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So, I'm a current Blood Angels player and psyched for the new stuff like everyone else. However, to side step the feeding frenzy there, it made me think about the Black Templars. Anyone still play them as a main army? Any hopes they get updated (after the likes of the 'crons that I also play, Tau, etc.)? They've always been my 2nd fav army based purely on fluff of the Crusades and chapter organization, but I know nothing of their current 'dex and how they play on TT.
Are they still worth it to play in this 5th Ed mad house of super-HQs, meltas, and crazy rules? Any common builds like the DA have Deathwings, or drop-pod dreads like other marines? Sorry for the host of questions, but I'm curious and BT seem to be one of the most forgotten chapters, now that SW and BA have their new 'dexes.
Not a templar Player myself but my mate and regular opponent has them. They can definately hold their own. Prefered enemy is a very nasty thing to have on almost every model in your army and tips the balence in their favour in most combats, even against Wolves.
They also get the old Veteran Skills like Furious charge on their Vets and terminators which is seriously nasty, especially combined with the prefered enemy terminator lightning claw unit of Doom.
As for Super HQ's. Marshals may only be WS5 but WS5 with re-rolls is better than WS6. Also their characters have the old Wargear so they can get terminator honours, Adamantine Mantles and the crazy holy orbs of antioch.
They're definately not a sub par Codex and will give people some suprises - how many people expect to fight Initiative 5 (F-Charge) Terminators nowadays?
The Black Templars codex surprisingly remains effective because of the new effects of the Preferred Enemy Special Rule. However, the army is very character centric, as the Crusade Squad has only average leadership with no unit champion, which in combination with the constant leadership tests they have to take, means that the army needs a strong leadership anchor, at least until they hit close combat.
As with any old codex, they've got some pretty nasty hold overs; 5-man dual assault cannon terminators, Furious Charging assault terminators/sword bretheren, nasty command squads that give their vet skill to their HQ, so you've got a furious charging Marshal/Chaplain, 4 attack Marshalls/Chaplains, 5-man las/plas squads, Machine spirit Vindicators, and other oldschool crap.
Furthermore, the large crusader squad and Emperor's Champion is nothing to sneeze at; good thing, as these are really the only codex specific units available to the Black Templars, and also necessary.
However, like most older codexes, they've been shoehorned into three general builds: The Mech army, the Horde and the Drop Pod assault.
The mech army takes advantage of the fact that Black Templars can take Land Raider Crusaders without wasting heavy support choices and minimizes their weakness of lacking LD for their rampant morale tests. It meshes very well with the mech nature of 5th, what with multiple Crusaders, Vindicators and rhino rushing; the army disables enemy transports, dismounts and assaults the now vulnerable troops.
The Drop Pod assault is old school; the entire army is held in reserve and DS normally. Thus, no rounding-down and having half your force arrive like in the new SM rules. Go big or go home is this army type.
The horde style of Black Templars involves taking maximum, 20 man squads, an appropriate character to lead them, and taking as many as possible. The sheer mass of SM saves means that there are few foes that can stand against it, but simultaneously armies that can put down low AP ordinance trounce these armies quite easily. It also has problems against mech armies, but as long as you've got bodies to burn, you should surprisingly be capable of catching up to them; 6" movement, d6 for running, and an additional d6 every time you take a casualty and pass the resulting leadership.
Wow, thanks for the detailed response guys. I have a copy of the BT codex that I'll read this week and see if there's anything I can pick out, and maybe play test them at some point. I basically have a bunch of SM bits and 4 Rhino chassis that are magnetized so they could become preds or WW, etc. I don't know if I want to make them into the new Blood Angels or hold off and be Black Templars. As you can tell, I really want an assaulty army and both meet this need, so there's the delimma. I'm also not rich enough to run two different Marine armies.
I glanced at the mentioned Orb and Mantle real quick and those seem pretty awesome and unique. And I like the Blessed Hull rule for Land Raiders. I really miss the old "Wargear Armory" lists where you can tool to exactly what you want. And I definitely like the point limits on named characters. But alas these things are no more these days. I would hope at least if they get updated to 5th that they keep a lot of this flavor, eventho they will also fall in line with the Hero-hammer meta game that is going on.
A friend of mine runs Black Templars, and the Vindicator/Land Raider combo is a deadly one. Another interesting aspect they have is relatively cheap lascannons, all round, at least compared to regular Space Marines. Fighting him is basically facing 2-3 land raiders, 3 Vindicators, a rew rhino squads, and a whole lot of lascannon shots.
"Any job worth doing, is worth doing with a powerklaw."
BTs can work, mostly from their older style rules (Vet skills, las/plas shooty squads), Preferred Enemy, and LRCs everywhere.
BT can even out-Deathwing Deathwing.
2x Marshal w/ Termie Armor, LCs
2x Command Squad-4 Termies, tank hunters, 2 ACs
EC w/ Accept Any Challenge
3x 5 Termies-2AC, tank hunters
4x 5 Initiates, lascannon
2000 odd points. 25 Termies running around blasting stuff with assault cannons (statistically better than lascannons against armor) with cheap support.
You could go more tradish with furious charging LC Termies out of Crusaders, foot hordes work pretty well, and don't forget allies to give you some extra support you can't find in the BT book normally.
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