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Showing posts with label Black Templars. Show all posts
Showing posts with label Black Templars. Show all posts

Tuesday, 23 August 2011

Counts-As Black Templars, pt2

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Squad Infernus done (sry for flash). Anyway, been thinking about the templars, and I just have to cave in. I need those triple preds. Either I scavenge them from my GK army (don't like playing it tbh) or I buy them. Most likely the cheaper option. I'm keeping AACNMTO for now. Rerolls on those fists makes crappy tactical termies pretty formidable in cc (and the crusaders if they ever end up in combat).

And the list:

Emperor’s Champion with accept any challenge, no matter the odds @ 140pts.

Marshal with bolt pistol, close combat weapon, tank hunters @ 85pts.
4 Terminators with 2 cyclones, tank hunters @ 222pts.

5 Terminators with 2 cyclones, tank hunters @ 265pts.

5 Terminators with 2 cyclones, tank hunters @ 265pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon @ 95pts.

Predator Destructor with lascannon sponsons @ 125pts.

Predator Destructor with lascannon sponsons @ 125pts.

Predator Destructor with lascannon sponsons @ 125pts.

Total @ 1750pts.

Sunday, 21 August 2011

Counts-As Black Templars? Renegade Space Marines

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Hi,
ever since Brent began working on his 'Brotherhood' CSM army, I felt that I wanted to make a renegade marine army. I wanted to make it foot, to better bring up the Renegade Marines, and giving me a chance to adorn the units with banners etc that aren't tucked away in the army transport the entire game.

Full-jump pack marines weren't the kind of theme I wanted to go with. Although Loganwing would have been a possibility, Black Templars have neat special rules making them very unique, and I decided to make a BT army.

The Typhoon above is the first finished model for this army (I also made a test marine to try out the colour scheme). I drew inspiration from Henry Zou's Blood Gorgons, a BL book I had read. I am happy with the colour sheme. It's suitably easy to paint and the hawk turquoise wash adds an interesting element to the scheme imo.

Also, here is an armylist, which is influenced by model restraints and isn't fully optimised.

All crusaders have boltpistols+CCWs

Emperor’s Champion with accept any challenge, no matter the odds @ 140pts.

Marshal with terminator armour, tank hunters @ 108pts.

4 Terminators with 2 cyclones, tank hunters @ 222pts.

Castellan with combi-melta, bolt pistol @ 81pts.

5 Terminators with 2 cyclones, tank hunters @ 265pts.

5 Terminators with 2 cyclones, tank hunters @ 265pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with lascannon, plasmagun @ 101pts.

5 Crusaders with heavy bolter, meltagun @ 95pts.

Drop Pod @ 30pts.

Land Speeder with typhoon launchers @ 70pts.

Land Speeder with typhoon launchers @ 70pts.

Total @ 1750pts.


Tuesday, 10 May 2011

Veni, Vidi.. Vici?

And hello again! Total flame going on from my part. Anyways, as promised, I'll be reporting from my tournament. It was quite small, as only 12 players managed to crawl/walk to our local gamestore. As mentioned, 3 rounds, and I can tell you, total carnage. I entered the fray with my Demons. My list was:


Fateweaver

Bloodthirster

4 Crushers, full stuff

4 Crushers, Fury and instr.

5 Fiends, Might

3x5 Plaguebearers

2 Princes with MoT, Bolt

1 Prince with MoS, Pavane and Aura of Aquiscience





First game: Dawn of war, Capture & Control, Vs Tyranids

I hated the matchup as soon as I saw my opponents list. 2 tervigons, 2 units of gaunts, prime, 2 trygons, 7 genestealers, 3x2 hive guards, and warriors. Could be worse, for example, stealer horde, but still so many models.. Not at first glance but he really popped the wormcan with those tervigons, and gaunts flooded 1 table quarter. He went first, deployed some units, and divided his army into 2 blocks in the first turn. The objective-flank, flooded with gaunts and tervigons, and the offensive flank, holding everything else. I got the right wave, focused on his offensive flank confirming atleast 10 points to myself and wiped it on his 3rd, giving myself plenty of time to wipe the gaunts with my strong and fast-enough units. 20-0 win, wipeout. Killed over 150 models, and felt really good 'cos Tyranids definately aren't my favourite matchup.





