamantine Mantle, Frags, Crusader Seals Marshal's Command Squad - 240 pts Vet. Sgt. w/ Terminator Honors, PF, Teleport Homer, Bolt Pistol, Frags Company Champion w/ Power Axe, Combat Shield, Bolt Pistol Initiates (7) w/ Meltagun, Bolt Pistol & CCW (Infiltrate x9 + Marshal) Reclusiarch - 97 pts Crozius, Bolt Pistol, Rosarius, Frag Grenades Reclusiarch's Command Squad - 255 pts Vet Sgt. w/ Terminator Honors, Lightning Claw Pair, Frags, Teleport Homer Company Champion w/ Power Sword, Combat Shield, Bolt Pistol Initiates (7) w/ Meltagun, Bolt Pistol & CCW (Infiltrate x9 + Reclusiarch) Emperor's Champion - 140 pts "Accept Any Challenge..." (3+ to hit in H2H) Elites Terminator Squad Alpha (5) - 260 pts Assault Cannon, CML, Tank Hunters Terminator Squad Beta (5) - 260 pts Assault Cannon, CML, Tank Hunters Dreadnought - 148 pts Assault Cannon, Missile Launcher, Venerable, Tank Hunter, Smoke Grenades Troops Crusader Squad Alpha (10) - 185 pts Power Fist, Meltagun Crusader Squad Beta (10) - 185 pts Power Fist, Meltagun Fast Attack Land Speeder Typhoon Squadron (2) - 170 pts 2 Multi-Meltas Attack Bike Squadron (2) - 130 pts 2 Multi-Meltas Assault Squad Alpha (10) - 265 pts Power Fist, 2 Plasma Pistols, Meltabombs Total: 2495 pts 65 models (Attack Bikes counting as 2 each) 3 Vehicles. If I ever expand to 3000 (unlikely, unless done in 5th ed. or if my parents get off my back before I'm out of college), I'm planning on beefing out my Troops, which are at a points loss at the moment so that I could fit in the necessary support units without using HS slots, as this list is designed to be several lighter elements supporting a heavy infantry advance. The army works alright, but it takes some in-game acrobatics to work the mechanics: Right now, I have the two command squads infiltrating, and soaking up a ton of enemy fire before getting into assault. They're followed up by teleporting Terminators which DS within 6" of the Homers and blast any big stuff before jumping in or hanging back for close fire support. The Ven. Dread provides light area denial to keep my opponent from venturing too far into my deployment zone, while the two attack bikes and two LST's move up opposite flanks looking for armor to kill. The CMDs and Termies are followed up by the Assault Squad that will rocket in to take out walkers and any dangerous vehicles that are avoiding/killing my light anti-tank. They're a secondary CC unit that, while potent, is a little too expensive to be sent in hell-for leather. I'm thinking of ditching their meltabombs at some point, as I have a ton of anti-tank already. The EC and the 20 slogging troops bring up the rear as the final wave of models, hopefully allowing me to bring between 50 and 60 choppy marines to bear on my opponent between turns 3 and 5, with antitank and support fire keeping an enemy force relatively boxed in for the frontal attack. As for small points tweaking, I'm happy to answer questions and have an open ear to comments about points efficiency, etc. I just wanted to know what some of the BT players thought now that the list is built and the models are bought. CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2007/01/10 05:15:56
Subject: RE: 2500 Templars
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Perfect Shot Black Templar Predator Pilot
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Nobody at all? I know I said it's done, but that doesn't mean I'm willing to listen to the voice of reason and change something if need be. Just a quick comment is all I'm looking for.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2007/01/10 05:27:13
Subject: RE: 2500 Templars
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Troubled By Non-Compliant Worlds
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extra armor on the dread is needed. if you already spent that many points on you want to keep it shooting typhoons w/multimeltas is odd but i guess you just want them to do both roles. meltabombs aren't needed on the assault squad, you have a powerfist and plenty of other anti-vehicle options-oh you mentioned it, but it is a good idea i would drop the commands to 7+hq and give the extra two to each crusader dquad would save some points and beef up units designed to hold objectives also the assault squad is a little big 8 is a better number as you can hide them easier. with extra points add some neophytes to the two main squads if the infilrtaing hqs are holding up units put more points in the second wave, demands opponent to consider options instead of blasting away at the more expesive shinier hq units.
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![[Post New]](/s/i/i.gif) 2007/01/10 09:25:33
Subject: RE: 2500 Templars
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Perfect Shot Black Templar Predator Pilot
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The only problem I see with ditching 2 Marines per Command Squad is their sudden decrease in survivability. As it is, the concentrated firepower of a large portion of my opponent's army has always been directed at these squads, and as a result I usually lose about between 150 and 220 points of them before I even get to the enemy. That's about 20-30% of their total force of 882 points for the two commanders and their squads. If I drop another 75 points of marines, and now I go from having 10 marines, a Marshal and a Chaplain in CC to 6 Marines, a Marshal and a Chaplain. I lose too many attacks to keep them effective. What chance to 8 models have in close combat, unless I'm fighting Tau or Guard, in which case I suffer under even heavier fire due to Pulse Rifles/tons of Heavy Weapons.
I'm thinking that by dropping the meltabombs and possibly throwing in a neophyte into each Crusader squad for sharts and giggles, since I can't think of anything else to do with the points. I plan to give the Dread the Extra Armor as well.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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