April 2002 Black Templars Tactical Thread
From the GW 40K forum ~ 45 replies
Black Templar Strategy and Tactics threat timchanzee.
[14] ahhh I'm so tired, I meant Thread. oh well. tactic #1 to discuss:
timchanzee (4/24/2002 6:43).
[14] the neophytes in a squad TinFish (4/24/2002 6:52).
[14] RE: the neophytes in a squad TemplarLockwyn (4/24/2002 6:58).
[14] RE: RE: the neophytes in a squad timchanzee (4/24/2002 7:03).
[14] cheesy neophytes... TinFish (4/24/2002 7:10).
[14] uuh... people, neophytes hit normally... fikiman (4/27/2002 23:04).
[14] common misconcpetion on neophytes PLEASE READ HavocCabal (4/24/2002
15:50).
[14] RE: common misconcpetion on neophytes PLEASE READ timchanzee (4/24/2002
18:41).
[14] practical use of neophytes? oxymoron? HavocCabal (4/24/2002 20:29).
[14] Is there a practical use of neophytes? PeregrineFelcon (4/26/2002
20:13). [14] RE: Black Templar
Strategy and Tactics threat KurtEllmauer (4/24/2002 8:32).
[14] RE: RE: Black Templar Strategy and Tactics threat timchanzee (4/24/2002
11:36). [14] -=Discussion #3 Please
Read and answer carefully=- timchanzee (4/24/2002 10:04).
[14] hmm..... TinFish (4/24/2002 10:56).
[14] RE: hmm..... KurtEllmauer (4/24/2002 12:02).
[14] RE: RE: hmm..... timchanzee (4/24/2002 12:59).
[14] RE: RE: RE: hmm..... Anesthesia (4/24/2002 21:13).
[14] RE: RE: RE: RE: hmm..... timchanzee (4/25/2002 2:38).
[14] My unusual stratagy HighMarshallDennis (4/24/2002 20:55).
[14] RE: My unusual stratagy timchanzee (4/25/2002 3:56).
[14] RE: RE: My unusual stratagy KurtEllmauer (4/25/2002 11:55).
[14] RE: RE: My unusual stratagy HighMarshallDennis (4/25/2002 20:43).
[14] RE: RE: RE: My unusual stratagy timchanzee (4/25/2002 21:19).
[14] RE: Black Templar Strategy and Tactics threat EmperorsOne (4/25/2002
8:30). [14]
RE: RE: Black Templar Strategy and Tactics threat FragBait (4/25/2002 20:11).
[14] THX! EmperorsOne (4/26/2002 22:20).
[14] tactica land speeders anyone? HavocCabal (4/25/2002 19:25).
[14] RE: tactica land speeders anyone? FragBait (4/25/2002 20:06).
[14] Dreadnoughts FragBait (4/25/2002 20:20).
[14] RE: Dreadnoughts jollix (4/25/2002 20:52).
[14] -=Scenario #2=- timchanzee (4/25/2002 21:38).
[14] bump (NT) timchanzee (4/26/2002 7:15).
[14] Any success with vindicators? HavocCabal (4/26/2002 19:08).
[14] vindicator answers fikiman (4/28/2002 0:03).
[14] Hello Templar Brethren! sawblade (4/27/2002 0:23).
[14] BT noob NamelessWarrior (4/27/2002 0:27).
[14] I am always available for a young Neophyte sawblade (4/27/2002
0:33). [14] 1500 Point List to
rip.. :-) MechD (4/27/2002 22:25).
[14] RE: 1500 Point List to rip.. :-) timchanzee (4/28/2002 2:38).
[14] RE: RE: 1500 Point List to rip.. :-) MechD (4/28/2002 23:29).
[14] advice for 1000 point army composition? HavocCabal (4/29/2002
2:30). [14]
RE: advice for 1000 point army composition? timchanzee (4/29/2002 3:07).
[14] thanks to you brother HavocCabal (4/29/2002 15:35).
[14] 1000 point army list for a tourney this weekend HavocCabal (5/1/2002
3:18). [14] curses!! hit enter........disregard
last post, look here instead for full list HavocCabal (5/1/2002 3:24).
[14] Black Templar Strategy and Tactics threat . (45 Replies). timchanzee[].
4/24/2002 6:42 (5/1/2002 3:24) Having a BT thread in latin wasn't working
out that well. Let's discuss tactics, army composition, and general BT collecting
here.
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[14] ahhh I'm so tired, I meant Thread. oh well.
tactic #1 to discuss: . (9 Replies). timchanzee[]. 4/24/2002 6:43 (4/27/2002
23:04) What are your thoughts on having a squad of 9 inits with cc, and 1
neo? Since you can take a vow in which you always hit on 3+ in hth, the WS
difference doesn't matter anymore. On top of that, with the mixed armour
rule, the neo gets to role a 3+ armour save all the way until it is the only
model left in the squad. You will be saving 4 points on each squad though.
So if you have 4 cc squads, you'd be saving 16 points, which could go to
a missile launcher and a plasma gun. Thoughts?
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[14] the neophytes in a
squad . (4 Replies). TinFish[]. 4/24/2002 6:52 (4/27/2002 23:04) I always
use at least 1 neophyte per cc squad, but my reason is that if i do not have
a character then when I charge an enemy squad I place the neophyte in base
to base with the enemy character it could be a vet/excharc/force commander,
whatever, and I still hit on a 3+ (unless he dies) and any excess wound on
him do not carry over onto my squad because he has a ws4, I then try to do
as much damage to the enemy squad as possible and if the neophyte dies then
I swamp the character.
and the saving on points is also good.
cheers
me.
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[14] RE: the neophytes in a squad . (2 Replies). TemplarLockwyn[]. 4/24/2002
6:58 (4/24/2002 7:10) good idea but i find it.....cheesy. I dont like that
kind of stragty, sure it wins competions, but if your only playing a friend,
dont do that sort of stuff. Personally i only use neos for the 15 maners.
Otherwise i dont bother.
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[14] RE: RE: the neophytes in a squad . (0 Replies). timchanzee[]. 4/24/2002
7:03 (4/24/2002 7:03) That was my initial strategy with them. But the fact
is that they can either only move around in a Land raider, or they have to
foot it everywhere. Neos aren't that good at shooting, so there's really
no point. The 55 points could be spent somewhere else. I don't like how neos
are used in BT armies in WD, where it's 5 inits and 5 neos. What's the point
of that? It's fluffy but weak.
-Tim
>> good idea but i find it.....cheesy. I dont like that kind of stragty,
sure it wins competions, but if your only playing a friend, dont do that
sort of stuff. Personally i only use neos for the 15 maners. Otherwise i
dont bother.
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[14] cheesy neophytes... . (0 Replies). TinFish[]. 4/24/2002 7:10 (4/24/2002
7:10) I cansee you point there but I won't call it a cheesy strategy, I like
the idea of nights having squires so I give they to my squads, and it's the
only use I can find for them. would'nt using a Initiat because he gest abetter
Ws and armour save be cheesy? Anyway, my opponents don't complain be I thought
it up myself and they think is is a great wah to use an otherwise useless
model, also I keep my army list simple, for HQ I take a chaplin with a bolt
pistol and put him in a squad, he usually goes for the enemy characters first
but somthime I breakhim off fromt the squd to assault a different unit while
the Squad takes on someone else.
Question, If sending the neophyte against the character is cheesy do youl
call opponents who charge your squads and place their characters in base
contact with your "hidden" power weapons cheesy? it is the same thing is
it not? The characters attacks MUST be taked on the power weapon first and
if the power weapon model survives and kills the character any extra wound
will not carry over onto the squad because he is a character.
Regualr squads can pull in a mebme from higher up, we cn pull in 1 from lower
down.
cheers.
em.
