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First-Timer black templars
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Old 27 Jun 2009, 18:46   #1 (permalink)
Shas'La
 
Join Date: Mar 2007
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Default First-Timer black templars

So, my friend has just inherited a bucketload of space marines from a friend, and with them he wanted to make a Black Templars force. He's pretty new, so he's not sure how to make a list (His army was the Assault on Black Reach marines beforehand) and unfortunately I have not much of a clue with BT's either. What are the universally useful units in BT? I know Neophytes make fantastic meatshields and extra attacks for the Initiates, but that's about all. Any help on this ordeal would be fine.
He currently has:
1 emperor's Chamion
2 Chapter Masters
1 Chaplin with a jet pack
about 35 marine (mixed bolters/ccws)
14 Terminators(4 lightning claws,5 Thunder Hammers & Storm Shields, And 5 Power Fists and storm Bolters)
1 Dread
1 Rhino
2 Preds(1 dakka/1 las cannon)
and about 10 assault marines
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Old 28 Jun 2009, 16:22   #2 (permalink)
Kroot Shaper
 
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Default Re: First-Timer black templars

Quote:
Originally Posted by ScreamerKiller
So, my friend has just inherited a bucketload of space marines from a friend, and with them he wanted to make a Black Templars force. He's pretty new, so he's not sure how to make a list
BT are what I try and play more than anything.
What i suggest if he does not have - Rhino/Landraider/Drop Pod

He has a Rhino in that list, that's good.
Oaths are your friend. Accpet and Challange lets you reroll misses (Used to mean you hit on a 3 if I remember) but the reroll is great, since you can still Master Craft weapons on your HQ.
Having an Armoury to buy from is nice (Deepstrike, or Drop Pod, then toss a Holy Orb. Clears out unites fast.)
Lightening claws are nice, with the Oath, Accpet All Challanges, for re rolling to hit, then to wound.

My basic set up (depending on points and who I am fighting)
Drop Pod a Dred behind lines, or HQ, Squad with Sgt, two Holy Orbs (blast, wounds on 3 plus, AP 3) then double tap. It cleans out the trash so I can go about moving around and assulting.
A five man Squade with a Plasma Cannon to lay down fire, Pred with Auto Cannon and Bolters to keep fire down range, Rhino and Razor back to move in troops, with 5 Marines, and 2 or more Neophytes.
If I take the Landraider, it's 6 Marines and 6 Neophytes.
I use a Landspeeder rarely. Because I like to be on the move, and shooting.
Terms - well you can shove 2 Assultcannons in there with no issue. Your other squades will be full of 5 or more men with assult weapons. No need to use a Sgt, because you dont have that choice.
Deepstrike can be your friend with them.
You want to get them accross the field and fighting fast, the whole army. Even Orcs have issues with you going first, re-rolling failed to hits, and getting the save they dont.
What you have a lack of. Heavy Weapons.
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Old 29 Jun 2009, 18:41   #3 (permalink)
Shas'La
 
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Default Re: First-Timer black templars

what I would say is to start looking for landraider crusaders. Templairs are the only marines that can take LRCs as troop transports, so you are limited to 14 LRCs in a standard force orginisation chart. realistically he will want one or two every game, if he has points. since LRC transport an entire troop choice they are very helpful for moving troops to close combat.
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Old 30 Jun 2009, 05:55   #4 (permalink)
Shas'Saal
 
Join Date: Dec 2005
Location: Southern California
Posts: 115
Default Re: First-Timer black templars

I have played Bt for 4 years and I have found that you should ALWAYS take at least one squad of sword brethren, preferably inside a crusader. These can have one guy with a pair of lightning claws and one with power weapon. I put the emperors champ with them. I usually am able to assult 2ND turn and they immediately wipe out whatever they assult. 5 man squads that are able to have a heavy (plasma cannon, lascannon, etc.) and a medium strength gun (melta, plasma, etc.) are indispensable and are no longer available to normal space marines. ^-^ One thing you should NEVER take is an assult squad because you can just take a crusader squad with cc weapons in a rino and they have the exact same ability as well as being able to hold objectives and they cost less too!

In my 2,000 pt. list i have helbrecht with a command squad in a drop pod, the emperors champion, a squad of cc termies with all lightning claws, a venerable dread with lascannon/missile launcher combo, an 8 man sword brethren squad (as described above), a huge 20 man squad with all cc weapons and upgrades, two 5 man shooty squads in razorbacks (also described above), and a crusader (for the sword brethren).

Helbrecht and the command squad drop pod in, the termies teleport in (with aid of teleport homer with the Sergeant in the command squad), the giant squad footsloggs towards the enemy using the neophytes as meat shields, while the two shooty squads sit back with their transports and let loose with their guns. Finally, the sword brethren move at full speed in the crusader towards the most beefy enemy squad.

I have found that the giant unit attracts most, if not all of the fire (witch helps them move even faster due to righteous zeal) ;D and the cc units tear the enemy apart. And i always take the "accept any challenge..." vow to help them do even more damage in combat. the army has a lot of firepower, and also a lot of cc ability.

I have only lost 3 times with my templars using these tactics. ;D The only thing you need to look out for are very strong cc chaos armies, witch will rip your cc units apart. >

Thanks for reading my rambling and i hope it helps!
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