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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ Emperor's Champion: 140 <br /> Accept Any Challenge <br /> <br /> Marshal: 125 <br /> Power sword, storm bolter, terminator armor <br /> <br /> 5 Assault Terminators: 215 <br /> 3x lighting claws 2x thunder hammer & storm shields <br /> Furious Charge <br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 133 <br /> Power Fist, Flamer <br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 133 <br /> Power Fist, Flamer <br /> <br /> 7 Shooty Initiates: 133 <br /> 5 bolters, lascannon, plasma gun <br /> <br /> Land Raider Crusader: 268 <br /> Smoke launchers <br /> <br /> Land Raider Crusader: 268 <br /> Smoke launchers <br /> <br /> Rhino: 83<br /> Power of the Machine Sprit, Smoke launchers <br /> <br /> Total 1498 points <br /> <br /> The Rhino and one <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> can transport a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad each, and the Emperor's Champion in the first <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>, while the other holds the termies and the marshal, and the shooty squad can harass at range; that's the plan anyway.<br /> <br /> Thoughts? Any <span class="glossaryitem" onmouseover='gp(19);'>cc</span> from experienced players would be appreciated.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 19:56:57]]> GMT</pubDate>
				<author><![CDATA[ screaming skull]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ i like it, but lacks speed, and does not have enough fire power to compete in a firefight, some games you will be forced to run head long into oncomming fire.<br /> might be worth dropping something to get them a transport or 2. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 19:59:09]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ <blockquote><div><cite>JD21290 wrote:</cite>i like it, but lacks speed, and does not have enough fire power to compete in a firefight, some games you will be forced to run head long into oncomming fire.<br /> might be worth dropping something to get them a transport or 2. </div></blockquote><br /> <br /> I dropped 1 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad and 2 Initiates from the rest and added another <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>:<br /> <br /> Emperor's Champion: 140<br /> Accept Any Challenge<br /> <br /> Marshal: 121<br /> Power sword, bolt pistol, terminator armor, <br /> <br /> Assault Terminators: 301<br /> 4x lighting claws 3x thunder hammer & storm shields <br /> Furious Charge<br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 133<br /> Power Fist, Flamer<br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 133<br /> Power Fist, Flamer<br /> <br /> 7 Shooty Initiates: 137<br /> 5 bolters, lascannon, melta gun<br /> <br /> Land Raider Crusader: 265<br /> Smoke launchers<br /> <br /> Land Raider Crusader: 265<br /> Smoke launchers<br /> <br /> Total 1501 points<br /> <br /> 1 <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> can transport both <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squads and the Emperor's Champion, while the other holds the termies and the marshal, and the shooty squad can harass at range.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 20:34:32]]> GMT</pubDate>
				<author><![CDATA[ screaming skull]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ The Assault Termies will get into combat, sure, but with 7 and a Marshal, you're dumping more points into something that you could do with somewhere around 4-5 terminators. What you need is anti-tank, and neophytes. From the second list, drop the second <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>, drop 1 shooty marine, and buy them a Lazerback. Drop 2 Termies, and buy neophytes for your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squads. That way, they'll actually get to combat in more than one piece.]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 21:30:04]]> GMT</pubDate>
				<author><![CDATA[ Burning Star IV]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ ok, thats much better now, got some wheels for the boys, souldnt get shot as much now.]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 21:31:50]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ <blockquote><div><cite>Burning Star IV wrote:</cite>The Assault Termies will get into combat, sure, but with 7 and a Marshal, you're dumping more points into something that you could do with somewhere around 4-5 terminators. What you need is anti-tank, and neophytes. From the second list, drop the second <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>, drop 1 shooty marine, and buy them a Lazerback. Drop 2 Termies, and buy neophytes for your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squads. That way, they'll actually get to combat in more than one piece.</div></blockquote><br /> <br /> very sound advice, I think that you need a good neophyte buffer to allocate wounds to (back row).  You also may need to give gthe termy-armor character a storm bolter... I dont think that they can have a Bpistol.  I know that they "come with" one, but if you look at the armory section only gear that has the "t" can be taken.  plus, you are 1 point over which can be overlooked in friendly play but an  ironclad no-go in competition play. ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 00:31:32]]> GMT</pubDate>
				<author><![CDATA[ khlaukolash]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ I always thought that having furious charge was a waste with thunder hammers, and power fists. The being able to wound a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> 8/9 of the time with those power claws is pretty good. ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 02:31:09]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ <blockquote><div><cite>Burning Star IV wrote:</cite>The Assault Termies will get into combat, sure, but with 7 and a Marshal, you're dumping more points into something that you could do with somewhere around 4-5 terminators. What you need is anti-tank, and neophytes. From the second list, drop the second <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>, drop 1 shooty marine, and buy them a Lazerback. Drop 2 Termies, and buy neophytes for your <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squads. That way, they'll actually get to combat in more than one piece.