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[14] uuh... people, neophytes hit normally... . (0 Replies). fikiman[]. 4/27/2002
23:04 (4/27/2002 23:04) even with the vow, it clearly says it doesn't affect
neophytes.
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[14] common misconcpetion
on neophytes PLEASE READ . (3 Replies). HavocCabal[havoc and pandemonium
prevail]. 4/24/2002 15:50 (4/26/2002 20:13) neophytes do NOT always hit on
3+ when u have taken the accept any challenge no matter the odds vow. Read
the passage carefully!
Ill quote the one majour important sentence that most ppl seem to miss. "Neophytes
in a unit hit normally."
3rd to last sentence under the vow description.
Sorry but it makes me angry when people dont read their rules carefully enough
:)
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] RE: common misconcpetion on neophytes PLEASE READ . (2 Replies). timchanzee[].
4/24/2002 18:41 (4/26/2002 20:13) hmmm let's discuss practical usage of neos
then!
-Tim
>> neophytes do NOT always hit on 3+ when u have taken the accept any
challenge no matter the odds vow. Read the passage carefully!
>>
>> Ill quote the one majour important sentence that most ppl seem to
miss. "Neophytes in a unit hit normally."
>> 3rd to last sentence under the vow description.
>>
>>
>> Sorry but it makes me angry when people dont read their rules carefully
enough :)
>>
>>
>>
>>
>> May the Emperor's light guide your path
>>
>> Happy Gaming
>>
>> devotee Havoc
>>
>> Cult of Andy
>>
>> PAW
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[14] practical use of neophytes? oxymoron? . (1 Replies). HavocCabal[havoc
and pandemonium prevail]. 4/24/2002 20:29 (4/26/2002 20:13) to be honest
i rarely take any neophytes. Now i agree that tinfish's strategy of using
them is effective but i always feel dirty when doing that. (no offense to
you tinfish i read your reasons and they seem good to me, its just my gaming
group has something against all raping of rules :))
So now the only times i use them are...
1) to take a squad above 10 (altho i rarely want/need to)
2) use a few spare points
3) fluff
basically #3 is what does it. I take them for fluff reasons and fluff reasons
only. I suppose 5 of them with combat shotguns would put out a nice clip
of fire into things like hormagaunts, etc. But i face far too many armies
where i need all the strength etc i can get. As far as i can see neophytes
have a fairly limited range of use.....
If anyone has a good idea on how or why to use neophytes please post it because
mine are gathering dust QUICKLY.
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] Is there a practical use of neophytes? . (0 Replies). PeregrineFelcon[Shawn87190@hotmail.com].
4/26/2002 20:13 (4/26/2002 20:13) I almost NEVER take neophytes. They arent
that good at anything and are a waste of terrain space. They would be much
better had they the ability to just be scouts and lead their separate squads
and went and hid in jungles! Sorry but my battle preference is being invulnerable
to all enemy attacks, then casting them all down in one blow! So, I've decided
do make my own Chapter as a branch off the Black Templars'. They'd have the
same rules plus some more (including scouts!.. Go hide in the jungles!).
Hoping for responses,
The Peregrine.
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[14] RE: Black Templar Strategy and Tactics threat
. (1 Replies). KurtEllmauer[]. 4/24/2002 8:32 (4/24/2002 11:36) >>
Having a BT thread in latin wasn't working out that well. Let's discuss tactics,
army composition, and general BT collecting here.
I'm experimenting with a new strategy for my terminators in scenarios where
I cannot deep strike. I have loaded 7 of them aboard my land raider crusaider
along with the Emperor's Champion, but I have found that as a practial effect,
I can only get through one or two units before being wiped out.
So I have decided to try using my terminators as a static defensive force,
particularly in cleanse missions. I have a terminator unit with standard
terminators, along with an assault cannon termie, and a cyclone missile launcher
termie.
My plan is to use that unit to hold a given quarter. With the missile launcher
and assuault cannon, I should be able to fend off whatever heavy stuff comes
my way, and the storm bolters will help to wipe out infantry units.
This frees up my LRC to load up a 15 man BT force for assault. I would conciveably
get up to 45 attacks on a charge that way with no initiative penalty that
powerfists and thunderhammers bring with them.
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[14] RE: RE: Black Templar
Strategy and Tactics threat . (0 Replies). timchanzee[]. 4/24/2002 11:36
(4/24/2002 11:36) Yes this brings up a critical point for Black Templar,
and SM in general. Is it worth it to take an LRC, and if so what are the
roles? I've experimented with loading them full of assault terminators too
with limited success. They turned into a serious fire magnet because they
were so expensive.
Point cost is a major factor in whether or not to use the LRC for transport
of a squad. Remember that with the 255 points, you can purchase a rhino for
a 10 man squad, and also buy another 10 man squad with their own rhino!!
tell me how it goes.
-High Marshall Tim
>> >> Having a BT thread in latin wasn't working out that well.
Let's discuss tactics, army composition, and general BT collecting here.
>>
>> I'm experimenting with a new strategy for my terminators in scenarios
where I cannot deep strike. I have loaded 7 of them aboard my land raider
crusaider along with the Emperor's Champion, but I have found that as a practial
effect, I can only get through one or two units before being wiped out.
>>
>> So I have decided to try using my terminators as a static defensive
force, particularly in cleanse missions. I have a terminator unit with standard
terminators, along with an assault cannon termie, and a cyclone missile launcher
termie.
>>
>> My plan is to use that unit to hold a given quarter. With the missile
launcher and assuault cannon, I should be able to fend off whatever heavy
stuff comes my way, and the storm bolters will help to wipe out infantry
units.
>>
>> This frees up my LRC to load up a 15 man BT force for assault. I
would conciveably get up to 45 attacks on a charge that way with no initiative
penalty that powerfists and thunderhammers bring with them.
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[14] -=Discussion #3 Please Read and answer carefully=-
. (5 Replies). timchanzee[]. 4/24/2002 10:04 (4/25/2002 2:38) What Black
Templar army composition would you use to defeat this 1500 pt Vanilla Marines
army, and what strategies would you use?
(I drafted this up on the fly so hopefully there aren't any mistakes)
HQ
1 Librarian with Psychic hood and Master Crafted Storm Bolter
[105]
Troops
6 Tactical Squads of 8 bolters, 1 Lascannon and 1 Plasma gun
[1026]
Heavy
1 Devastator Squad of 4 plasma cannons and 1 Sergeant with a bolter.
[215]
2 Whirlwinds
[150]
Total Points=1496
Please keep in mind that on every turn you will be bombarded by 6 Lascannons,
6 plasma guns, 4 plasma cannons and 2 multiple missile launchers. The enemy
is not planning on moving, and will continue to pound you with fire. Also
take into account that as you approach within 12" of the opponent, you will
be subjected to 96 bolter shots, since they are rapid fire. You will be approaching
up the length of the board. Please comment on other's responses as well.
-High Marshall Tim
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[14] hmm..... . (4 Replies).
TinFish[]. 4/24/2002 10:56 (4/25/2002 2:38) Since I don't know wha my opponent
will field before the game I'll probly have my regular army list...
HQ
Chaplin
Bolt pistol 71
EC
105
Troops
Squad 1
10 initiates (bp and ccw)
Power weapon
Flamer
Rhino
Smoke
Extra armour
224
Squad 2
10 initiates (bp and ccw)
Power weapon
Flamer
Rhino
Smoke
Extra armour
224
Squad 3
8 initiates (bp and ccw)
Power Fist
Meltagun
Neophyte (bp and ccw)
Rhino
Smoke
Extra armour
214
Squad 4
8 initiates (bp and ccw)
Power Fist
Meltagun
Neophyte (bp and ccw)
Rhino
Smoke
Extra armour
214
Squad 5
5 Initiates
missile launcher
Razorback
Linke lascannons
175
Squad 6
5 Initiates
missile launcher
85
Fast attack
Land speeder
50
Hevy support
Predator destructor
Lascannons
125
that is 1487 I never can figure out what to do with the rest of the points....
