Warhammer 40,000/5th Edition Tactics/Black Templar: Difference between revisions

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===Troop===
===Troop===
*'''Crusader Squad''' - This is it. This is your troop choice. You get these guys and nothing else. Rejoice. They're basically tactical marines (initiates), who can also have scouts (neophytes) in their squad. Neophytes are great, they're cheap bodies to throw onto incoming power fists, or krak missiles. The initiates can be armed with either Bolt Pistol + Close Combat Weapon, or Bolter. Neophytes can be armed with Bolt Pistol + Close Combat Weapon, or shotgun. Additionally, you can take 1 special weapon, and either 1 heavy weapon or 1 special close combat weapon. A few ways you can outfit them:
* Small, shooting squad. 5 Initiates (with bolters). 1 Neophyte (with shotgun). 1 Lascannon. 1 Plasmagun. You can throw them in a Razorback if you so desire to add a shooting box to your army.
* Rhino squad: 5 Initiates with BP+CCW 5 more guys (either Neophytes or Initiates) 1 Power Fist, 1 Meltagun (or flamer) frag grenades, in a rhino with extra armor. Alternatively, this squad can mount in a Drop Pod.
* Man mob. 10 Initiates and 10 Neophytes. Doesn't really matter how you arm them at this point, they're walking across the table, and probably want to punch things when they get there. Or, cut the squad down to 16 models, and throw them in a Land Raider Crusader (lots of points)
* Wanna-be Tactical Squad. 10 guys with bolters. Meltagun or flamer. Power fist. Rhino with extra armor. You could also put them in a drop pod.


===Fast Attack===
===Fast Attack===

Revision as of 23:50, 1 May 2010

Rawr. I Am on a mighty crusade of wikipage construction.

Why Play Black Templar

Black Templar are, for all intents and purposes, Angry Marines. That should be reason enough. But, if you need more...

  • Cool models - The Black Templar conversion kit has lots of cool bitz and such to work with. They look far more hard core than your average marines.
  • Chop shit up. - Black Templar are one of the best hand-to-hand combat armies in all of 40k, and tied for best hand to hand army of the Imperium with Blood Angels (But Templar don't have bitchtits on their armor).
  • Bigger Metal Boxes - All your shit can drive around in Land Raiders if you so desire
  • Drop Pods - Behave differently from those of standard marines and blood angels, allow for different tactical options.
  • Non-Special Character HQ units are actually worth playing.
  • The only marines angry enough to run FORWARD when being shot at.

Unit Analysis

HQ

  • Emperor's Champion - You don't really *need* to take this guy, but you'd be retarded not to. He comes with pretty good gear, and Must take one of the four vows...
    • Abhor The Witch... - Pointless. No army has that many psykers that this is worth taking. Has the advantage of being pretty cheap... but, seriously? why bother?
    • Accept Any Challenge... - This is goddamn gold. Take this. Always take this. Your whole army now has fucking PREFERRED ENEMY. Fuck yes.
    • Suffer Not the Unclean... - The only other one that isn't total Crap. +1 S in exchange for -1 I. Mixed bag, probably worth it over all, but nowhere near as good as Accept Any Challenge, so don't take it.
    • Uphold the Honour... - Cheapest of all, also the worst. 6++ saves is not a fair trade for being able to use cover. This one is not only useless, it's negative use, It makes your army far, far worse than it would be with no vow.
  • Chaplain - He's pretty cool. Lets his squad re-roll all missed to hits on the charge (which, if you took Accept Any Challenge, is worthless). His real advantage lies in being cheaper than a Commander with a Power Weapon and an Iron halo, which is what he, essentially, is. He also gives the squad he joins "Fearless" which is quite nice. His upgraded version has 1 more attack, and 1 more LD (which is worthless as he is fearless).
  • Commmander - This guy is cheap (though more expensive than a Chaplain when outfitted) and has access to a LOT of really good wargear. While he doesn't make his squad fearless, he allows the whole army to test on his LD, so spend the 15 points to upgrade him to his LD 10 version. Otherwise, just take a Chaplain...

The Following are Special Characters.

  • Chaplain Grimaldus - He's a 3-wound chaplain. Has the ability to not-die even when killed (handy) comes with 3 servitors that carry a big magic stick that, once per game, gives all nearby friendlies +1 attacks. Besides he has "grim" right in his fucking name!
  • High Marshall Helbrecht - He's a 3-wound commander with some wargear, and a sword that gives him +d3 attacks in the first round of combat.

The Following can be taken by any of the HQs (Except the Emperor's Champion)

  • Command Squad - Comes with a staggering array of options, in Terminator and non-terminator form. Can take the Furious Charge skill (Nice!) or counter-attack, or even infiltrate. Can get a few specialists, from the apothecary, to the standard bearer, to the company champion, and pretty much any model can carry some kind of special gear. See Terminator entry for more info on the options available to the Terminator command squad.

The generic Chaplain and commander characters have access to a large armory, some of the most noteworthy entries of which include:

  • Adamantine Mantle. This grants your character Eternal Warrior, and is worth its weight in gold.
  • Bionics. Dirt cheap. 1/6 chance your character will stand back up when otherwise dead. Lulzworthy.
  • Teleport Homer. These are mad-handy for calling in the terminators in opportune locations.
  • Terminator Honors. Give your guy an extra attack. 4A base? yes please.
  • Holy Orb of Antioch. It's a holy hand grenade. You never know when a fucking rabbit will try to bite your goddamn head off.
  • Frag Grenades. You don't get them standard. Make sure you pay the 1pt for them. Otherwise, life will be sad.

Elite

Troop

  • Crusader Squad - This is it. This is your troop choice. You get these guys and nothing else. Rejoice. They're basically tactical marines (initiates), who can also have scouts (neophytes) in their squad. Neophytes are great, they're cheap bodies to throw onto incoming power fists, or krak missiles. The initiates can be armed with either Bolt Pistol + Close Combat Weapon, or Bolter. Neophytes can be armed with Bolt Pistol + Close Combat Weapon, or shotgun. Additionally, you can take 1 special weapon, and either 1 heavy weapon or 1 special close combat weapon. A few ways you can outfit them:
  • Small, shooting squad. 5 Initiates (with bolters). 1 Neophyte (with shotgun). 1 Lascannon. 1 Plasmagun. You can throw them in a Razorback if you so desire to add a shooting box to your army.
  • Rhino squad: 5 Initiates with BP+CCW 5 more guys (either Neophytes or Initiates) 1 Power Fist, 1 Meltagun (or flamer) frag grenades, in a rhino with extra armor. Alternatively, this squad can mount in a Drop Pod.
  • Man mob. 10 Initiates and 10 Neophytes. Doesn't really matter how you arm them at this point, they're walking across the table, and probably want to punch things when they get there. Or, cut the squad down to 16 models, and throw them in a Land Raider Crusader (lots of points)
  • Wanna-be Tactical Squad. 10 guys with bolters. Meltagun or flamer. Power fist. Rhino with extra armor. You could also put them in a drop pod.

Fast Attack

Heavy Support

Transports

Building Your Army

Tactics