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Made in us
Fresh-Faced New User




I am new to WH40k but I plan on attending some RTT's this summer. I'm looking for some advice on what sort of army to create out of 1850 points that's just a plain, all around good army. Here's what I have devised so far and the only things I would need to buy are the termies command squad, the rhino, dreadnought, and a fast attack assault squad. THANKS!

HQ
--
Marshal
-------
+crusader seals
+Holy Orb
+Master Crafted Power Weapon
+Storm Bolter
+Terminator Armor
+Teleport Homer

Termie Command Squad
--------------------
4 termies
+2 with storm bolters and power fists
+1 with assault cannon and power fist
+1 with cyclone missile launcher and powerfist
all with furious charge

Emperor's Champion
------------------
+Accept Any Challenge... (preferred enemy to everyone)


ELITES
------
Sword Bretheren Assault Terminators
-----------------------------------
5 total
+4 with lightening claws
+1 with Thunder hammer and storm shield
all with crusader seals and furious charge

Venerable Dreadnought
---------------------
Assault cannon
close combat weapon
heavy flamer
furious charge
extra armor
smoke launchers

Dreadnought
-----------
Twin-linked lascannon
missile launcher
extra armor

TROOPS
------
10 man crusader squad
---------------------
+1 with power fist and ccw
+1 with flamer
+8 with bolt pistol ccw
crusader seals
frag grenades
krak grenades
RHINO TRANSPORT
+extra armor
+Hunter Killer Missile
+pintle mounted storm bolter
+smoke launchers

5 man crusader squad
--------------------
+1 with missile launcher
+1 with meltagun
+3 with bolters

5 man crusader squad
--------------------
+1 with missile launcher
+1 with meltagun
+3 with bolters

FAST ATTACK
-----------
Assault Squad
-------------
+2 bolt pistol and ccw
+1 storm shield and power fist
+2 plasma pistol and ccw
frag grenades
melta bombs

Assault Squad
-------------
+3 bolt pistol and ccw
+1 bolt pistol and power fist
+1 plasma pistol and ccw



Ok so I guess I'm just wanting to know if this is a good army to take advantage of the righteous zeal rule by using an ok amount of ccw weapons. I'm counting on the assault termies, 10 man crusader squad, 2 assault squads, and the 1 cc dreadnought to smash the front and flanks. Then I want to use the other ranged dreadnought to pick at monstrous models and vehicles. My marshal and termies will take the flank and possibly deep strike. The emperors champion will probably join the 10 man crusader squad for support. The two 5 man crusader squads are for softening up heavy targets with missiles and they can use the meltas if they end up getting close enough to anything important, but they are mainly there to throw shots down the table.  I want to know what you all think about my termie command squad, too.  I don't know if I should take them out and replace them with more troops or what.

I am very new to this hobby and have only played a few games. I know that I am missing something here and it feels like I need to revise my army some. Help would be appreciated!
   
Made in us
Confident Marauder Chieftain





I don't have the BT 'dex, so I'm not sure what some of the stuff you've got does. However, a few general notes:
1) Teleport Homer on your Terminator HQ should go to one of the Assault squads if possible. Consider swapping his MC PW for dual lightning claws (much nastier effects for the same price).
2) Bit order a second assault cannon for the termie retinue, and drop the cyclone. It's that much better.
3) Not a big fan of assault terminators, if you were to drop one of the terminator squads it should be this one and not the command squad. If you do drop them, pick up a second Rhino squad. One will not be enough to get across the board to any decent opponent. Two might.
4) The Venerable Dread doesn't really need Furious Charge (he's already S10, so you're just paying for an I upgrade). Either swap the skill for Tankhunter (giving him 4, S7 shots against vehicles with the AC) or just drop the skill all together.
5) If you want the EC in with the Rhino squad, drop a man so he can fit inside the transport! Also, the HK missile and PMSB aren't worth the cost. Stick to just extra armor and smoke launchers.
6) Swap missile launchers for lascannon - again, yes they're that much better. Plasma > meltaguns for shooty squads as it has double the range and they're unlikely to get close enough to get the extra d6 for armor penetration since they only move 6" a turn.
7) Try to get those Assault squads up to 6 guys each, if possible.

KW
   
Made in us
Fresh-Faced New User




Wow thanks alot for the help, but I have some problems. My Marshal is a metal model and he's stuck with the storm bolter and power weapon. I also don't have lascannons for my crusader squads, so i just went with what I had. But, yeah, I think I'll change my melta guys to plasma guns. Thanks for the input!
   
Made in us
Confident Marauder Chieftain





No problemo.

Just as an FYI, a good site to check out (when you're feeling brave ) is http://www.battlewagon-bits.com/, great for doing marine conversions or picking up that odd bit that you need to finish off something. This, a Dremel, and some green stuff epoxy will go a long way in this hobbey.

Kev
   
Made in us
Fresh-Faced New User




Some quick comments, from one rookie templar to another

1) The rhino is a deathtrap, from what I've read. My guess would be that you just don't have any scouts, and that's why you aren't using neophytes, but especially when it's the only rhino on the board, I would swap the rhino and the points from your assault termi squad to create some 20 man squads to try and zeal across. I'm not sure how well they'd survive without a chaplain and some cenobytes, but I'm still pretty sure they'd do better than the rhino. Either that, or put the other tac squads in rhinos also, so at least you can get some decent av 12 target saturation between the two dreads and the three rhinos.

2) Like they said, move the teleport homers onto the assault squads. That'll be a nasty little surprise for whatever poor unit is near them.
   
 
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