Firstley depending on the mission if I am the attacker and I know I will
be getting the first turn I'll deploy directly in front of him, otherwise
I'll deploy everything behind cover. My Vow will be "abhor the witch" I want
that 2d6" move.
The chars will each join a troop in a rhino and the razorback squad will
start in the vehicle as well. Every thing will move forward and try to end
their turn in cover/hull down the razor back will move 6" forward and deploy
the unit and shoot the Predator will also shoot. If there is little terrain
or it is out of the way I'll head straight for him and turn the lead rhino
sideway and fire smoke, and park the other rhinos hull down behind them.
The rhino squads pair off 1 flamer squad and 1 melta squad. Also if the cover
is sparse or if he gets a good deployment I might consider keeping the squad
inside the razorback and als use it to cover the rhinos.
If he destroys my rhino I'll try to deploy out side of his LOS, and in my
turn run directly toward him. My minumn move in the 1st turn would have been
14" and depending on deployment, usually 12" so I should be pretty close
depending on my moreale checks I should get at least another 6" move, (I
don't expect my transports to survive. and I expect at least 1 squad worth
of casualties but spread across my squads). bringin my min movement 20 inches
and again denending on deployment I might be able to charge.
I should be able to land multiple charges at the same time and I'll detach
the characters from the squad if they can on their own charge a different
unit, if the missile launcher squad survive and the vehicle is still mobile
then I'll charge with them as well. all my fire support will be targeted
on 1 squad trying to force a morale check.
A hell of a lot depends on the opponent if he decides not to shoo and charge
me then, he is good, but if he shoots and me and does not wipe me out them
I'm going to charge him, and then it is all over I know that I wont hit on
3+ but I will be able to consolidat into cover/assault. and thats is all
I need If I and in LOS of the dev squad then i will sweep 'cso I can move
thetemplates to cover his models too. All in all the game will be decided
by the 3rd turn he has the advantage before the 3rdturn whil I should have
it adterwarfs assuming he misses a few shots. but it all depends on deployment,
how far (or should I say nead) I can get to him...
anyway I have to go home now.
cheers.
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[14] RE: hmm..... . (3 Replies). KurtEllmauer[]. 4/24/2002 12:02 (4/25/2002
2:38) I've got a 1500 point BT force consisting of 3 tactical squads (each
equipped with heavy anti-armor/personnel weapons), 2 assault squads, a chaplain
with a jump pack, a terminator unit, and a dreadnaught. Two tactical squads
are rhino mounted, the thrid is a razorback. I think the thrust of my game
would be to take out the Devistator squad and the HQ using the assault squads.
I'd take the 3+ to hit vow for this. We'd be hitting 2/3rds of the time and
wounding on half of those hits. The Rhino's should pretty well protect the
marines from the whirlwind fire.
Your goal in this scenario is to divide up your units to present the maximum
number of targets. That way, he has to spead his fire, while you are free
to concentrate the fire on a few choice targets.
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[14] RE: RE: hmm..... . (2 Replies). timchanzee[]. 4/24/2002 12:59 (4/25/2002
2:38) Sounds like a strong strategy, but I'd expect the vanilla player to
have his Devastator squad behind a wall of bolters with lascannons and plasma
guns. My fear would be that the assault squad would be shot to bits before
ever approaching assault range of the devastators.
>> I've got a 1500 point BT force consisting of 3 tactical squads (each
equipped with heavy anti-armor/personnel weapons), 2 assault squads, a chaplain
with a jump pack, a terminator unit, and a dreadnaught. Two tactical squads
are rhino mounted, the thrid is a razorback. I think the thrust of my game
would be to take out the Devistator squad and the HQ using the assault squads.
I'd take the 3+ to hit vow for this. We'd be hitting 2/3rds of the time and
wounding on half of those hits. The Rhino's should pretty well protect the
marines from the whirlwind fire.
>>
>> Your goal in this scenario is to divide up your units to present
the maximum number of targets. That way, he has to spead his fire, while
you are free to concentrate the fire on a few choice targets.
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[14] RE: RE: RE: hmm..... . (1 Replies). Anesthesia[]. 4/24/2002 21:13 (4/25/2002
2:38) Well, while I don;t knowt he BT army list, I know what I'd do in a
normal SM army, so it might be of some help...
for troops... 6 maximum sized scout squads in rhinos
HQ... SM hero of some sort, with master crafted lightning claws, and a jump
pack, mounted in a rhino...
all you need is to move 4" forward without leaving cover to be close enough
to drive 12" forward, move out the 2" from the rhino's then fire and assault...
the marines superior armour will save a lot of hits fromt he scouts, so maybe
make all the seageants vet sergeats, and give them a power weapon each...
with 6 vet sarg's thats 24 attacks with power weapons... hitting on 4's...
the lightning clawed hero will scythe through squads at a time...
the whole stratergy requires enough cover to cover your first turn of movement,
after that storm him with enough attacks to kill nids off...
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[14] RE: RE: RE: RE: hmm..... . (0 Replies). timchanzee[]. 4/25/2002 2:38
(4/25/2002 2:38) >> Well, while I don;t knowt he BT army list, I know
what I'd do in a normal SM army, so it might be of some help...
>>
>> for troops... 6 maximum sized scout squads in rhinos
>>
>> HQ... SM hero of some sort, with master crafted lightning claws,
and a jump pack, mounted in a rhino...
>>
>> all you need is to move 4" forward without leaving cover to be close
enough to drive 12" forward, move out the 2" from the rhino's then fire and
assault... the marines superior armour will save a lot of hits fromt he scouts,
so maybe make all the seageants vet sergeats, and give them a power weapon
each... with 6 vet sarg's thats 24 attacks with power weapons... hitting
on 4's... the lightning clawed hero will scythe through squads at a time...
>>
Yeah, this is basically the strategy already stated. There's a few flaws
in it though. Black Templars don't have scounts, and in general we don't
have any sort of sergeants etc. I'm not too sure what the first 4" movement
is, maybe I'm really tired. But assuming that you move 4", drive 12" disembark
2" and charge 6" this assumes that the enemy is 24" away. What if they are
not? As I stated, the troops are on the far side of the table, so you can
assume 48", light cover. The lascannon squads are staggered in a wall protecting
the devastators and whirlwinds in the back.
-Tim
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[14] My unusual stratagy . (4 Replies). HighMarshallDennis[imperial_ice@hotmail.com].
4/24/2002 20:55 (4/25/2002 21:19) My Black Templars army is very troop heavy.
Because of the sheer numbers of men on foot I'm able to use them in a manner
not consistent with typical BT tactics.
Here's a brief description of my army:
EC, doesn't take upa slot on the force organization chart so I can use two
other HQ: Terminator HighMarshall, and Marshall with 5 bodyguard Command
Squad with two missile launchers.
My troops: Squad A: 15 men all close combat 1 powersword.
Squad B:5 men, 1 plasmacannon and bolters
Squad C: 10 man fire support with heavy bolter
Squad D:5 men, bolters, plasmacannon
Squad E:5 men, bolters and multimelta
Squad F: 10 men, powerfist and close combat weapons.
FAST ATTACK: 5 man BT assault squad, stormshields and two powerswords
5 man bike squad
ELITE: only one: a Dreadnought with twinlinked lascannon and missile launcher.
HEAVY SUPPORT: LRC, Predator Destructor, Vindicator.
As you can see I am able to put out alot of models. Excluding vehicles and
bikes it's a total of 63 marines.
