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==Building Your Army== With Glue and Paint, preferably Revell glue because it's a lot better the the overpriced shite GW sells. <s>Seriously though... Your army is going to be focused on close combat so, the majority of your points should be in things like power weapons and power fists. However, it's generally a good idea to have 15-25% of your list be some kind of fire support ''id est'' vindicators, predators, shooty dreadnoughts ''et cetera.''</s> No no no. The real strength of Black Templars is in using assault defensively, and their heavy weapons, all of their crusader squads can carry them, and their terminators can carry two, so model a few Initaites with Lascannons or other special/heavy weapons variants, you can put out a large amount of S9 firepower with a few squads and Razorbacks, and make sure to have at least one redundant choice (as in 2 squads of BP, CC, and 1 Lascannon) so that if a squad dies, it won't hurt you that much, and if you really want protection from close combat, get a few cheap commanders to help/hide in squads, and speaking of commanders, you can get a few really cheap ones with command squads toting 2 Missile Launchers, Plasma cannons, or Lascannons (stick with the missile launchers or plasma cannnons for when your Lascannons blow the shit out of enemy transports), so while you can blow a lot on Close Combat, it's wiser not to. Bolt pistols and chainswords are for breakfast, lunch and dinner. The extra attack makes Accept Any Challenge all the more deliciously deadly. The battleforce box will supply you with a pile of chainswords from the assault squad kit. If you don't have the Black Templars conversion kit: 1) You are doing it wrong. 2) You are missing out on sweet Bolt pistols and chainswords. 3) You are a dumbass and you are still doing it wrong. In total from the two boxes you'll get about 11 or 12 Chainsword and bolt pistol pairs. If your neckbeard "friends" at the FLGS don't give a fuck, you can use power weapons as CCWs in dire situations. Don't forget that you're still using the old armory system. Abuse the ever loving shit out of that. You can get a Marshall (LD 10) with a 2+/3+ save toting Eternal Warrior that gets 6 attacks on the charge, or a Chaplain that gets 7 lightning claw attacks when he rolls out of his [[Land Raider|GIGANTIC METAL BAWKSES]] with a few of his chainsword wielding friends. Or maybe a 2-wound [[Techmarine|Supernerd]] with 4 powerfist / 3 powerweapon (power axe?) attacks on the charge. Oh, and he can fix shit on a rerollable 5+ that can get down to a 2+ (but who brings tech servitors, honestly) and also has a 2+/3+ with a twin-linked plasma pistol (can still charge and fire) and flamer (for torching the heretical scum before you powerhug). Will he fold to anything designed to fight in close combat? Yeah, probably, but he's an elite choice that can whoop ass. While it was covered in the section above, a good practice may be to shove an independent character into each squad of murderboner Initiates you have and let them have fun. Try not to focus on 'what will my guys be doing in close combat' so much as 'how will they be getting there'. The possible 1:1 ratio of Neophytes to Initiates can still let you run a Black Tide list across the board (have fun paying for/painting all those damn models), with the options of sending in waves of Drop Pods, Rhinos, Land Raiders (LRC for the win) or a newfound flying land raider, the Storm Raven. Still has enough for a 10-man squad of Initiates plus a HQ or two, is an assault vehicle (if you hover, count on losing it next turn though) that can shove a Dreadnought up its ass and have it pop out with your infantry as well. It's marginally cheaper than a land raider (if you take Hurricane Bolter sponsons, et all) that can still fuck with flyers due to its Multi-Melta on front assuming it's not hovering.
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