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		<title><![CDATA[Latest posts for the thread "Ard Boyz Templars"]]></title>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ X2 Marshal <br /> Frag/Krak<br /> pwr Weapon<br /> TeleHomer<br /> Bolt Pistol<br /> <br /> EmpChump<br /> Accept Any Challenge<br /> <br /> <br /> X10 Man Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags<br /> <br /> X10 man Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags<br /> <br /> X10 Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags <br /> <br /> <br /> X10 man Cruaser Squad W/ X10 Neophytes<br /> Melta Gun<br /> PwrFist<br /> <br /> X10 man Cruaser Squad W/ X10 Neophytes<br /> Melta Gun<br /> PwrFist<br /> <br /> Termies X10<br /> Furious Charge<br /> Thunder Hammer X4<br /> Lightening Claw X 6<br /> <br /> Termies X8<br /> Assault Cannon X2<br /> <br /> The kill points are fairly under control here, i only have 10.  I do not have a chaplain as the EmpChump gives everyone rerolls with the vow.  With the mass of hammers and meltabombs, armour should not be a problem.  This list should do well in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as well against most lists...  I think for objectives, I should be able to hold atleast one with either crusader squad, and contest the rest for a win.  I should able to give my force a termie screen pretty easy too. I can also drop in my force from the telehomers inside the huge Crusader squads.<br /> <br /> Anyhow, thoughts?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 13:02:12]]> GMT</pubDate>
				<author><![CDATA[ theblklotus]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ You can give the Marshals better wargears,like halo,claw or combi-weapons.]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 13:45:59]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>Re:Ard Boyz Templars</title>
				<description><![CDATA[ No vindicators or landraiders?  These seem to be showing up in most marine ard boy lists.  A black templar land raider spam is very tough indeed.<br /> <br /> <br /> I think you'll do very well in kill point, but if I count correctly, you only have two squds (very big mind you) that can control an objective.]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 13:46:20]]> GMT</pubDate>
				<author><![CDATA[ calltoarms]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ Please see orange text in quote boxes for my comments.<br /> <br /> <blockquote><div><cite>theblklotus wrote:</cite>X2 Marshal <br /> Frag/Krak<br /> pwr Weapon<br /> TeleHomer<br /> <br /> <font color='orange'>Give him bolt pistol, at least.  1p for an extra attack.  Term honors wouldn't be lacking either.  I'd have at least one run with an assault squad, as the <span class="glossaryitem" onmouseover='gp(32);'>EC</span> can fill in for a troop choice.  I'd also considering replacing one marshal(preferablly the footslogging one) with a chap with 3x Cerobytes.  You go fast. </font><br /> <br /> EmpChump<br /> Accept Any Challenge<br /> <br /> <br /> X10 Man Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags<br /> <br /> X10 man Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags<br /> <br /> X10 Assault Squad<br /> PwrFist X1<br /> Flamer X2<br /> MeltaBombs/Frags <br /> <br /> <br /> <font color='orange'>I'd take some storm shields if at all possible.  I also like Plasma Pistols over flamers, but your choice. </font><br /> <br /> <br /> <br /> X10 man Cruaser Squad W/ X10 Neophytes<br /> Melta Gun<br /> PwrFist<br /> <br /> X10 man Cruaser Squad W/ X10 Neophytes<br /> Melta Gun<br /> PwrFist<br /> <br /> <br /> <font color='orange'>No real problems here, solid footslogging units. </font><br /> <br /> <br /> Termies X10<br /> Furious Charge<br /> Thunder Hammer X4<br /> Lightening Claw X 6<br /> <br /> <br /> <font color='orange'>Assault termies are meh, especially in such high numbers.  I'd say replace them.  Maybe another 20 man squad or two?  Or some much needed <span class="glossaryitem" onmouseover='gp(482);'>AT</span>? </font><br /> <br /> <br /> Termies X8<br /> Assault Cannon X2<br /> <br /> <br /> <font color='orange'>I'd drop the Assault Terminators, drop this sqaud down to 5, and pick up another 5 man squad+2x <span class="glossaryitem" onmouseover='gp(5);'>AC</span>.  Or drop both terminator squads completely and actually get some good <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in.  Or at least the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad.  A <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, Dread, or Pred I don't care.  Just get some <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in there.  You are more lacking on ranged then my <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> lists. </font><br /> <br /> <br /> The kill points are fairly under control here, i only have 10.  I do not have a chaplain as the EmpChump gives everyone rerolls with the vow.  With the mass of hammers and meltabombs, armour should not be a problem.  This list should do well in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as well against most lists...  I think for objectives, I should be able to hold atleast one with either crusader squad, and contest the rest for a win.  I should able to give my force a termie screen pretty easy too. I can also drop in my force from the telehomers inside the huge Crusader squads.<br /> <br /> <br /> <font color='orange'>Ranged armor, especially with ordinance, will eat you alive.  It wouldn't be fair.  Get some ranged <span class="glossaryitem" onmouseover='gp(482);'>AT</span>.  Or at least take more 2x <span class="glossaryitem" onmouseover='gp(5);'>AC</span> termy squads I guess.  But I would go with a Pred/Dread, or 2-3 of them.  Otherwise, prepare to be eaten by pie plates.  Especially at the 2500p level.  </font><br /> <br /> <br /> Anyhow, thoughts?<br /> </div></blockquote>]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 15:55:21]]> GMT</pubDate>
				<author><![CDATA[ HotSoup]]></author>
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				<title>Re:Ard Boyz Templars</title>
				<description><![CDATA[ I feel that armour in this list would be eaten alive... as is, most lascannon shots and Railgun shots are wasted on me.  I will get a 4+ cover in most cases as the units will be covering each other.<br /> <br /> I should eat armour alive with the melta bombs and the termies.<br /> <br /> My only real concern is the lack of scoring units.  <br /> <br /> I think... ?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 18:31:56]]> GMT</pubDate>