Second game: Pitched Battle, Seize Ground, Vs. CSM

This time the matchup felt great. Gotta love marines, really, as Demons rarely struggle against anything they can offer. This was no exeption. Despite the fact I failed and got my second wave, total rolldown ensured. My opponent had a lashprince, a vindicator, 3 obliterators, a defiler, 3 units of 7 plaguemarines, 2x2 plasma and 1x2 melta, and 5 terminators. Semi-competetive list atleast. The "firepower" combined with some one-sided rolling crushed some of my units, and after that it was just a race against time for wipeout. The pic shows all he had at the end of 5th. And then the game ended. Shame, but objectives ensured me 17-3 win. Khorne was to be pleased next game..





..against Black Templars.
Third game: Spearhead, Annihlation, Vs. Black Templars


And marines. Love it. Always fun, final against marines. My opponent's list was your everyday regular BT gunline, massing on missiles and lascannons. 4 5-man plasma-lascannon squads with razorbacks(tl las), 5 terminators with 2 assault cannons and tank hunter, 5 terminators with 2 cyclones and tank hunter, marshall, EC, 3 lone speeders, the basics. Oh my, how can I handle this.. He castled up, and tried to pick my monsters out with shooting. I rolled the right wave and well.. it was a harvest. The tanks popped to my bolts and multicharges, and terminators were crushed (or should I say Crusher'd). After the 5th turn he had only 1 razorback with 5 initiates inside. The game ended, and kp's were 13-4. Devastating, and 20-0 win for the Demons.

..Vici. Chiching, 50e. So, I was like Banelings, Banelings Banelings oooooo ooo.. (check the previous post) -Toni

Friday, 14 January 2011

New FAQs for BT and DA. Oh dear...

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So, good news. BT and DA got new FAQs bringing their wargear inline with the new codices. Bad news. You are gonna have to tear off all the assault cannons on your termies and replace them with cyclones.

Getting 20 str9 shots a turn is possible at 1750pts. , and I will certainly try it with my BT termie spam, although you are still left with 15 scoring marines. DA on the other hand don't need those scoring marines, and with new SS and cyclones they are deadly. I was thinking of something like this

Belial
Libby in TDA
1X 5 thss termies, banner, apothecary, cyclone
5x 5 thss termies, cyclone

It is great that we have 2 new contenders for the tournament scene.

Saturday, 6 November 2010

1750 Templar Termispam


Hi guys,

So I've been playing around with this list concept, for most of this autumn. There is a tourney scheduled for next month, which I was planning to go to. Comp restrictions are: no 3 of the same elites, fast attack or heavy support. This is what I was planning to take, any C n C appreciated.

Castellan with pair of lightning claws, terminator armour, tank hunters, auspex @ 125pts.
(4) Terminator Command Squad with 2 assault cannons, tank hunters @ 212pts.

Castellan with pair of lightning claws, terminator armour, tank hunters @ 123pts.
(4) Terminator Command Squad with 2 assault cannons, tank hunters @ 212pts.

Emperor’s Champion with accept any challenge, no matter the odds @ 140pts.

(5) Terminators with 2 assault cannons, tank hunters @ 255pts.

(5) Terminators with 2 assault cannons, tank hunters @ 255pts.

(6) Crusaders with 5 initiates, 1 neophyte, 6x bolt pistols and close combat weapons, lascannon, plasmagun @ 111pts.

(6) Crusaders with 5 initiates, 1 neophyte, 6x bolt pistols and close combat weapons, lascannon, plasmagun @ 111pts.

(5) Inquisitorial Storm Troopers (Codex: Daemon Hunters) with 1 grenade launcher @ 55pts.

Land Speeder with multi-melta, heavy flamer @ 75pts.

Land Speeder with multi-melta, heavy flamer @ 75pts.

