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Made in gb
Gangly Grot Rebel





Island Lake, IL

Hi all. I have a bunch of Black Templar stuff from 6 years ago before I took a break. Now I am coming back and want to get an idea of how I should build them. I have a bunch of assault marines (20) and maybe two tactical squads worth of marines (20-25).

What would be some generally good load outs for small 5 man squads to a big bigger blob that could fit in a land raider?

Should I throw a character into ever unit I can?

Are eviscerators good to have or over priced? Power fist? Power weapons?

Is loading out as many plasma guns in the squad the way to go?

Should I take a heavy weapons upgrade (which one is good?) or only in certain situations?

I have been reading forums looking for answers but I don't understand the logic behind the loadouts. I play orks mainly and want to actually get this army built and painted so I can start learning the army.


Right now painted I have a...
land raider crusader
chaplain with a power weapon and plasma pistol and jump pack
emperors champion
venerable dreadnought


 
   
Made in us
Slashing Veteran Sword Bretheren






plasma guns are good, flamers are always good as well.

As far as close combat weapons, power axes and power swords are good. Power fists arent that great because of the -1 to hit.

I do like to maxout characters with special weapons in my squads.

Heres a neat little tactic for black templar that benefits large groups or multiple units in one area: Take a captain, upgrade him to a chapter master using command points and call him a Marshal. Then give him the Helm black templar relic and the storm of fire warlord trait. Now when you get out of the land raider, all of those bolter shots that roll a 6 are -2 AP and everyone rerolls misses. And if I remember correctly, this would affect your land raider crusaders hurricane bolters as well.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Icculus wrote:
As far as close combat weapons, power axes and power swords are good. Power fists arent that great because of the -1 to hit.
It evens out though since Fists get either +1 or even +2 to wound compared to a Sword. The extra damage is nice too.
But personally, I like the Axe as a compromise between the 2.

Having said that, BTs squads are still basically Tac Marines, so going for melee probably isn't the best option for them. I stick with Plasmas.

-

   
Made in gb
Gangly Grot Rebel





Island Lake, IL

sounds awesome. I'll build a squad with flamers and a squad with plasma then to start off with. Thank you brother


Automatically Appended Next Post:
 Galef wrote:
 Icculus wrote:
As far as close combat weapons, power axes and power swords are good. Power fists arent that great because of the -1 to hit.
It evens out though since Fists get either +1 or even +2 to wound compared to a Sword. The extra damage is nice too.
But personally, I like the Axe as a compromise between the 2.

Having said that, BTs squads are still basically Tac Marines, so going for melee probably isn't the best option for them. I stick with Plasmas.

-


So I should build some squads with regular bolt rifles? and not the bolt pistol and chain sword? maybe just some melee if they have the characters that would benefit from CC buffs?

This message was edited 1 time. Last update was at 2018/08/14 13:33:32



 
   
Made in us
Decrepit Dakkanaut




 Icculus wrote:
flamers are always good as well.
Power fists arent that great because of the -1 to hit.

All this advice here is flat out WRONG.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Death-Dealing Devastator




Tampa, FL

In my experience:

The best way to run Crusader Squads is Plasma, Combi-Plasma, Grav Cannon, stick two squads like that in a Rhino and go find an objective.

Assault Marines should be run as Vanguard Vets or Jump Pack Characters unless you are Blood Angels.

Land Raiders are only worth it if you have 5 Assault Centurions to throw in it or a bunch of TH/SS Termies (I prefer not wasting the points on a Land Raider with termies since they can Deep Strike)

5 Centurions with that Chaplain (Without a Jump Pack) in a Dread will knock out anything, or at least make your opponent scared and stay away from it.

You could also run the Vanguard vets behind the Land Raider with the Chaplain so you have a counter punch squad, especially if you can hide out of LOS

The Venerable Dread, if you aren't opposed to Forgeworld rules, would make a great start for a Venerable Chaplain Dreadnought conversion which I like a lot in Black Templars, and is about the only way you can justify running melee Crusader Squads (They still will not be your best option though).

All just random ideas and thoughts based on the models you have. Black Templars are probably my favorite looking SM Chapter, just keep in mind that currently we aren't competitive so don't worry about trying to be if you have things you like. As they make changes the power will keep shifting.
   
 
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