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 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.


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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.
>>
>>
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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.
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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.
>> >>
>> >>
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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.
>> >> >>
>> >> >>
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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
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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 :)


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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?
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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



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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.



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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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