Rather than turn my games into a massive melee of close combat I've been
focusing lately on firepower then close combat. My two close combat squads
roles depend on if I defend or attack. If I attack I take the big one in
the LRC and basically ram it down the throat of the enemy. While they are
in the middle of close combat with whatever enemy unit my other close combat
squad eventually moves in to assist or to take on another unit. I tend to
use these squads not as objective takers but as a clean up crew.
Meanwhile all my other tactical squads behave as fire support in some form.
I usually spread them out widely on the table and present a strong line of
defense or offense which forces my opponent to focus on one or more of them
if he wishes to deal with them. I like to place a plasma cannon on either
end of the line to maximize the fire zone of the weapon. In attacking missions
I will move this line if the situation warrants in by leap frogging. I'll
never move more than one or two of them at a time.
Meanwhile my Command Squad behaves as a type of Devastor Squad by remaining
away from the main battle and plugging away with the two missile launchers.
Generally I use them to take out any vehicles and even have used them to
slwoly whittle down Terminators.
My Dreadnought lacks a powerfist so I use him as a tank killer. Twin linked
lascannons are perfect for the role.
My Vindicator only seems most useful in defensive roles since it lacks the
range for attacking. It comes in handy for cutting down troops or other tough
models. I've even killed Landraiders with it.
The Predator Destructor is suited for slicing up troops as well and light
vehicles. I only use it for this role and two screen for my Vindicator or
Dreadnought sometimes.
The Crusader of course moves my big squad but after that I use it to either
distract the enemy and pester him with a massive target or to kill more troops.
I found it comes in handy to block my opponents line of sight.
Lastly my fast attack is used to quickly tie up some worrysome unit quickly
or to collapse his flanks. Often times I use them to sieze objectives. My
EC normally assists one of the two close combat squads. But I have used him
to take out enemy dreadnoughts and tanks as well. Finally my High Marshall
comes in. The only Terminator in my army. He is my lucky model too as he
only died a couple of times in two years of playing. In defense missions
he acts as the heart of my defense. In attack missions he is my powerhouse
of death. If the mission allows to deepstrike I like to pop him in behind
the enemy in a weak area (often created by my firepower) and then wipe them
out.
The size of my army lets me easily encircle my enemy and close in on him.
To that effect my firepower concentrates on specific targets until they are
gone. Only then, after chopping them up as much as possible do I close for
close combat. This tactic also works well in defense as I let the enemy in
close enough and hit them with two lines of defense in an encircling action.
I think I use my army quite diferently than other Templars. I stress I only
have one opponent so this tactic might not work well against other opponents.
But it does work well for me since I always beat my stepbrother.
Reply
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[14] RE: My unusual stratagy
. (3 Replies). timchanzee[]. 4/25/2002 3:56 (4/25/2002 21:19) My fear of
playing overly foot-based armies is that they will be mowed down by enemy
fire before they are effective. Especially when you have a few transports,
and the army is in danger of being noncohesive
-Tim
>> My Black Templars army is very troop heavy. Because of the sheer
numbers of men on foot I'm able to use them in a manner not consistent with
typical BT tactics.
>> Here's a brief description of my army:
>> EC, doesn't take upa slot on the force organization chart so I can
use two other HQ: Terminator HighMarshall, and Marshall with 5 bodyguard
Command Squad with two missile launchers.
>>
>> My troops: Squad A: 15 men all close combat 1 powersword.
>> Squad B:5 men, 1 plasmacannon and bolters
>> Squad C: 10 man fire support with heavy bolter
>> Squad D:5 men, bolters, plasmacannon
>> Squad E:5 men, bolters and multimelta
>> Squad F: 10 men, powerfist and close combat weapons.
>> FAST ATTACK: 5 man BT assault squad, stormshields and two powerswords
>> 5 man bike squad
>> ELITE: only one: a Dreadnought with twinlinked lascannon and missile
launcher.
>> HEAVY SUPPORT: LRC, Predator Destructor, Vindicator.
>>
>> As you can see I am able to put out alot of models. Excluding vehicles
and bikes it's a total of 63 marines.
>>
>> Rather than turn my games into a massive melee of close combat I've
been focusing lately on firepower then close combat. My two close combat
squads roles depend on if I defend or attack. If I attack I take the big
one in the LRC and basically ram it down the throat of the enemy. While they
are in the middle of close combat with whatever enemy unit my other close
combat squad eventually moves in to assist or to take on another unit. I
tend to use these squads not as objective takers but as a clean up crew.
>> Meanwhile all my other tactical squads behave as fire support in
some form. I usually spread them out widely on the table and present a strong
line of defense or offense which forces my opponent to focus on one or more
of them if he wishes to deal with them. I like to place a plasma cannon on
either end of the line to maximize the fire zone of the weapon. In attacking
missions I will move this line if the situation warrants in by leap frogging.
I'll never move more than one or two of them at a time.
>> Meanwhile my Command Squad behaves as a type of Devastor Squad by
remaining away from the main battle and plugging away with the two missile
launchers. Generally I use them to take out any vehicles and even have used
them to slwoly whittle down Terminators.
>> My Dreadnought lacks a powerfist so I use him as a tank killer.
Twin linked lascannons are perfect for the role.
>> My Vindicator only seems most useful in defensive roles since it
lacks the range for attacking. It comes in handy for cutting down troops
or other tough models. I've even killed Landraiders with it.
>> The Predator Destructor is suited for slicing up troops as well
and light vehicles. I only use it for this role and two screen for my Vindicator
or Dreadnought sometimes.
>> The Crusader of course moves my big squad but after that I use it
to either distract the enemy and pester him with a massive target or to kill
more troops. I found it comes in handy to block my opponents line of sight.
>> Lastly my fast attack is used to quickly tie up some worrysome unit
quickly or to collapse his flanks. Often times I use them to sieze objectives.
My EC normally assists one of the two close combat squads. But I have used
him to take out enemy dreadnoughts and tanks as well. Finally my High Marshall
comes in. The only Terminator in my army. He is my lucky model too as he
only died a couple of times in two years of playing. In defense missions
he acts as the heart of my defense. In attack missions he is my powerhouse
of death. If the mission allows to deepstrike I like to pop him in behind
the enemy in a weak area (often created by my firepower) and then wipe them
out.
>> The size of my army lets me easily encircle my enemy and close in
on him. To that effect my firepower concentrates on specific targets until
they are gone. Only then, after chopping them up as much as possible do I
close for close combat. This tactic also works well in defense as I let the
enemy in close enough and hit them with two lines of defense in an encircling
action. I think I use my army quite diferently than other Templars. I stress
I only have one opponent so this tactic might not work well against other
opponents. But it does work well for me since I always beat my stepbrother.
>>
>>
Reply
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[14] RE: RE: My unusual stratagy . (0 Replies). KurtEllmauer[]. 4/25/2002
11:55 (4/25/2002 11:55) >> My fear of playing overly foot-based armies
is that they will be mowed down by enemy fire before they are effective.
Especially when you have a few transports, and the army is in danger of being
noncohesive
>>
>> -Tim
I don't think this is as big of a problem as you think. Your footsloggers
can be smaller units with heavy weapons, sending firepower down field while
your Rhino/LRC's motor towards the enemy. This would be similar to the nid
swarm tactic, giving your enemy the choice of shooting at what is close opposed
to what is to come. Once you get into assault, you start to move some of
those units across the field as support. Using the leapfrog tactic, you can
keep some heavy weapons fire and move the units. In a cleanse mission, leave
a temrinator unit behind
I have a 64 model BT army with half mounted and half foot sloggers. I think
I have about 6 troops choices and two assault squads. It is a beautiful thing.
Reply
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[14] RE: RE: My unusual stratagy . (1 Replies). HighMarshallDennis[imperial_ice@hotmail.com].
