black templars hints/tips/cheats? -1 reply

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#1 13 years ago

hi, iv,e just started collecting black templars and i was wondering if you gys could share any hints or tips you know of, whilst playing with them. . . i.e . . . iv,e heard that u can use more than one chaplain in a black templars army . . many thanks, dave . . .:)




Joe Bonham

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#2 13 years ago

The Black Templars are some of the best combat specialists out there, right up there with the Blood Angels. Get the Emperor's Champion and the "Accept Any Challenge" vow. Hitting on 3s against ANYBODY (monstrous creatures and heroes excluded) is a pretty devastating advantage. Strategy is extremely important. Make sure your army list matches your playing style. Templars are competent shooters - but you want them to close with the enemy fast - then they'll really start doing damage. Right now I have the following in my thousand point army: Emperor's Champion Accept any challenge Troop I 5 Initiates with bolters 5 neophytes with shotguns plasma gun Rhino Transport with smoke launchers and dozer blade Troop II 6 initiates - close combat specialists 4 neophytes - close combat specialists power fist melta gun frag grenades Rhino Transport, smoke launchers and dozer blade Elite I 9 sword brethren (Make sure there's room in the transport for the E. Champion!) powerfist melta gun terminator honors for guy with the power fist frag grenades rhino transport Predator Annhilator (I'm going to replace this with some assault marines with melta bombs) A 2:1 ratio between close combat squads and shooter squads is best, at least in my experience. Its also pretty important to have transports for ALL of your men. The squad hoofing it in the back is gonna arrive too late Rhinos are good - you could also try out drop pods. But the problem with drop pods is that there is no mobility. If you land them and then discover there's a problem on the other side of the field, you've got a problem. Cheats: When you buy frag grenades - don't get one for the guy with the power fist, because he attacks at initiative 1 anyway. Don't even bother getting frag grenades for bolter armed squads - they can't charge and fire bolters. Just keep them for fire support at a distance MAKE SURE YOU GET AN ASSAULT SPECIAL WEAPON FOR YOUR CLOSE COMBAT SQUADS - YOU'LL FEEL PRETTY STUPID IF YOU GET A RAPID FIRE WEAPON, THAT'LL KEEP THE SQUAD FROM CHARGING IF YOU FIRE IT. I've found melta guns work best for assault squads. Close range, a lot of firepower. -Just get terminator armor for your characters - its cheaper than buying an invulnerable save and artificer armor. Land Raider Crusaders are nice - but keep them for larger battles. It soaks up too many points to risk in a smaller, 1000 point battle.




AzH

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#3 13 years ago
Machiavelli's Apprentice-Just get terminator armor for your characters - its cheaper than buying an invulnerable save and artificer armor.

IIRC, Terminator Armour rules out the use of Rhinos & Razorbacks. Terminators require a Land Raider for transport.




dukeg

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#4 13 years ago

for a black templar army u dont need the initiates and sword brethren do u? can u use normal marines?

my 1000+ army is:

3 squads of 10 marines all with the default bolters execpt a flamer and a missle launcher

5 termies 2 with swords and 1 with a multi-melta <(i think its a multimelta)

1 drednaught w/ twin-linked lascannon and normal claw.

1 rhino w/ heavy bolter and twin linked bolter

5 assault marines w/ 1 has 2 chainswords and thats it and others have bolters and bolt pistols and sutff

1 land speeder w/ heavy bolter

should i get some initates or sword brethren or just stick to my objective now of getting a big hq guy




Joe Bonham

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#5 13 years ago
for a black templar army u dont need the initiates and sword brethren do u? can u use normal marines?