Saturday, 4 September 2010

1.5k Tau @ tourney Game 4 vs Black Templars

Hi,

I forgot to video tape this game, so I'll just illustrate how the game went with some Vassal images. You can click the images to enlargen them. My armylist can be found here. His list was something like this:

Marshal with termie command squad and 2 assault cannons

Emperors champion with abhor the witch

5 termies with 2 assault cannons

2x dread with twin-linked lascannon and missile launcher

3x 5 man crusader squads with lascannons and meltaguns (I think one squad had a plasma instead of meltagun)

2x auto-las predator

We were playing for table sixths, which were held with scoring units and contested with any units, with a pitch battle deployment. I go first and deploy across my deployment zone. Ethereal goes into the kroots and devilfishes go into reserve.

He deploys one crusader squad into each tablesixth on his side of the table, but he focuses his forces onto my left flank. He decides to play a refused flank.


He than steals the initiative!

Turn 1

He blasts some gun drones from my bigger broadside unit and kills one of the crisis suits on my left flank.

I start withdrwing onto my right flank. The plan is to ignore the termies. If I can move out of the way, they won't do much, and if I shoot at them th
ey'll close in faster. The lone crisis suit on my left flank takes a side shot at one of the predators. The crisis team on the right flank moves up to threaten the crusade squad, who are very alone on that flank. I blow off the lascannon from the centre dread.



Turn 2

He kills off the crisis suit on the left flank, continues to shoot the broadsides in the centre bringing them down to the leader. One of the crisis suits on the right flank is killed. The remaining suit takes cover in the trench system, within striking distance of the crusaders.

I continue to fall back with my kroots, but my shooting only manages to destroy a lascannon and immobilise the centre dread.


Turn 3:

His termies finish off the last broadside and shooting switches to the command suit team.

The flamer fails to kill anyone from the crusader squad on the right flank, and my shooting fails to harm his preds/dreads. One of my devilfishes arrives, I bring it on my right flank.



Turn 4:

He kills off the crisis suit on the left flank, his lascannons are out of range, and his termies try to kill some kroots.

The last devilfish fails to arrive! The devilfish that is on the table, drives up to the middle of the field, where it eventually is immobilised, so that the fire warriors and gun drones can move into any sixth to contest/hold. I try to shoot the crusaders on the right flank, my plan is to claim the sixth with my fire warriors, claim the bottom right sixth with the kroots and contest one of his sixths with gun drones.


Turn 5:

My opponent realises he wont be able to kill the Kroots, and thus can't take away the sixth they are holding. With his shooting he kills the crisis command squad and immobilizes the devilfish.

The last devilfish arrives on my turn. I drive it up on the very left flank, and disengage the drones, I'm hoping to contest his last sixth with some good run moves. They fall a couple of inches short. In the centre the firewarriors disembark to shoot at the crusaders in the top right sixth and are themselves contesting it. The drones disengage from the devilfish and move to contest the central top sixth. I shoot at the crusaders in the top right corner and bring them down to one marine. At the moment it's a draw



The game goes on

Turn 6:

His shooting is concentrated at the gun drones and fire warriors. He kills the drones in the centre but only manages to kill one from the left flank. His remaining crusader moves up to charge the fire warriors which are shot down to 3 warriors. Both fail to do anything in combat. He disengages the Emperor's champion from one of the termie squads and leaves it to contest the bottom left sixth.

On my turn the devilfish moves up and the fire warriors disembark. The lone drone contests the upper left sixth. The fire warriors rapid fire and kill the Emperor's champion! My luck turns even better when the three firewarriors kill the marine in combat and the game ends!




Summary:

I think he made a bad move in deploying his termies on my far left flank. Their range is only 24" and they should be deployed centrally where they have the best coverage. Because he tried to refused flank me I was able to ignore the termies, and I managed to get away with the horrible shooting I had in the first couple of turns. Still the game really came down to some lucky rolling on my part, and unlucky rolling on his part, as I pushed ahead on turn six to have 3 sixths to his 1. He's a great guy, and I've played against, and lost against him before. I really admire the armylist He's managed to get out of the Templar codex at 1500 points, eventhough I myself play a termispam with my Templars.

Talking of termispam, I painted some more termies for my Templars and have been playtesting 4 termisquads at 1500 points. So far I've gone 4-0-0, stay tuned for some pics and maybe some thoughts on why the templar termispam works so well.