4/25/2002 20:43 (4/25/2002 21:19) I've never seemed to have that problem.
There've been games I've taken loads of casualties, often time losing a couple
of entire squads and so forth. But never to the point it rendered them ineffective.
It might be something to do with the way I establish my lines balancing out
my firepower along it or something, or perhaps how I advance them. Of course
I do tend to get really lucky with dice rolls except in close combat.
>> My fear of playing overly foot-based armies is that they will be
mowed down by enemy fire before they are effective. Especially when you have
a few transports, and the army is in danger of being noncohesive
>>
>> -Tim
>>
>> >> My Black Templars army is very troop heavy. Because of
the sheer numbers of men on foot I'm able to use them in a manner not consistent
with typical BT tactics.
>> >> Here's a brief description of my army:
>> >> EC, doesn't take upa slot on the force organization chart
so I can use two other HQ: Terminator HighMarshall, and Marshall with 5 bodyguard
Command Squad with two missile launchers.
>> >>
>> >> My troops: Squad A: 15 men all close combat 1 powersword.
>> >> Squad B:5 men, 1 plasmacannon and bolters
>> >> Squad C: 10 man fire support with heavy bolter
>> >> Squad D:5 men, bolters, plasmacannon
>> >> Squad E:5 men, bolters and multimelta
>> >> Squad F: 10 men, powerfist and close combat weapons.
>> >> FAST ATTACK: 5 man BT assault squad, stormshields and two
powerswords
>> >> 5 man bike squad
>> >> ELITE: only one: a Dreadnought with twinlinked lascannon
and missile launcher.
>> >> HEAVY SUPPORT: LRC, Predator Destructor, Vindicator.
>> >>
>> >> As you can see I am able to put out alot of models. Excluding
vehicles and bikes it's a total of 63 marines.
>> >>
>> >> Rather than turn my games into a massive melee of close
combat I've been focusing lately on firepower then close combat. My two close
combat squads roles depend on if I defend or attack. If I attack I take the
big one in the LRC and basically ram it down the throat of the enemy. While
they are in the middle of close combat with whatever enemy unit my other
close combat squad eventually moves in to assist or to take on another unit.
I tend to use these squads not as objective takers but as a clean up crew.
>> >> Meanwhile all my other tactical squads behave as fire support
in some form. I usually spread them out widely on the table and present a
strong line of defense or offense which forces my opponent to focus on one
or more of them if he wishes to deal with them. I like to place a plasma
cannon on either end of the line to maximize the fire zone of the weapon.
In attacking missions I will move this line if the situation warrants in
by leap frogging. I'll never move more than one or two of them at a time.
>> >> Meanwhile my Command Squad behaves as a type of Devastor
Squad by remaining away from the main battle and plugging away with the two
missile launchers. Generally I use them to take out any vehicles and even
have used them to slwoly whittle down Terminators.
>> >> My Dreadnought lacks a powerfist so I use him as a tank
killer. Twin linked lascannons are perfect for the role.
>> >> My Vindicator only seems most useful in defensive roles
since it lacks the range for attacking. It comes in handy for cutting down
troops or other tough models. I've even killed Landraiders with it.
>> >> The Predator Destructor is suited for slicing up troops
as well and light vehicles. I only use it for this role and two screen for
my Vindicator or Dreadnought sometimes.
>> >> The Crusader of course moves my big squad but after that
I use it to either distract the enemy and pester him with a massive target
or to kill more troops. I found it comes in handy to block my opponents line
of sight.
>> >> Lastly my fast attack is used to quickly tie up some worrysome
unit quickly or to collapse his flanks. Often times I use them to sieze objectives.
My EC normally assists one of the two close combat squads. But I have used
him to take out enemy dreadnoughts and tanks as well. Finally my High Marshall
comes in. The only Terminator in my army. He is my lucky model too as he
only died a couple of times in two years of playing. In defense missions
he acts as the heart of my defense. In attack missions he is my powerhouse
of death. If the mission allows to deepstrike I like to pop him in behind
the enemy in a weak area (often created by my firepower) and then wipe them
out.
>> >> The size of my army lets me easily encircle my enemy and
close in on him. To that effect my firepower concentrates on specific targets
until they are gone. Only then, after chopping them up as much as possible
do I close for close combat. This tactic also works well in defense as I
let the enemy in close enough and hit them with two lines of defense in an
encircling action. I think I use my army quite diferently than other Templars.
I stress I only have one opponent so this tactic might not work well against
other opponents. But it does work well for me since I always beat my stepbrother.
>> >>
>> >>
Reply
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[14] RE: RE: RE: My unusual stratagy . (0 Replies). timchanzee[]. 4/25/2002
21:19 (4/25/2002 21:19) I believe that this is me concern: If I were to make
almost the entirety of my army footbased, except for an LRC, I feel that
I would be giving up control. I'd be marching my army foward against a hail
of gunfire, holding my breath. I guess I prefer to stay mobile, using cover,
striking when I want to strike.
-Tim
>> I've never seemed to have that problem. There've been games I've
taken loads of casualties, often time losing a couple of entire squads and
so forth. But never to the point it rendered them ineffective. It might be
something to do with the way I establish my lines balancing out my firepower
along it or something, or perhaps how I advance them. Of course I do tend
to get really lucky with dice rolls except in close combat.
>>
>>
>>
>>
>> >> My fear of playing overly foot-based armies is that they
will be mowed down by enemy fire before they are effective. Especially when
you have a few transports, and the army is in danger of being noncohesive
>> >>
>> >> -Tim
>> >>
>> >> >> My Black Templars army is very troop heavy. Because
of the sheer numbers of men on foot I'm able to use them in a manner not
consistent with typical BT tactics.
>> >> >> Here's a brief description of my army:
>> >> >> EC, doesn't take upa slot on the force organization
chart so I can use two other HQ: Terminator HighMarshall, and Marshall with
5 bodyguard Command Squad with two missile launchers.
>> >> >>
>> >> >> My troops: Squad A: 15 men all close combat 1
powersword.
>> >> >> Squad B:5 men, 1 plasmacannon and bolters
>> >> >> Squad C: 10 man fire support with heavy bolter
>> >> >> Squad D:5 men, bolters, plasmacannon
>> >> >> Squad E:5 men, bolters and multimelta
>> >> >> Squad F: 10 men, powerfist and close combat weapons.
>> >> >> FAST ATTACK: 5 man BT assault squad, stormshields
and two powerswords
>> >> >> 5 man bike squad
>> >> >> ELITE: only one: a Dreadnought with twinlinked
lascannon and missile launcher.
>> >> >> HEAVY SUPPORT: LRC, Predator Destructor, Vindicator.
>> >> >>
>> >> >> As you can see I am able to put out alot of models.
Excluding vehicles and bikes it's a total of 63 marines.
>> >> >>
>> >> >> Rather than turn my games into a massive melee
of close combat I've been focusing lately on firepower then close combat.
My two close combat squads roles depend on if I defend or attack. If I attack
I take the big one in the LRC and basically ram it down the throat of the
enemy. While they are in the middle of close combat with whatever enemy unit
my other close combat squad eventually moves in to assist or to take on another
unit. I tend to use these squads not as objective takers but as a clean up
crew.
>> >> >> Meanwhile all my other tactical squads behave
as fire support in some form. I usually spread them out widely on the table
and present a strong line of defense or offense which forces my opponent
to focus on one or more of them if he wishes to deal with them. I like to
place a plasma cannon on either end of the line to maximize the fire zone
of the weapon. In attacking missions I will move this line if the situation
warrants in by leap frogging. I'll never move more than one or two of them
at a time.
>> >> >> Meanwhile my Command Squad behaves as a type of
Devastor Squad by remaining away from the main battle and plugging away with
the two missile launchers. Generally I use them to take out any vehicles
and even have used them to slwoly whittle down Terminators.