Initiates are just normal space marines. Just a different names. Neophytes (Means "beginner/novice", also a referrence to a new member of a priesthood) are just like scout marines. The main difference is that there are no scout marine companies. Instead, the beginners are apprenticed to existing initiates, so they work together in the same squads. So for every initiate you have in a squad, you can also have up to one neophyte - though this is optional. This means you can have up to 20 men in a squad - very rare for elite armies like the space marines. The sword brethren count as an elite choice, so technically, you don't "need" them. But they are very useful. They can be given the furious charge ability for free, and combined with the "Accept any challenge" preferred enemy special rule - they can devastate whole enemy squads while suffering minimal casaulties themselves (That's why they're called "elite" ;) ) The sword brethren are like the inner circle of the Templars chapter. The marshals, chaplains, and emperor's champions are all sword brethren and were elected to thos positions by their peers. The space marine chapters are loosely modeled on the old Crusader orders in the 11-14th centuries. That's why their command structure, organization, and purpose sound so familiar.




dukeg

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#6 13 years ago

u are a smart man what do u suggest i do next with my army




[FS]Fulgrim

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#7 13 years ago

i have completed a BT army BEFORE the new codex, so what u wanna do is get right up close and personall. use speed and get transports. bikes are a good investment for speed and firepower. also dont have neophyts when you can have the big guys? get a LRC and get a comand squad with power weapons for an extra punch. and have a few tanks to target opposing tanks




Joe Bonham

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#8 13 years ago
dukegu are a smart man what do u suggest i do next with my army

Do you have a Black Templar Codex? If not, you should get one. It will help a lot. (I noticed your rhino has a heavy bolter - as far as I know, they can only use storm bolters) Your army is "balanced". But I don't go with that balanced business. You should give your army some tactics. For example, do you want it to be a fast army, like mine? Or do you want it be a slow, heavily armored army (Like the Dark Angels Deathwing, a whole army of terminators!), a close combat army, ect ect. Its alright to have a mixed force of fast units and slow units - but that requires more skill, as you have to be careful not to let the two elements get separated on the battlefield (I've defeated quite a few enemies that way - they let their fast attack units surge ahead and get slaughtered, then I can move in on their slow stuff at leisure) It looks like right now you just have vanilla marines - so you could have them be templars, or dar angels, or whatever. You should go to the GW store and flip thru a few space marine codexes and see which one you like best. Or you can look online. I hope that helps.:)




dukeg

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#9 13 years ago

wow that helps a ton

nvm it is a storm bolter on the rhino after i double checked the gun. my army is black templar and im looking into getting a big tank like a land raider crusader and 5 more bikes. what do u think?




Joe Bonham

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#10 13 years ago

Land Raider Crusader is great for larger battles, like 1500+. If you like Templar bikes, give the squad the maximum number of power weapons (3). I would also reccomend a Chaplain on a bike to lead them. Rerolling failed hits for 3 power weapons is pretty devastating. I haven't really tried bikes yet, so I can't give you a lot of advice on them, but I would suggest keeping them close to the land raider, it blocks line of sight, so the enemy would have a hard time shooting up your bikes into swiss cheese. I would also reccomend this old military maxim: March Divided, fight concentrated. People break this rule all the time in the table top game. They spread their armies all over the place, so a competent player has no problem chopping them up. When your men and vehicles are close to eachother, they can give eachother fire support, and prevent the enemy from chopping you up piecemeal. This is especially critical for a small, elite army like the space marines. You won't have very many models to begin with, so try to keep them close together. I would strongly reccomend having jump marines. They can hide behind the rhinos (Move the rhinos 12 inches each turn, so they can keep up with the jump packs - who care about shooting the stormbolters anyway? ). For larger battles, you can get a chaplain for that squad - and get him a jump pack Also, when you have a squad exit a vehicle, be careful which side he gets out of. If the enemy is close enough to shoot it up, you should strongly consider having the squad get out the OPPOSITE SIDE - that way the squad can charge the enemy at full strength, and may avoid getting charged itself. Its vitally important to get the charge bonus, not only because it gives your own men extra attacks, it keeps the enemy from getting those extra attacks. If you have a unit with furious charge, like sword brethren, be sure to have them BEHIND your other units, so the enemy can't charge them. Its really annoying to let your brethren get charged - because that makes their furious charge bonus useless.




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