Wednesday, 25 November 2009

Templars on display base

I thought I'd just add a picture of my templars on their display base, which I did for a tournament I attended last weekend. I finished sixth, which I'm really happy with, and was one of the runner ups for best painted army, but more on that soon. Anyway here is the picture of my rhino-rush templar build.

Monday, 19 October 2009

New Templar list

Hi!

I've been toying around with a triple vindicator list but I have to admitt, I havent tried it on the field yet (all comments and criticism are welcome). Here's the 1500pts. list.

Emperors champion

no need for other HQ really

5 termies w/ assault cannons and tank hunters

5 termies w/ assault cannons and tank hunters

some of you may be asking: "why didnt you take cyclones with the tank hunters?"
I feel, that although expensive, these guys pack a punch to take out all those transports, I need out of the way of my vindicators. The assault cannon has more shots, and at str 7 (6+ tankhunters) and 4 shots, it's rather squashy.

5 Crusaders w/ missile launcher
rhino w/ extras and smokes



5 Crusaders w/ missile launcher
rhino w/ extras and smokes

rhinos with old smokes are almost impregnable for a turn, just the turn I need. The missiles are for taking out those pesky transports again.

5 Stormtroopers

5 Stormtroopers

Still took the cheap troops choices. TBH my opponents rarely care to target the stormtroopers, so the low squad size and bad stat line doesnt matter, they'll just stay in reserve come on my board edge and take the closest objectives.

Vindicator w/ power of the machine spirit

Vindicator w/ power of the machine spirit

Vindicator w/ power of the machine spirit

aaaah the sweet nectar, 3 big blasts that can shoot every turn unless, you damage the cannon or blow up the whole damn thing. yes they are 150 points each, but they do pack a punch.

So Thats it. Please leave your comments. Do you feel this has enough antitank? how about the highly low model count. Is the PoTMS on the vindicators too much? How about the tank hunters? As a side note, I really like the look of this list, and will test it on the battlefield asap. Maybe I can even gather a battlereport of it, but I'd love to play that testgame after you guys have given some input.


Saturday, 10 October 2009

Templars vs Space Wolves 1500pts.

So, I got together with a fellow player (joona) to have a game against his wolves. I wasnt sure how the older templar codex would do against the puppies, but than again joona wasnt such a competitive player. By clicking the pics, the enlargen ':0.



Templars:

Marshal with 4-man terminator command squad w/ 2 assault cannons

Emperors Champion

2x 5-man terminator squad w/ assault cannons

Ven. dread in drop pod w/multimelta

2x 5-man crusader squad in rhino

2x 5-man stormtrooper squad

Space Puppies:

Wolf Lord

Wolf Priest

Wolfguard /scattered into the GH squads

Lonewolf w/ 2 fenrisian wolves

8 Grey Hunters in rhino w/ lots of plasma

5 grey hunters in razorback w/ lots of plasma

10 grey hunters w/ lots of plasma

6 fenrisian wolves w/ cyberpuppy

6 skyclaws

5 longfangs w/ 2 plasmacannons, 2 heavy bolters


turn 1:

overhead is the deployment. We played with 5 objectives (hit-signs). Wolves had placed the long fangs in a nice ruin at the back of their zone, the fenrisian wolves and skyclaws were behind the main line of Grey Hunters. The Wolf priest was in the rhino (lefthand vehicle) and the wolflord was in the GH squad on foot. I forgot about the Lone-wolf he was by the hill.

I placed all my termie squads so that atleast half of them were in cover. The emperors champion was in the squad closest to the wolves. The rest of my army went in reserve.

The wolves kicked off the game by rushing my way. The skyclaws and fenrisians were circling around to the other flank at the back of the Wolves' table edge, with the razoeback moving infront of them. The lonewolf climbes the hill, while the rhino and GHs on foot head straight for the templars. The Longfangs realise that only one plasmacannon is in range, and that even he is just slightly to one of the assault cannon termies on the hill. His plasmacannon misses.

My command squad targets the lonewolf, killing his fenrisian pals. The rest fire at the closing rhino, only shaking it.

Turn 2:

The wolves keep moving forward. The skyclaws and fenrisians continue their flanking manouvre, while the razorback drives up to the objective and lets out the GH cargo. The longfangs shoulder their weapons and start moving down from the ruins.