>> >> >> My Dreadnought lacks a powerfist so I use him
as a tank killer. Twin linked lascannons are perfect for the role.
>> >> >> My Vindicator only seems most useful in defensive
roles since it lacks the range for attacking. It comes in handy for cutting
down troops or other tough models. I've even killed Landraiders with it.
>> >> >> The Predator Destructor is suited for slicing
up troops as well and light vehicles. I only use it for this role and two
screen for my Vindicator or Dreadnought sometimes.
>> >> >> The Crusader of course moves my big squad but
after that I use it to either distract the enemy and pester him with a massive
target or to kill more troops. I found it comes in handy to block my opponents
line of sight.
>> >> >> Lastly my fast attack is used to quickly tie up
some worrysome unit quickly or to collapse his flanks. Often times I use
them to sieze objectives. My EC normally assists one of the two close combat
squads. But I have used him to take out enemy dreadnoughts and tanks as well.
Finally my High Marshall comes in. The only Terminator in my army. He is
my lucky model too as he only died a couple of times in two years of playing.
In defense missions he acts as the heart of my defense. In attack missions
he is my powerhouse of death. If the mission allows to deepstrike I like
to pop him in behind the enemy in a weak area (often created by my firepower)
and then wipe them out.
>> >> >> The size of my army lets me easily encircle my
enemy and close in on him. To that effect my firepower concentrates on specific
targets until they are gone. Only then, after chopping them up as much as
possible do I close for close combat. This tactic also works well in defense
as I let the enemy in close enough and hit them with two lines of defense
in an encircling action. I think I use my army quite diferently than other
Templars. I stress I only have one opponent so this tactic might not work
well against other opponents. But it does work well for me since I always
beat my stepbrother.
>> >> >>
>> >> >>
Reply
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[14] RE: Black Templar Strategy and Tactics threat
. (2 Replies). EmperorsOne[]. 4/25/2002 8:30 (4/26/2002 22:20) >> Having
a BT thread in latin wasn't working out that well. Let's discuss tactics,
army composition, and general BT collecting here.
Ok...this isn't pretty much a BT tactics, but I do play BT and I'd like to
know something about the rule that permits you to deep strike all your army
(well, the troops that are stated...)
1)Is it me, or if you use the regular deep strike rule, you will loose a
turn of your game? Because normally, deep strike starts only in second turn.
So if you deploy all your army like that, everywhere on the table... you
llose a turn, no?
2)Can neos use that technic? Scouts can, but is it because they can sit in
the drop pod or is it because of the infiltration?
THX
Reply
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[14] RE: RE: Black Templar
Strategy and Tactics threat . (1 Replies). FragBait[]. 4/25/2002 20:11 (4/26/2002
22:20) >> Ok...this isn't pretty much a BT tactics, but I do play BT
and I'd like to know something about the rule that permits you to deep strike
all your army (well, the troops that are stated...)
++Are you talking about the Planetfall mission in the normal Marine Codex?
If so....
>> 1)Is it me, or if you use the regular deep strike rule, you will
loose a turn of your game? Because normally, deep strike starts only in second
turn. So if you deploy all your army like that, everywhere on the table...
you llose a turn, no?
++Yeah, you do lose your first turn and you have the risk of some units not
coming in for many turns or being destroyed (ie crashed drop pods).
>> 2)Can neos use that technic? Scouts can, but is it because they
can sit in the drop pod or is it because of the infiltration?
Hmmm.... Yes, I think Neophytes can deepstrike as well. They come down in
the drop pods with the Initiates so it seems reasonable that they can Deepstrike
with them :)
Got Fragged?
Reply
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[14] THX! . (0 Replies). EmperorsOne[]. 4/26/2002 22:20 (4/26/2002 22:20)
>> >> Ok...this isn't pretty much a BT tactics, but I do play
BT and I'd like to know something about the rule that permits you to deep
strike all your army (well, the troops that are stated...)
>>
>> ++Are you talking about the Planetfall mission in the normal Marine
Codex? If so....
>>
>> >> 1)Is it me, or if you use the regular deep strike rule,
you will loose a turn of your game? Because normally, deep strike starts
only in second turn. So if you deploy all your army like that, everywhere
on the table... you llose a turn, no?
>>
>> ++Yeah, you do lose your first turn and you have the risk of some
units not coming in for many turns or being destroyed (ie crashed drop pods).
>>
>> >> 2)Can neos use that technic? Scouts can, but is it because
they can sit in the drop pod or is it because of the infiltration?
>>
>> Hmmm.... Yes, I think Neophytes can deepstrike as well. They come
down in the drop pods with the Initiates so it seems reasonable that they
can Deepstrike with them :)
>>
>>
>> Got Fragged?
Reply
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[14] tactica land speeders anyone? . (1 Replies).
HavocCabal[havoc and pandemonium prevail]. 4/25/2002 19:25 (4/25/2002 20:06)
One unit i have not experimented with personally are land speeders. Does
anyone use them and if so...how? when are they useful and when are they not?
Any specific opponents they are effective against? Any specific roles for
them? Do u find them an effective choice?
Any thoughts?
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] RE: tactica land speeders
anyone? . (0 Replies). FragBait[]. 4/25/2002 20:06 (4/25/2002 20:06) These
are a couple of ways I've used them and seen them used...
Crossfire Squads.
Place them behind an enemy squad that is about to or possibly can fall back.Any
model can be used for the Crossfire rule, so just have them zoom in, destroy
the squad then move on to the next one.
Thinning out the Ranks
Pretty simple. Take either a Tornado with Assualt Cannon and Heavy Bolter
or Typhoon with a Heavy Bolter and go for the troop squads (or any unit with
weak armor). THis works well with IG, Orks and Eldar.
Tank Hunting
Another simple idea. Three regular Speeders with Multi-Meltas and go tank
hunting. With their speed they should be able to get to the rear armor and
with 3 M-M your bound to kill something.
Hittin' the Heavies
With shooty armies (Tau or Guard) many of the heavy weapons sit in the back
where there out of range of most fire. Have a Tornado or Typhoon fly to the
back and destroy or scatter those squads that are firing on you. Speeders
in this role usually dont last very long because once you've destroyed one
squad your oppenent will get the idea to shoot back with the heavies! On
that subject, go for the unit that can deal the most damage first, the main
problem is eliminated.
For the Emperor
Got Fragged?
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[14] Dreadnoughts . (1 Replies). FragBait[]. 4/25/2002
20:20 (4/25/2002 20:52) It seems that everyone (myself included) has a Dreadnought
in their basic lists. So my question is how do you use it? Twin-Las and Missile
Launcher static firing Dread? Assualt Cannon and Powerfist charging Dread?
And with those two types of Dread what are you tatics of keeping him safe
while still advancing/shooting? My Dread always seems to attract a lot of
fire and is usually destroyed in a turn or two :(
Go ahead and post you thoughts on these walking refrigerators.
Got Fragged?
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[14] RE: Dreadnoughts .
(0 Replies). jollix[]. 4/25/2002 20:52 (4/25/2002 20:52)
I field a Dread. with twin linkws autocannons, power fist, and heavy flamer.
I usually shield him from heavy fire while positioning him at angles to shoot
up vunerable units. Usually, since he's so slow, I hold him back to protect
my fire supprot units from HtH. I'd say he survives about 50% of the games
that I play (not bad for a Dread.).
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[14] -=Scenario #2=- . (0 Replies). timchanzee[].
4/25/2002 21:38 (4/25/2002 21:38) This is similar to the first one I posted,
but not exactly.
Using the Black Templar Army list, create a 2000 point (or 2006 pt) army
list to meet this army in a Take and Hold mission.
