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Hey, I'm not sure if this should be posted here, but whatever
I recently started a Black Templars army, however I've only ever collected before for modelling and painting purposes, never to play. I now want to make an army to play with, so i equiped my first Tactical squad with Plasma gun, Missile launcher, 7 bolters and a seargent with plasma pistol and chainsword. Now with virtually every Tac squad i see the sarge has a bolt pistol. Was giving him a plasma pistol stupid to do for a gaming army? I mean i like the look of all plasma guns hence why my first instinct was to give him one, but now I'm not so sure as noone else seems to have done likewise. Another question is, I have attached the standard that comes in the set to a marine other than the sarge, I haven't seen this done either and am beginning to worry that this should not be done or will affect the squad in some way. I should probably check the rulebook or something but i do not have one as i never played the game before, so any help will be appreciated ^_^ I fear have made some noob mistakes
I wouldn't call the PP a mistake. Certainly 2 plasma weapons and a RL give your squad a terrific amount of firepower. Most feel that it's much better to give the vet sarge a powerfist and BP in general for cost effectiveness. A shooty tac squad though, if you don't expect them to get tied up in close combat, can sometimes do without. Generally though, if you're not expecting CC, you can leave the terminator honors off the sergeant and just kit him with a bolter or CCW/BP to save points. Vet Sergeants are more worth it in assaulty squads. Also unless you're speeder-hunting, a shooty tac squad rarely gets much benefit from having a full 10 members. 6 or 8 can do the job nearly as well. With PG, PP and a RL, you could instead take the squad down to 6 men, and stuff them in a Razorback for even more shootiness.Originally Posted by Decidendi
The squad standard is just for show, so it's fine if it's not on the sergeant. There's no rules either way, so you're good. Only HQ units can carry standards that actually mean anything by the rules.
First up, I would heartily reccomend buying the 40k rulebook (BGB: Big Grey Book) and the codex for your chosen army (Black Templars in this case), if you don't already.
Black Templars do not actually use tactical squads, as such, instead using crusader squads, which contain normal space marines, and scouts.
For BTs, your set up is not terribly effective. Because of thier special rules, they normally focus much more on close combat than shooting, and thus don't really get that much use out of heavy weapons like missile launchers.
Similarly, shooting plasma guns prevent you from charging, so that is not ideal for a normal BT squad. This makes melta and flamers much more viable, as they are assault weapons. Flamers are normally not great on squads that plod along on foot, because of thier very, very short range, so I would reccomend meltaguns.
Sergeant wise, I do not like plasma pistols because they cost a lot for what they generally give you (one or two shots per game, max), and can potentially kill the model carrying it. A powerfist will give you much better results, as it will enable you to kill MEQs (Marine EQuivilents) very easily in cc, and will give your squad a chance against monstrous creatures, independant characters and other nasty things, that it would not normally have.
Of course, that is assuming you want to go with a standard, cc-based Black Templar squad. If you want a shooty squad, I would reccomend taking 6 marines, with a plasma gun and a missile launcher or lascannon.
This is the standard wisdom on kitting out tactical squads, but a much more detailed overview of thier options can be found in the tactical squad overview article in the articles section. I believe it is the most viewed article here on LO, so check it out.
In the end, it is really down to you how you equip your squads, because it is your army at the end of the day :yes:
I hope that was of some use.
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The only guns I have on my BT marines are bolt pistols. I want to be able to move every round. So what is the point of taking say...bolters, because when you move...you can't benefit from the range increase and are stuck firing 12" anyways. Play to the BT strengths, CC weapons and pistols with a possible power fist searg. in there. Don't for get at least half of your marines should have a neo...mine do anyways.
Thankyou for these most helpful posts, however i am still slightly confused.
Considering that BTs have bonuses in CC would it be wise to buy the Space Wolves Blood Claws and use their sprues to create the squads? Giving all the units a BP/CCW and then have a sarge with BP/PF or BP/PW?
And finally to make some Neophytes, should i buy a box of Scouts and convert them a bit so they don't look like regular scouts and then integrate them into the crusader squad (the blood claws) ? But as what ratio should i do it, 10 initiates and 5 neophytes? How should i stucture the squads?
And i bought and painted The Emperor's Champion today as well.
Last edited by Decidendi; August 16th, 2006 at 19:00.
I would definitely buy the books before I made anymore marines, man. You might back yourself into a corner with premature modeling, otherwise.