My stormtroopers and one rhino arrive. The stortroopers run to the cover of the hill, and the rhino drives up behind the termies. My assault cannons target the razorback immobilising and shaking it.


Turn 3

The rhino drives up to the center objectives and the Grey hunters with wolfpriest disembark. The rapid fire at the termie squad without any characters attached, adn bring it down to the two assaukt cannons. The rest of the army keep redeploying/moving, and the skyclaws and fenrisians realise they are trapped, by the now immobile razorback, so much for a flanking manouvre!

My dread arrives via droppod and crashes in the center of the board, and the last rhino pushes up on my left flank. The rhino that arrived last turn drives up to hide behing the tower. The emperors champion switches to the termie squad that was just reduced to the assault cannons. My termies mass fire the grey hunters wittling it down to the wolf priest, power fist, wolfguard w/ frostblade and wulfen. The command squad shoots and kills the lone wolf. The emperors champion and the two termies charged the remaining GHs. The EC slew the wolfpriest, but took a hit to the head from the squad PF. The Frost blade wolf guard only did one wound, which was saved with the invulnerable, and the two termies proceded to hack the remaining GH. The consolidated 6" back to the line of termies.

Turn 4&5:
Forgot to make a pic of turn 4 :(

The wolf lord, and his retinue of grey hunters kept moving towards the templars, and the fenrisians and skyclaws piled behind the razorback. The small squad of Grey hunters holding the objective destroy the dreadnought with plasmafire.

I just pour fire into the Wolf Lord's squad bringing it down to five men.

The Grey Hunters with wolf lord decide to hide behind the rhino (still dont understand why). The longfangs finally take a shot, and manage to bring the terminator command squad down to just the power sword termie and marshal.

On my turn the rhino behind the tower makes a move for the wolf held objective firing smokes.
The two assault cannon termies shoot and assault the rhino, wrecking it. The other terminator squad and the two stormtrooper squads pour fire into the GHs behind the rhino, bringin it down to just the wolflord. My Marshal along with the terminator sergeant charge and finish off the wolf lord. It's 2-1 for the templars. We roll.... and it continues.

Turn 6: The skyclaws leap over the immobilised razorback and prepare to charge my rhino. The GHs behind them try to shoot it with plasma, but the old smoke launchers save me yet again. The skyclaws fail to hit the rhino in assault.

On my turn I tank shock my rhino onto the objective. My last full man termie squad charges the skyclaws and annihlates it.

Turn 7 was really me just mopping up.

Wednesday, 29 July 2009

BT Armylist

Hi,
I've got a tournament coming up this weekend (over 50 gamers) and after getting the new bases painted, I thought I'd share the list. Here is a pic of the force (click it)


Emp. Champion: accept any challenge... 140pts.

Marshal: term. armour lightning claws, teleport homer 140pts.
term. command squad (4): 2 assault cannons 200 pts.

5 terminators: 2 assault cannons 240pts.

5 terminators: 2 assault cannons 240pts.

ven. dread: lascannon, extra, smokes, tank hunter 163pts.

5 crusaders: pistols ccw 80pts.
rhino: extra, smokes 58pts.


5 crusaders: pistols ccw 80pts.
rhino: extra, smokes 58pts.

5 stormtroopers 50pts.

5 stormtroopers 50pts.

1500 pts.

My question for you guys is: should I keep the storm troopers seperate, or merge them. There are missions with 4 and 5 objectives in the tournament, so I was considering trying to have as many scoring units as possible, but are they too weak. I've found that often with the terminator diversion, players never have time to attack the stormtroopers, and if the terminators are gone, than he'll focus on the rhinos, but it is quite a gamble.

Wednesday, 15 July 2009

Beating the Horde with a water-army

Well after playing with the sword-brethen build for a couple of dozen games, I thought I'd share the experience with you guys. ATTENTION: When looking at the pics, click it, to see the entire battlefield. Here we have a battlefield, where my BT army is supposedly pitting off against a tyranid force. Now I dont have the tyranid codex, so this army is in no way excact, but you get the idea. Lots of genestealers and gaunts backed up by a good core of monstrous creatures and a squad of warriors. The game is lootcounters, with three objectives and we're playing table quarters. I deploy my terminators, but hold both of my rhinos in reserve. Now I also play 2 5man stormtrooper squads for cheap scoring units, and they are best kept in reserve out of harms way, but if you have LOS-blocking terrain then you can deploy a squad behind it. I've deployed one of the squads behind the ruins in my quarter.