</div></blockquote><br /> <br /> <blockquote><div><cite>khlaukolash wrote:</cite>very sound advice, I think that you need a good neophyte buffer to allocate wounds to (back row).  You also may need to give gthe termy-armor character a storm bolter... I dont think that they can have a Bpistol.  I know that they "come with" one, but if you look at the armory section only gear that has the "t" can be taken.  plus, you are 1 point over which can be overlooked in friendly play but an  ironclad no-go in competition play. </div></blockquote><br /> <br /> How's this:<br /> <br /> Emperor's Champion: 140 <br /> Accept Any Challenge <br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates, 3 shotgun Neophytes: 131<br /> Power Fist, Flamer <br /> <br /> 5 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates, 3 shotgun Neophytes: 135<br /> Power Fist, Melta gun<br /> <br /> Land Raider Crusader: 268 <br /> Smoke launchers <br /> <br /> Marshal: 125 <br /> Power sword, storm bolter, terminator armor <br /> <br /> 5 Assault Terminators: 215 <br /> 3x lighting claws 2x thunder hammer & storm shields <br /> Furious Charge <br /> <br /> Rhino: 83 <br /> Smoke launchers, Power of the Machine Spirit <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates, 3 Shotgun Neophytes: 163 <br /> Power Fist, Flamer <br /> <br /> Razorback: 123 <br /> Smoke launchers, Power of the Machine Spirit <br /> <br /> 6 Shooty Initiates: 121 <br /> 4 bolters, lascannon, plasma gun <br /> <br /> Total 1500 points <br /> <br /> The termies and the marshal ride the <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> headlong into the fight with the rhino close behind, the six shooty Initiates in the Lazorback will secure nearest objective while the <span class="glossaryitem" onmouseover='gp(32);'>EC</span> and the rest of the troops run up the field. What do you think?  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 14:37:27]]> GMT</pubDate>
				<author><![CDATA[ screaming skull]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ I also play a two Land Raider Crusader list.  A few things I noticed,  The melta gun in the shooty squad is miss matched to the las cannon, consider switching to a plasma gun, atracktivly priced in <span class="glossaryitem" onmouseover='gp(15);'>BT</span> codex at only 6 points.  Second, I would consider changing that assault termy squad , to a beefy crusader squad, heres why.  The <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> is going to provide them with protection from shooting, then in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> with accept any challenge, your marines are very good in close combat, (3 attackes a peice on the charge with re-rolls).  I would also consider switching at least one of your flamers to a melta gun, that will give your advancing infantry better anti-tank.  good luck, Black Templars rule!  ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 15:12:17]]> GMT</pubDate>
				<author><![CDATA[ Brother Condon]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ <blockquote><div><cite>Brother Condon wrote:</cite>I also play a two Land Raider Crusader list.  A few things I noticed,  The melta gun in the shooty squad is miss matched to the las cannon, consider switching to a plasma gun, atracktivly priced in <span class="glossaryitem" onmouseover='gp(15);'>BT</span> codex at only 6 points.  Second, I would consider changing that assault termy squad , to a beefy crusader squad, heres why.  The <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> is going to provide them with protection from shooting, then in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> with accept any challenge, your marines are very good in close combat, (3 attackes a peice on the charge with re-rolls).  I would also consider switching at least one of your flamers to a melta gun, that will give your advancing infantry better anti-tank.  good luck, Black Templars rule!  </div></blockquote><br /> <br /> I like how thinking with the beefy crusader squad, but I'm banking on the termies 2+ armor save and 5+ invulnerable save to keep them alive in the long haul (along with the marshal attached to them). Their target will be the enemy's independent characters so they need staying power. <br /> <br /> Good point about the Plasma gun vs. the Meltagun, I think it'll work better as long as it doesn't get hot.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 16:06:31]]> GMT</pubDate>
				<author><![CDATA[ screaming skull]]></author>
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				<title>1.5k starter Black Templar army</title>
				<description><![CDATA[ yea the get hot rule can bight you in the ass for sure.... power armor makes them much more useable to space marines than say imp guard.  Another thought I had was to minimize the size of the shooty squad concidering they will try and stay out of the fray anyay. or if your worried about wounds from opponent shooting, use 5 marines and use neophytes for wound absorbtion, that will free up more points for your assault marines.  ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 18:23:07]]> GMT</pubDate>
				<author><![CDATA[ Brother Condon]]></author>
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				<title>Re:1.5k starter Black Templar army</title>
				<description><![CDATA[ Revised list:<br /> <br /> Emperor's Champion: 140 <br /> Accept Any Challenge <br /> <br /> Marshal: 608 <br /> Power sword, storm bolter, terminator armor <br /> 5 Assault Terminators 3x lighting claws 2x thunder hammer & storm shields, Furious Charge <br /> Land Raider Crusader, Smoke launchers <br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 401 <br /> Power Fist, Flamer <br /> Land Raider Crusader, Smoke launchers <br /> <br /> 7 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Initiates: 216 <br /> Power Fist, Flamer <br /> Rhino, Power of the Machine Sprit, Smoke launchers <br /> <br /> 7 Shooty Initiates: 133 <br /> 5 bolters, lascannon, plasma gun<br /> <br /> <br /> Total 1498 points <br /> <br /> The Rhino and one <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> can transport a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad each, and the Emperor's Champion in the first <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>, while the other holds the termies and the marshal, and the shooty squad can harass at range or take the nearest objective; that's the plan anyway.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Sep 2008 21:11:01]]> GMT</pubDate>
				<author><![CDATA[ screaming skull]]></author>
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