Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am getting my Templar put together, and i am wondering, how do you guys run your Templar HQ? Let's assume the point allowed for the whole game is about 1500. I was thinking along the lines of
Master of Sancity
pair of lightning claws
Probably would run him in a land raider with a 12 man crusader squad that has a Melta ans Fist.
Should Melta bombs be a must for him? What about a Storm bolter or bolt pistol? Maybe your not even a fan of Chaplain and your a Marshall kinda guy.
Having access to a armory seems to have it obvious benefits, so how should i take advantage of it to create an awesome HQ?
Depends on what kind of list you're running. I like the Marshal for his Rites of Battle, but this isn't really an issue if all of your close combat squads are in transports or already accompanied by an IC. If you want to run the MoS, personally I'd just give him a bolt pistol for 111 points. Termi armour is going to stop your sweeping advances. I also think LCs are better spent on Marshals (Chaplains starting out with a PW is recognised in their points cost imo, whereas Marshals just start off with a regular close combat weapon). Chaplains arent as useful anymore with AAC in 5th. They're pretty decent still though, especially in a footslogging list to direct the Righteous Zeal moves if you have the points or you dont need a Marshal.
I like having a castellan with pair lightning claws and terminator armor. He is very cheap for how killy he is (I take preferred enemy vow) and most the time I don't find the Marshal to be worth it as if you take him you basically must buy the mantle or die to powerfist and the extra Ld is not needed most the time as you have transports and there is no penalties to Ld for shooting any more.
If you are gonna take the Master of Sanctity then I would go jump pack, mantle, terminator honors, pistol. Used this guy a lot in 4th but with the change to preferred enemy don't find chaplains that useful.
- You must set fire to water or you will be extinguished.
Chaplains are still pretty good in my opinion. Fearless is usually a good thing to have.
In my 1500 & 1850 mechanized lists I run a Master of Sanctity w/ Bolt Pistol & Terminator Honors (leading a large squad in a LRC transport).
A bolt pistol is a must for the extra attack.
I wouldn't get the Terminator Armor. The only thing it really does is get you +1 armor save because he already has a rosarius for his invulnerable. If you feel it's necessary to get him a 2+ armor, go with artificer. If you want the extra attack, get him the terminator honors. As has been stated before, you want the sweeping advance, so that's another reason why.
Holy Orbs can be fun wargear as well.
Last edited by spaar; August 6th, 2009 at 21:19.
Fantasy: Daemons (Angels), 40k: Black Templars
Ask me about the Black and White Space Marine on the Black and White Bike!!!
Ok so after reading over your posts i have some new questions but still like my build.
First off i am not convinced that a Marshall is decent choice in the assumed 1500 point range. I guess if your REALLY troop heavy, but the way i look at it, you have the Emperor's Champion running around some where giving a unit Ld 10, and and you have a fearless unit with the Master of Sancity. That leaves one maybe two squads at their normal Ld. The other reason for the Master is the re-roll to hit. Now before you say "I take the Vow", i know, so do i. There is a place for the Master's re-rolls though, Neopythes. They do not benefit from this vow, but they will re-roll when paired with a chargeing Master, and comeing out of a LRC, they is not hard to pull off (at least it looks that way on paper). I also love my Neophytes. I feel that they are a steal for thier cost, because on average they hit just as hard as Marines in CC and with the Master, they will be able to re-roll on the charge.
Ok now for my wargear, terminator armour seems to be decent for the fact i get the extra attack and a 2+ save, love it. I know i can't sweeping advance, but i can't say that has ever made a world of differance for me, i mean if what ever i charge is still left standing after i charge it, then i doubt it would die to a simple sweeping advance.
Lightning claws are just to good to pass up for Templar. rerolling 5 power weapon attacks on the charge is awsome.
I agree with you on the Neophyte situation, and whole heartidly think they are an asset to have, specially to take as wound fodder in combat or to shooting.
To the question about the MoS, I'm one of those skeptics that thought, as soon as 5th ed came out, that Chaplains were now useless, specially with the change in PE. However, you are correct in stating that the Neophyte WILL benefit from his LoH. HOWEVER, if you are choosing to put a 12 man squad into a LR, with the MoS, thats what, 2 Neophytes? And if you are not taking 10 Iniates in the squad thats in a LR, theres something wrong with you, sorry. That LRC needs to have 10 Iniates, 4 Neophytes, and 1 Chaplain/Marshal, OR 10 Iniates, 3 Neophytes and 2 characters. I used to run it like that, with Helbrecth and the EC coming out to do the Emperor's Bidding. Now that's stacking a whole lot of points into a LRC, but if it makes it to where it needs to go, not a single unit in the game will survive that hit. Plus, generally, the LRC assaults tend to be close, so the EC can break off and usually kill a whole squad (if not make it run away) on his own. That's a different topic though, sorry. Anyways, back to the MoS. If you are taking him to have 3-4 Neophytes re-roll the hit then that's pretty much a waste for him.
Here's what hes good for now. He's good because he comes stock with a 4+ invul, which you need to give to a Marshal. He's good because he comes stock with a PW. That's all. His fearless doesn't do much, SPECIALLY if you are running them in a LRC, beucase they are fearless in combat regardless. His LoH are shadow'd by the new PE rules. Making him a decent choice, for a footslogging army as people put it. I would continue to take a Marshal/Castellan with pretty much the same configs as you gave your MoS.
He has 6 attacks on the charge, 3+ armour, 4+ invul and can potential kill a dreadnought or another tank should you charge it. Your whole army now have Ld 9.
He is less points, and will benefit the army more than your MoS in your LRC case. Oh and for those that think the way of, ohhh, leadership 8 is good enough. Remember you take Morale checks everyone time 1 person dies...so the chances of you fleeing increase. Higher Ld, the better.
Last edited by Acez; August 7th, 2009 at 02:06.
i was going to run 6x6 crusader squad in the LRC, since Neophytes hit almost as hard as marines in CC and are 6 pts less. So to me, that is eighteen more attacks re-rolling to hit on the charge.
six neophytes are thirty six Pts less then six initiate.
I agree with Acez, except from with his Castellan. Take a Marshal with that same loadout and you'd be golden. Ld 10 is going to get you RZ'ing exactly, on average, twice as much forward as Ld9 and that's the only reason youd be taking a Marshal or Castellan over a Chaplain. On average with Leadership 10 you'll move 1.75inches forward every RZ, whilst with Leadership 9 gets you 0.875inches forward and leadership 8 gets you 0inches. That difference might not sound a lot but it's the reliability which is the important thing. It's going to really suck if you RZ 12" backwards and need to take another turn before engaging the enemy.
Like I said before though, you dont need a Marshal if you are running a Mech list (he doesnt provide Rites of Battle when he's in a vehicle anyway to my knowledge, could be wrong though)
I really wouldn't suggest this. Since you are relying on the chaplain to make those neophytes better, what happens if you don't break the unit you have charged? Now you got some neophytes who are just regular instead of having mostly Initiates who are bound by this vow. While the points are lower, it makes more sense to have more people with a 3+ save then less.i was going to run 6x6 crusader squad in the LRC
If you are strapped for points though, that is an option to persue, but I would strongly advise against taking less than 10 Iniates in a squad, unless they are a fire squad, having 5 Initiates with a heavy weapon/special weapon.