The armies will be deployed on a table roughly 6' long (72") and 3' wide
(36") You will be battling down the length of this table, and taking the
objective from the opponent. There is only light cover available.
2000 pt Vanilla Space Marine Army
HQ
Librarian with Master Crafted Storm Bolter
80
Elite
Dreadnought
Missile Launcher, Twin Lascannons
135
Dreadnought
Missile Launcher, Twin Autocannon
120
Troops
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Tactical Squad
7xBolters 1xLascannon 1xPlasmaGun 1xSergeant with Bolter
171
Heavy
Devastator Squad
4xPlasma Cannons 1xSergeant with Bolter
215
Devastator Squad
4xPlasma Cannons 1xSergeant with Bolter
215
Devastator Squad
4xPlasma Cannons 1xSergeant with Bolter
215
Total: 2006
The units will be organized into three positions, Center, and the left and
right Flank Positions. Each Position will be held by 2 Tact squads and 1
Devastator Squad. The Flanks will be approximately 12" from the center, and
are in forward positions making a Large V on the table.
The Center Position is holding the objective, with the Librarian. The dreadnoughts
are mobile between the two squads but will generally stay with the center
position in the rear.
-Tim
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[14] bump (NT) . (0 Replies). timchanzee[]. 4/26/2002
7:15 (4/26/2002 7:15) No Text
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[14] Any success with vindicators? . (1 Replies).
HavocCabal[havoc and pandemonium prevail]. 4/26/2002 19:08 (4/28/2002 0:03)
I have considered buying a vindicator for a long time now but it always seems
to get pushed down the list. Now that its turn has come up i ask "is it worth
it?".
Obviously it has a powerful gun but with only a 24" range and the fact that
it must remain stationary in order to fire is it a viable choice?
Any thoughts/advice/tactics on this issue GREATLY appreciated!!
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] vindicator answers
. (0 Replies). fikiman[]. 4/28/2002 0:03 (4/28/2002 0:03) My vindicator once
bagged itself 20 or so marines in 1 game, on a 48" by 48" table. Now that
was lucky obviously, but if you position it well, it can provide some good
ordnance. If you play someone who likes to throw themselves at you, this
is a good choice, str 10 hitting anything is NASTY. Even a Land Raider is
easily destroyed with one of those. It hasn't fared too well for me against
shooty armies, as it tends to get blown up before you get any good shots
off.
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[14] Hello Templar Brethren! . (0 Replies). sawblade[].
4/27/2002 0:23 (4/27/2002 0:23) Apparently, not everyone reads the threads
about Latin or High Gothic on this board, my post was in hopes that they
did (ooops!) I am still pleased to see all this great discussion going on.
So to add to it, I submit my favorite Army list (I know it's small!)
HQ
Emperors Champion (105) I always try to get my opponent to recognize him
as an HQ choice, but it doesn't always work.
Chaplain w/ Bolter-Plasma Gun, Term Honors, Purity Seals (105)
TROOPS
9 Initiates ccw/bp, 1 fist, 1 flamer, 5 neophytes ccw/bp (211)
9 Initiates Botlers, 1 Plasma Cannon, 1 Plasma Gun 4 Neopytes Shotgun (I
LOVE THESE THINGS!!! Such fun :-) (200)
FAST ATTACK
3 Initiate Bikers 1 Power Weapon, 1 Plasma Gun, 1 Melta Gun (131)
I like this list a whole lot. It is a pretty good one for 750 pts. if myt
EC doesn't count as HQ, I know I could go with a less expensive Chaplain.
I have never lost with it as is. It is a really easy tactically, Chap. goes
with Bolters, thus giving them 3 Plasma Weapons, HA HA HA!!! EC goes with
other squad thus giving a major CC boost! The bikes, even though there arejust
three have the same effect as a Hurricane Bolter (kind of), and thus find
themselves chewing away at the flank or right behind the CC squad along with
the shotguns! the lack of AP weapons is simple, most people don't take heavy
armor. This army serves me well, and to enlage it I would add another squad,
and maybe a dred. That should kick it up to about 1000, but then the Bikes
are less efective and could be dropped to fill out the other squads or get
a Rhino for the new squad. Optionally, Neophytes from any squad can just
about make a Rhino for that squad points wise. Thanks again for all this
cool tactic stuff, and sorry I couldn't talk much on my own post, but I was
really busy *mental note "Use English when speaking 7000 years from the Emperor's
(May his light forever guide us) date of birth"*
-sawblade
-5th Black Templar Crusade
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[14] BT noob . (1 Replies). NamelessWarrior[]. 4/27/2002
0:27 (4/27/2002 0:33) ok i postin for 2 reason.
1) bump cause i think this thread is interesting
2) i was wondering if any of you have any good EC conversions i wasnt playin
when the EC came out, so im kinda at a loss.
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[14] I am always available
for a young Neophyte . (0 Replies). sawblade[]. 4/27/2002 0:33 (4/27/2002
0:33) about the Emperors Champion, go to thewarstore.com he has an AWESOME
BT deal foe 200, he'll trow an EC In for about $10 more
-sawblade
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[14] 1500 Point List to rip.. :-) . (2 Replies).
MechD[]. 4/27/2002 22:25 (4/28/2002 23:29)
Hey guys,
Some very interesting tactical advise, I was wondering if you guys would
mind looking over a list I am working on and telling me what you think of
it. Thanks :-)
HQ:
Chaplain - 87pts
- Purity Seals, BP, Terminator Honors, Frag Grenades
Emperor's Champion - 105pts
- All the standard equipment
ELITE:
Dreadnought - 134pts
- Twin Lascannon, Dread CCW, Storm Bolter, Extra Armor, Smoke Launchers,
Searchlight
TROOPS:
Black Templars Squad (9) - 214pts
6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
Rhino w/ Smoke Launchers and Extra Armor
Black Templars Squad (9) - 214pts
6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
Rhino w/ Smoke Launchers and Extra Armor
Black Templars Squad (10) - 229pts
7 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
Rhino w/ Smoke Launchers and Extra Armor
Black Templars Squad (15) - 221pts
8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
Black Templars Squad (15) - 221pts
8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
HEAVY SUPPORT:
Whirlwind - 75 pts
Point Cost: 1500
Models: 65
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[14] RE: 1500 Point List
to rip.. :-) . (1 Replies). timchanzee[]. 4/28/2002 2:38 (4/28/2002 23:29)
Yeah I like your list a lot. There's a few things I'd like to point out that
maybe you should look at though.
Firstly I don't know how much good that 1 neo is going to do. There's been
a lot of debate about this, and I guess you can use the tactic of having
his be the only one that a special character his, so his wounds don't carry
over. This is entirely up to you.
I also want to make a strong recommendation to change your shooty squads.
I never liked missile launchers. You could beef these squads up a whole lot
by putting a plasma cannon in, or a lascannon.
Good luck
-Tim
>>
>> Hey guys,
>>
>> Some very interesting tactical advise, I was wondering if you guys
would mind looking over a list I am working on and telling me what you think
of it. Thanks :-)
>>
>> HQ:
>> Chaplain - 87pts
>> - Purity Seals, BP, Terminator Honors, Frag Grenades
>>
>> Emperor's Champion - 105pts
>> - All the standard equipment
>>
>> ELITE:
>> Dreadnought - 134pts
>> - Twin Lascannon, Dread CCW, Storm Bolter, Extra Armor, Smoke Launchers,
Searchlight
>>
>> TROOPS:
>>
>> Black Templars Squad (9) - 214pts
>> 6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> Rhino w/ Smoke Launchers and Extra Armor
>>
>> Black Templars Squad (9) - 214pts
>> 6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> Rhino w/ Smoke Launchers and Extra Armor
>>
>> Black Templars Squad (10) - 229pts
>> 7 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> Rhino w/ Smoke Launchers and Extra Armor
>>
>> Black Templars Squad (15) - 221pts
>> 8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
>>
>> Black Templars Squad (15) - 221pts
>> 8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
>>
>> HEAVY SUPPORT:
>> Whirlwind - 75 pts
>>
>> Point Cost: 1500
>> Models: 65
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[14] RE: RE: 1500 Point List to rip.. :-) . (0 Replies). MechD[]. 4/28/2002
23:29 (4/28/2002 23:29) Thanks for the reply!