Next in the first two turns you start moving back, keeping in the 24" range to pump out shot's, but not letting the nids into combat, where in those numbers they would overrun me. WHen you're reserves arrive, remember you can use your entire table edge, I've brought one of the rhino's from the farmost right flank, sometimes I bring both of them on, playing a refused flank. The dread in the pod drops down to protect the rhino, but mainly to distract. A ven. dread with extra armour is a real pain in the arse and with the old smokes, I can stretch it one turn further.

now around turn 3 you want to start your counter attack, at this point your 24 assault cannon shots a turn will have taken down a few of the monstrous creature, taking away the teeth of the army. My terminators all have 3 attacks on the charge with prefferred enemy and power fists, that really hurts, so once the armour ignoring enemies are neutralised you can charge in. If you wait too long with this, you wont be able to get back the ground you lost in the retreat, which means you gave your opponent a free win. Now I've blown smokes on both of my rhinos (and since they are the old ones the rhinos wont be wrecking) if they are immobilised than I run the squad up to the objective and contest without the rhino, but if they are contesting inside the rhino, that will buy them an extra turn. The dread heads off the tie the closest threats, since its a ven, actually destroying it, even with a monstrous creature will take a few combat rounds. The terminators push the enemy back, making way for the storm troopers to run onto the objective. If the objective was in cover, I'd throw them to the ground. I normally put the EC in one of the squads to give it ld10 and two extra wounds (with a 2+ save).


Hopefully the game ends with you contestinf two of the objectives with the tankshocking rhinos and holding one with the storm troopers

This works against footslogging Horde-CC armies, like Orks or nids, but also against armies like an infantry Berserker army.

Thursday, 2 July 2009

Sword Brethen Build


So last week I decided to attend a local tournament with a BT Terminator heavy build. I was surprised at how well it did. I lost only one game and that was against a twin lash n Obli list, which ended up winning the tournament. The main reason why the build did so well, was the fact that the termies still get two assault cannons into their 5-man squads. Here is what I had.

Emperors champion

Marshal

4-man terminator command squad
2 assault cannons

2x 5 terminators
2x 2 assault cannons

5 crusader in rhino

5 crusader in rhino

6 crusaders with drop pod

2 Typhoons

The only squad that didnt perform was the typhoons, except when one of my nidzilla opponents tried to sneak up with 2 6-man squads of genestealers. There my typhoons ripped both squads, more than making up for their points, but that was also a little bad play by my opponent. I think I'm gonna switch it to a ven. dread with multimelta in a drop pod to work as a distraction unit. Hopefully the multimelta will take that tank with the ap2 ordance and after that every shot it soaks is away from the terminators. Anyway the amount of assault cannons and storm bolters meant that I could put a lot of shots at 24". Always reacting to the enemy and keeping a good distance between me and my opponent they really managed to maul the enemy, after which they moved in to charge with their power fists (and prefferred enemy). The terminators can move in surprisingly fast, with their righteous zeal special rule.


Thursday, 28 May 2009

How I play the Black Templars.

So I thought that it would be fun to right a little on the things I've learned playing my BT. First I'll start with HQ:

The Emperors Champion is a surprising killing machine. When I first looked at his profile I saw the 2 attacks, and gasped in horror. However after playing a few games I realised just how good he is at character killing. All you need to remeber is to always take the vow: Accept any challenge, no matter the odds. I'll get back to how the vow effects the army later, but it gives the emperors champion himself a huge boost. When you get to re-roll hits he will probably hit with those 4 attacks on the charge, and with 2+ to wound against most opponents, he'll wreak some havoc.

The commander hq choice (marshals and castellans) still have the old space marine commander rule giving the rest of the army their leadership. This is very useful for BT, who dont have sergeants to boost ld and have to take tests every freaking time a single brother dies. The chaplain isnt such a boost if the army has selected the vow above, since his re-rolls to hit are already covered by preferred enemy. BT dont have librarians.

