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		<title><![CDATA[Latest posts for the thread "New C:SM Black Templar tips?"]]></title>
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				<title>New C:SM Black Templar tips?</title>
				<description><![CDATA[ Recently I was asked why I haven't played space marines for so long, specifically my old black Templar army. And, seeing as how it was the person who got me the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex for my birthday, I couldn't refuse a challenge to my men in black and white.<br /> <br /> What I am curious about is what does the community think has changed for this chapter in how it plays? I see that the detachment rules are kind of right out as I use crusader squads and not tactical, but beyond that most things look the same. Should I just go crusaders in crusader land raiders, with my contemptor and centurions for anti armor? Any advise on how to optimize melee where more armies here have at least a few transports? I'm ignoring the player with 3 impknights, since that would just make me cry]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 04:45:06]]> GMT</pubDate>
				<author><![CDATA[ autumnlotus]]></author>
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				<title>Re:New C:SM Black Templar tips?</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(15);'>BT</span> have become objectively better in this codex. Speaking as a fairly new <span class="glossaryitem" onmouseover='gp(15);'>BT</span> player, the power step up from other melee forces is significant. You got your ObSec Av14 Methul Bawkses (<span class="glossaryitem" onmouseover='gp(87);'>LR</span> Crusaders), you got handy bike cavalry, Honour Guard are your new Sword Brethren, Grimaldus is a baws, the <span class="glossaryitem" onmouseover='gp(32);'>EC</span> shanks any/every <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in melee besides dedicated units/characters (anything with a Thunder Hammer).<br /> <br /> The <span class="glossaryitem" onmouseover='gp(15);'>BT</span> are fast, aggressive and need to be played right up in the enemy's face. Great fun this edition.<br /> <br /> Pro Tip:<br /> &gt;If you use a Land Raider, take two.<br /> &gt;Black Tide is underpowered, unless everything can move over 12&quot; on T1. If it can, T2 assault will net you wins.<br /> &gt;Don't be afraid to send a lone Dreadnought in a Drop Pod out on T1. It'll often feth up the opponent's plans.<br /> &gt;Mobility is key<br /> &gt;Put a neophyte out in front of all crusader squads, for fodder and bonus attacks.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 16:35:21]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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			<item>
				<title>Re:New C:SM Black Templar tips?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f223eed51371c4cd3209c5aea8fb4a80.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/670263/8255998.page"><b>Selym wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(15);'>BT</span> have become objectively better in this codex. Speaking as a fairly new <span class="glossaryitem" onmouseover='gp(15);'>BT</span> player, the power step up from other melee forces is significant. You got your ObSec Av14 Methul Bawkses (<span class="glossaryitem" onmouseover='gp(87);'>LR</span> Crusaders), you got handy bike cavalry, Honour Guard are your new Sword Brethren, Grimaldus is a baws, the <span class="glossaryitem" onmouseover='gp(32);'>EC</span> shanks any/every <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in melee besides dedicated units/characters (anything with a Thunder Hammer).<br /> <br /> The <span class="glossaryitem" onmouseover='gp(15);'>BT</span> are fast, aggressive and need to be played right up in the enemy's face. Great fun this edition.<br /> <br /> Pro Tip:<br /> &gt;If you use a Land Raider, take two.<br /> &gt;Black Tide is underpowered, unless everything can move over 12&quot; on T1. If it can, T2 assault will net you wins.<br /> &gt;Don't be afraid to send a lone Dreadnought in a Drop Pod out on T1. It'll often feth up the opponent's plans.<br /> &gt;Mobility is key<br /> &gt;Put a neophyte out in front of all crusader squads, for fodder and bonus attacks.</div></blockquote><br /> <br /> I'm going to second what Selym said here. <span class="glossaryitem" onmouseover='gp(15);'>BT</span> got a nice boost with the new book. Suffer a casualty? You gain counter-attack and rage (I think, haven't look at the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> <span class="glossaryitem" onmouseover='gp(436);'>CT</span> all that much, but I know they got better)]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:09:04]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Re:New C:SM Black Templar tips?</title>
				<description><![CDATA[ Yeah, dead <span class="glossaryitem" onmouseover='gp(15);'>BT</span> unit members grant the unit Rage and Counter Attack until the end of the turn, if they die to shooting or overwatch.<br /> You can also DTW on a 5+, and everyone has Crusader.]]></description>
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				<pubDate><![CDATA[Fri, 13 Nov 2015 17:13:59]]> GMT</pubDate>
				<author><![CDATA[ Selym]]></author>
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