				<author><![CDATA[ theblklotus]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ All lascannons would hit the crusaders<br /> I would drop two assault squads and get two more landraiders for the termies.<br /> Also I would take the assault termies and make them normal termies with assault cannons.<br /> <br /> 4 crusaders with 4 heavy assault squads coming out is hard to stop.<br /> Hot sup's ideas are good too]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 18:57:48]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ Well, if you can get to them, you'll trounce any armor, that much is clear.  The problem is, in fact, getting there.  Imagine the damage a 3-LemanRuss army could do to you over the first 3 turns, before you get anywhere near their lines.  Or a mech-Tau or Eldar list, which will dance around your units in circles and never let you get close enough to charge.  You have exactly one unit of long-range anti-tank, which is composed of two assault cannons.  That's just not going to cut it, especially not at 2500.  I do understand the point of not including any armor, though, so I'm not sure what the best possibility would be.  Perhaps three squads of 2AC termies might be a start, or perhaps some landspeeders or attack bikes with multimeltas.]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 19:24:21]]> GMT</pubDate>
				<author><![CDATA[ tzeentchling]]></author>
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				<title>Re:Ard Boyz Templars</title>
				<description><![CDATA[ I will look into it a bit more... I do have 3 tornadoes that need a home.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 23:18:52]]> GMT</pubDate>
				<author><![CDATA[ theblklotus]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ My opinion would be to drop the assault Terminators, as well as the <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> on the Terminators, and grab 2-3 squads with <span class="glossaryitem" onmouseover='gp(417);'>CML</span> and <span class="glossaryitem" onmouseover='gp(224);'>TH</span>. That should deal with just about any tank that you'd have to worry about otherwise. Don't worry, you won't miss the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> as much as you think you would.<br /> <br /> Otherwise, You're going to need another Crusader squad. Dump one of the Assault Squads, and dump one of the Marshals if you have to. I agree with HotSoup; Chaplain gives you Cenobytes, which make you run across the board at a ridiculously high rate. Also, your Neophytes don't get a re-roll, but they will if you put them with a Chap. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> though, you really, really need another Crusader squad. And take the meltas off of them and give them flamers. They'll do nothing, unless you're thinking of charging your 20-man squad into a tank... if you are, more power to ya.<br /> <br /> Lascannons won't be useless against your army, they'll blow some amount of models out of the water. Suppose you face 6 lascannons... that's a fair amount of dead marines to be expected. That's what Neos are for I guess <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 23:32:32]]> GMT</pubDate>
				<author><![CDATA[ Burning Star IV]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ like has been stated anything with ordnance or plasma cannons would hurt.  9 oblits, 3 vindicators, 3 Russ, heck even hellhounds and barbed stranglers will take their toll on you.<br /> <br /> I'd definately either find a way to mechanize your force or add in some long range firepower.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 24 Aug 2008 23:57:28]]> GMT</pubDate>
				<author><![CDATA[ Khornatedemon]]></author>
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				<title>Ard Boyz Templars</title>
				<description><![CDATA[ A problem with the list is that armies are going to be more geared towards horde then they used to, so I don't know exactly how well an all inf army will do.  Along with the increase in tank survivability, I don't see the advantage to all inf as I once did.  Depends on the oppenent I guess.  Merits play testing at the very least.<br /> <br /> <blockquote><div><cite>Burning Star IV wrote:</cite>My opinion would be to drop the assault Terminators, as well as the <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> on the Terminators, and grab 2-3 squads with <span class="glossaryitem" onmouseover='gp(417);'>CML</span> and <span class="glossaryitem" onmouseover='gp(224);'>TH</span>. That should deal with just about any tank that you'd have to worry about otherwise. Don't worry, you won't miss the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> as much as you think you would.<br /> <br /> <font color='orange'>That would work quite well, and still keep with the all-inf thing.  Also, frag=Win against horde.</font><br /> <br /> Otherwise, You're going to need another Crusader squad. Dump one of the Assault Squads, and dump one of the Marshals if you have to. I agree with HotSoup; Chaplain gives you Cenobytes, which make you run across the board at a ridiculously high rate. Also, your Neophytes don't get a re-roll, but they will if you put them with a Chap. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> though, you really, really need another Crusader squad. And take the meltas off of them and give them flamers. They'll do nothing, unless you're thinking of charging your 20-man squad into a tank... if you are, more power to ya.<br /> <br /> <font color='orange'>Assault Squads are not BAD.  Though, I rarely use them, but they are not bad.  I'd say playtest them vs another 20 man squad.</font><br /> <br /> Lascannons won't be useless against your army, they'll blow some amount of models out of the water. Suppose you face 6 lascannons... that's a fair amount of dead marines to be expected. That's what Neos are for I guess <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote>]]></description>
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				<pubDate><![CDATA[Mon, 25 Aug 2008 01:20:02]]> GMT</pubDate>
				<author><![CDATA[ HotSoup]]></author>
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