Elites:

A special unit springs to my mind immediately: Assault terminators. With preferred enemy and lightning claws they re-roll everything in closecombat. Top that with furious charge and they are devastating.

A small note should go to the dreads. They are the older model and can be kitted with the old venerable upgrade. When I have the points I give my missile-lascannon dread venerable and tank hunters, to knock some antitank power, but this is expensive.

Troops:

Well there is only one squad type: crusader squads. The benefits of scouts and marines being in combined squads, is to get some cheaper bodies in there. Also you have the chance of fielding 20-man squads. Crusader squads even get land raider crusaders as dedicated transports, however you should never do this unless if you run out of slots. See dedicated transports cant transport any other unit then the unit it was bought for (the book is full of 4th ed rules like that). Crusaders cant have sergeants, but instead of a heavy weap they may upgrade one model to have a pw or pf. With the PF you should bear in mind that the model will only get 2 attacks on the charge and 1 in latter rounds. Get that preferred enemy!!! Heavy bolters are only 5 points in the crusader squads for a reason. Since the unit always has to move if it is fired at ( and they pass their ld test) you wont be having a very fixed gunline. However since the rule in the codex refers to the rules for consolidation in the rulebook (in which the distance moved is optional), you only have to move 1". This might still pose a problem when trying to hold objectives. I mount my crusader squads into rhinos with pistols and ccws and hope the rhino doesnt blow up, snatching objectives on the last turns by tank shock.

Transports:

They suffer from the old dedicated transport rule as stated above, but have a huge advantage from cheap extra armour and old smoke launchers. The old smokes almost guarentee the rhino wont be blown up for a turn (unless you opponent is firing everything at it to force enough immobilised and weapon destroyed results).

Fast attack:

This sections is similar to that of the 4th ed space marines. I should however point out that assault marines can buy storm shields (old weaker ones ofcourse). The bike squads can buy either 3 special weaps or three power weaps (but no sergeants again).

Heavy support:

The laind raider are unfortunately a little dull now that you have the new shining vanilla raiders. Blessed hull can save you sometimes. The main problem with the HS section is that its missing whirlwinds and devastators. Ofcourse the devastators would be impractical with the BT's hot temper, but I really love whirlwinds.

So hear is a small breakdown of the codex (I know I've only scratched the surface, but I tried to bring up my views). Also a list of what I like to field at 1500 points.

Emperors champion (you know the vow already?)

8 assault termies

missile-lascannon ven. dread

4 crusader squads (small 5 man)
with rhinos

(they are jawaballs style snatching units)

2 typhoon speeders

Predator destructor

Im thinking of kitting the typhoons with multimeltas to add antitank punch, but I usually keep them back to wait until the last turns and then contesting objectives, so the multi-melta wouldnt fit that role, but some meltaguns to the crusader squads would be a way to go probably.

Sunday, 12 April 2009

1500 points Mech Black Templars

Here is my finished mechanised Black Templar army that I made for the Finnish GT. I gathered tactics and ideas from Jawaballs and from the dozen testgames I played and this is the finished product. It has 3 small basic squads in rhinos, a command squad with outflank to distract my opponent or kill the scoring unit from a base objective that the opponent thought was safe (denying him an objective). For firesupport I have a ven dread with las, missile and tank hunters, a predator destructor and 2 land speeder typhoons. The army is small, but it wasnt a big problem in the games I played, you just cant get tied up in major assaults, instead try to snatch objectives and go for easy kills. I'll be posting some of my tactics and things that I'd do better in my army. But for now I'll just show the pics.
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Saturday, 11 April 2009

Enginseer, emperors champion and marshal

Hey,
I just made this commission enginseer, an emperors champion based on sicarius and a converted Marshal, so I thought I'd put it on here aswell. Enjoy!
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Sunday, 1 March 2009

Hey!

So this is my first post into my new blog that tells everything about my 40k hobby. I enjoy painting but I also like to game with my friends. Currently I'm working on some guard and Black Templars so I thought I'd share some pics. The BT are getting a paintjob that I wanted to give the impression that the armour was very shiny!
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The IG are just with a SS oakleaf pattern.
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