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Made in is
Guardsman with Flashlight



Reykjavik

Back in 3rd ed Templars were a competant choppy army and they're not bad now but they're not the best. What they need is some form of melee amplification and long range AT,

Perhaps this can be a way of getting multiple units counter-attack which they can combine with rage from the AAC vow or just a delivery method with ensures the templars always get the charge.

It looks like allies are the answer given the few unit choices that templars have. So far i've looked at blood angels and Wolves without much success. I'm looking at GKs atm, i'll post later on if i find something.

In addition it would be useful to address the other weaknesses of Templars such as:
1) No Flyers
2) No units with skyfire/interceptor
3) Better Psyker defence.

So my question to you all is.... How can you make a competitive allrounder black templar melee list in 6th?
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You just take guard allies. It's in the fluff, and you have good psy defense with the abhor the witch vow.

Take a hydra flakk unit, put it behind an aegis line with the cannons, put guard behind it, shoot all fliers dead, meanwhile the BT go for the crushing.

Just use land raiders if you want to make sure your BT get the charge. If you don't want to do that, simply take two large blobs, attach chaplins, take some tank hunter terminators with dual missile launchers, and don't forget to take POTMS vindicators.

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Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Made in ca
Warp-Screaming Noise Marine




Canada!

The terminators are alright on assault if you want to play that way, I'd say it's a much better shooty army though!

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in is
Guardsman with Flashlight



Reykjavik

A few points to address here.
One is a personal point, I've played guard for a long time its my tournament army so I'd like to avoid that.
Using land raiders will work but they're expensive and the crusader, which has the capacity and assault vehicle rule is not worth It's points as a shooting unit. This isn't viable for anyone but termies they're also not the melee I was looking for.
So can anyone think of a different way to get Templars with AAC and counter assault?
Should I consider drop pods?

This message was edited 1 time. Last update was at 2012/12/17 08:09:34


 
   
Made in us
Longtime Dakkanaut






Templars regular infantry suffers greatly from being an old codex. You don't even get grenades, and you start at 16 points. As a close combat army, ba assault marines in a discounted redeemer seem far and away better.

Templars are really good at shooting, with 2 special weapon 5 man termie units with tank hunter and cheap cheap plasma. 101 for a las plas squad is a good value. The fast attack has cheap missile speeders or cheap triple plasma bikes, though it would be cool to run triple power lance black Templar bikes for the knight theme. Finally they have well priced tri las predators.

It may feel dirty jumping away from Templars, but they simply don't do combat well as a 4th edition marine codex in an age when no one bought grenades and 2 attacks in close combat was a big deal for a troop.
   
Made in us
Boosting Black Templar Biker





Appleton, WI

They can be decent for CC, Chaplains in a terminator squad, in a LRC is epic. Id say it has the potential to be in the top 10 most powerful units in the game. Re-roll to hit, +1 for ACC, and fearless.

20 man mob squads of troops, put a Techmarine in front with a SS and run them across the table, always put 1 neophyte in front to take a wound, then youll get your zeal movement. Your techmaine can LOS! the rest of the hits.

Terminator command squads are awesome, but normal power armor really isnt.

Drop pods are decent, but we still have to wait a tutn to assault when we land. So shoot away, and hope they survive.

Typhoons are cheap.

Bikes have perks (3 special weapons, to include power weapons as well)

Marshal grants 10LD across the board.

Assault marines get melta bombs for 2pts (even tho the marine is more expensive then a standard marine, the melta bombs are 3 pts cheaper)

Vindicator with PotMS is boss, the ability to shoot 36" in turn 1 is great.

So we may not be the best army, but still have some old rule advantages. It is a little more shooty orientated however.


10k Black Templar
Warhound Titan "Legio Matallica" 
   
 
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