My comments are inserted below.. :-)
>> Yeah I like your list a lot. There's a few things I'd like to point
out that maybe you should look at though.
>>
First off, I am glad that you liked the list, because I do too. :) Okay,
lets see what suggestions you have...
>> Firstly I don't know how much good that 1 neo is going to do. >>There's
been a lot of debate about this, and I guess you can >>use the tactic
of having his be the only one that a special >>character his, so his
wounds don't carry over. This is >>entirely up to you.
2 big reasons for the Neopyhtes..1) Fluff, from how I read the BT fluff the
Neophytes are in pretty much every squad except for the Assault Squads. 2)
Points.. I just don't have the points to upgrade from the Neophytes to Initiates..
:-(
>>
>> I also want to make a strong recommendation to change your >>shooty
squads. I never liked missile launchers. You could beef >>these squads
up a whole lot by putting a plasma cannon in, or >>a lascannon.
Trust me, I had been hoping for Plasma Cannons, but once again, I just ran
out of points, and ML's seem to be very flexible weapons..any suggestions
on how to squeeze some points out of my list for the Plasma Cannon upgrades?
Thanks for the review man :-)
MechD
>>
>> Good luck
>>
>> -Tim
>>
>> >>
>> >> Hey guys,
>> >>
>> >> Some very interesting tactical advise, I was wondering
if you guys would mind looking over a list I am working on and telling me
what you think of it. Thanks :-)
>> >>
>> >> HQ:
>> >> Chaplain - 87pts
>> >> - Purity Seals, BP, Terminator Honors, Frag Grenades
>> >>
>> >> Emperor's Champion - 105pts
>> >> - All the standard equipment
>> >>
>> >> ELITE:
>> >> Dreadnought - 134pts
>> >> - Twin Lascannon, Dread CCW, Storm Bolter, Extra Armor,
Smoke Launchers, Searchlight
>> >>
>> >> TROOPS:
>> >>
>> >> Black Templars Squad (9) - 214pts
>> >> 6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> >> Rhino w/ Smoke Launchers and Extra Armor
>> >>
>> >> Black Templars Squad (9) - 214pts
>> >> 6 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> >> Rhino w/ Smoke Launchers and Extra Armor
>> >>
>> >> Black Templars Squad (10) - 229pts
>> >> 7 BP and CCW, 1 BP and PF, 1 Meltagun, 1 Neophyte
>> >> Rhino w/ Smoke Launchers and Extra Armor
>> >>
>> >> Black Templars Squad (15) - 221pts
>> >> 8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
>> >>
>> >> Black Templars Squad (15) - 221pts
>> >> 8 Bolters, 1 Plasma Gun, 1 Missile Launcher, 5 Neophytes
>> >>
>> >> HEAVY SUPPORT:
>> >> Whirlwind - 75 pts
>> >>
>> >> Point Cost: 1500
>> >> Models: 65
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[14] advice for 1000 point army composition? . (2
Replies). HavocCabal[havoc and pandemonium prevail]. 4/29/2002 2:30 (4/29/2002
15:35) Hail Brothers! This weekend i am heading down to the local store to
play a random opponent at 1000 points. My problem is that i have not played
a game that small with my BT as of yet. So i ask advice from you. What do
you find effective to use in a 1000 point game? Any suggestions/tips, even
sample lists would be greatly appreciated!!
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] RE: advice for 1000
point army composition? . (1 Replies). timchanzee[]. 4/29/2002 3:07 (4/29/2002
15:35) I have a whole file of BT armies that I've constructed since Armageddon,
so I'll look into it later tonight to see what I have at 1000 pts. Although
1000 points is considerably less than the average game, I wouldn't consider
it very very small. The reason is that BT can still be somewhat competetive
at 1000, whereas at smaller point values, BT are completely crippled (obviously
due to the EC.)
I'd plan for a more defensive army. Stick to a few shooty squads from 7-10
men, not too many fancy heavy weapons. Pair up your EC and chap or marshall
with your counter-assault squad. Do not plan to overrun your opponent with
assault. The good thing is that at 1000 pts, there's very little that can
stand the wrath of the BT.
-Tim
>> Hail Brothers! This weekend i am heading down to the local store
to play a random opponent at 1000 points. My problem is that i have not played
a game that small with my BT as of yet. So i ask advice from you. What do
you find effective to use in a 1000 point game? Any suggestions/tips, even
sample lists would be greatly appreciated!!
>>
>>
>>
>>
>> May the Emperor's light guide your path
>>
>> Happy Gaming
>>
>> devotee Havoc
>>
>> Cult of Andy
>>
>> PAW
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[14] thanks to you brother . (0 Replies). HavocCabal[havoc and pandemonium
prevail]. 4/29/2002 15:35 (4/29/2002 15:35) thanks for the tips. i look forward
to seeing your list(s).
My main problem with making the list is that the EC and chaplain or marshal
take a big slab of my points. So my armies tend to be smaller than i want.
Any advice?
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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[14] 1000 point army list for a tourney this weekend
. (1 Replies). HavocCabal[havoc and pandemonium prevail]. 5/1/2002 3:18 (5/1/2002
3:24) ok im heading out to a little local games day tourney and this is the
list i plan on taking. I want to keep it fairly flexible as i have NO idea
what armies ill be facing. Without further adeiu here goes. Comments appreciated
:)
Emperor's Champion - 105 pts
HQ:
Chaplain w/ bolt pistol, frag grenades, jump pack - 92 pts
Elite:
Dreadnought w/ TL lascannon, missle launcher,extra armour-140 pts
Troops:
9 man intiate squad, bolt pistol/close combat weapon (x8), bolt pistol/powerfist
(x1)
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[14] curses!! hit enter........disregard last post,
look here instead for full list . (0 Replies). HavocCabal[havoc and pandemonium
prevail]. 5/1/2002 3:24 (5/1/2002 3:24) >> ok im heading out to a little
local games day tourney and this is the list i plan on taking. I want to
keep it fairly flexible as i have NO idea what armies ill be facing. Without
further adeiu here goes. Comments appreciated :)
>>
>>
>> Emperor's Champion - 105 pts
>>
>>
>> HQ:
>>
>> Chaplain w/ bolt pistol, frag grenades, jump pack, melta bombs -
97 pts
>>
>>
>> Elite:
>>
>> Dreadnought w/ TL lascannon, missle launcher,extra armour-140 pts
>>
>>
>>
>> Troops:
>>
>>
>> 9 man intiate squad, bolt pistol/close combat weapon (x8), bolt
pistol/powerfist (x1)
Rhino APC w/ extra armour, smoke launchers
TOTAL:208 pts
7 man intiate squad, bolters (x5), plasma cannon (x1), plasma rifle (x1)
- 126 pts
5 man intiate squad, bolters (x4), missle launcher (x1) - 85 pts
Fast Attack:
5 man assault squad, BP/CCW (x4), BP/PF (x1), meltabombs - 160pts
Heavy Support:
whirlwind - 75 pts
ARMY TOTAL: 996
HQ:202 (EC ouch...) Elite:140 Troops:419 FA:160 HS:75
EC in the rhino, chaplain with the assault squad. Please post any comments,
questions, queries and plenty of constructive critisism :)
May the Emperor's light guide your path
Happy Gaming
devotee Havoc
Cult of Andy
PAW
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